Exclusive special offer and discount title banner vector image

GLOBAL GAMING MARKET FORECAST 2023-2032

SCOPE OF THE REPORT

Global Gaming Market by Type (Online, Offline) Market by Component (Software, Hardware) Market by Device Type (Console Gaming, Mobile Gaming (Android, IOS), PC Gaming, Browser Gaming) Market by Genre (Action/ Adventure Games, Arcade Games, Strategy & Brain Games, Casino Games, Casual Games, Sports Games, Other Genres) by Geograph


MARKET OVERVIEW

In terms of revenue, the global gaming market was valued at $350.02 billion in 2022 and is expected to reach $1065.12 billion by 2032, growing at a CAGR of 11.60% during the forecast period 2023-2032

Games are defined as structured forms of play that are undertaken for entertainment purposes. The global gaming market comprises digital games provided by developers, categorized into various genres that include online games, free-to-play games, massively multiplayer online (MMO), Free2Play (F2P), social media games, etc. The rising popularity of e-sports is also attracting diverse audiences across different regions and cultures. Such gaming events have turned into a successful platform for marketing, attracting investments from several sports organizations and mainstream companies.

On the other hand, technological advancements and increasing accessibility are also fueling the global gaming market. As per industry sources, the smartphone penetration rate in 2021 was 67%, thus facilitating wider access to mobile gaming. The perception towards gaming is also changing, and this factor has further resulted in a greater acceptance of gaming as mainstream entertainment.

Read our latest blog on the Gaming Market

GROWTH ENABLERS

Key growth enablers of the global gaming market:

  • Emergence of next-generation consoles 
  • Growing internet penetration
  • Surging number of smartphone users
    • Smartphone gaming is now more accessible than ever; users can play games on their smartphones at any time and from any location, eliminating the need for specialist gaming consoles or PCs. Owing to this convenience, mobile gaming has gained a broad and diverse audience globally.
    • In mobile gaming, the freemium model, in which games are free to download but offer in-app purchases, has become highly popular. This business model has proven to be successful since it allows developers to earn money from a wider user base. Smartphone consumers are also accustomed to in-app purchases and microtransactions, which contribute to mobile games’ financial success.
  • Easy availability of free games
  • Huge and loyal customer base for digital games

GROWTH RESTRAINTS

  • High costs of game development
  • Piracy issues
    • Game creators and publishers suffer significant financial losses as a result of piracy. Potential sales are lost when games are illegally distributed, affecting revenue streams and the capacity to support future game development. This revenue loss affects the producers as well as the gaming market as a whole.
    • Independent game makers, who frequently work on a shoestring budget, are particularly vulnerable to piracy. Furthermore, unauthorized distribution of these games can be disastrous to their capacity to sustain enterprises and negatively affect livelihoods.
    • To counteract piracy, game creators are implementing various techniques such as DRM technologies, online authentication systems, and digital storefronts that provide secure distribution channels. However, these precautions may not be faultless, as motivated pirates often find other methods to surpass them.
  • Increasing prevalence of counterfeit gaming products 
  • Complexity of localization of games
  • Difficulties related to hardware compatibility

To Know More About This Report, Request a Free Sample Copy

KEY MARKET TRENDS

Global Gaming Market | Top Market Trends

  • The introduction of 5G technology is expected to begin a new era of interactive gaming powered by AI. Games can support user-generated material in the form of characters, levels, and even stories with the help of 5G, and this will allow for an adaptive gaming experience. Furthermore, 5G is also set to improve the latency during gaming, thus having a greater impact on the e-sports segment. 
  • The introduction of virtual reality (VR) and augmented reality (AR) in the gaming industry can create an immersive gaming experience. The gaming business can benefit from the use of VR and AR for training and educational purposes, as well. For instance, simulations made by game creators can assist in teaching players new ideas or in honing specific skills. Moreover, through the sale of hardware, extras, and content, this aspect can open up new revenue sources for game producers.

MARKET SEGMENTATION

Market Segmentation – Type, Component, Device Type, and Genre –  

Market by Type: 

  • Online
    • Online is set to be the fastest-growing and dominating type during the forecast years. 
    • The change to a games-as-a-service paradigm, in which games are constantly updated and supported with new material, has fueled the demand for online gaming. Regular updates, additions, and events keep players interested and add value beyond the initial purchase. This concept promotes longevity and encourages players to remain invested in the game for a lengthy period of time.
    • Online gaming facilitates social interactions and the building of communities. Multiplayer games, chat tools, forums, and social media integrations allow players to reconnect with old friends and make new ones. The social side of online gaming improves the overall experience and develops a sense of community within gaming communities.
  • Offline

Market by Component:

  • Software
    • Software is set to be the leading component during the projection period. 
    • The growing demand for new and inventive games has resulted in an increase in gaming software development. 
    • To appeal to the varying interests of gamers, game developers and studios are constantly creating and releasing new titles across numerous genres.
  • Hardware

Market by Device Type:

  • Console Gaming
  • Mobile Gaming
    • The mobile gaming segment, under the device type category, is set to grow with the highest CAGR of 11.82% between 2023 to 2032. 
    • Gamers can enjoy mobile games with gamers on other platforms, such as PCs or consoles, thanks to cross-platform capabilities. This connectivity broadens the player pool and allows buddies to play together regardless of device. Cross-platform play in games like ‘Fortnite’ and ‘Among Us’ has been effectively integrated, enabling a more inclusive and interconnected gaming experience.
    • Mobile gaming provides ease and accessibility. Smartphones are portable and easily accessible, allowing players to play games at any time and from any location. The accessibility of mobile games has also drawn a wider audience, including casual gamers who may not have previously participated in traditional gaming.
      • Android 
      • iOS
  • PC Gaming
  • Browser Gaming

Market by Genre:

  • Action/Adventure Games
  • Arcade Games
  • Strategy and Brain Games 
  • Casino Games
  • Casual Games 
  • Sport Games
  • Other Genres

GEOGRAPHICAL STUDY

Geographical Study Based on Four Major Regions:
    • North America is set to lead the global gaming market during the forecasting period. 
    • Console gaming has long been a prominent influence in the gaming sector in North America. Popular gaming consoles such as the PlayStation, Xbox, and Nintendo systems have a strong presence and a loyal fan following. Besides, for dedicated gamers looking for high-performance gaming experiences, console gaming remains the major option.
    • North America has a flourishing game development business, with various studios and publishers based in the region. In this regard, Electronic Arts, Activision Blizzard, Ubisoft, and Epic Games have a substantial presence in North America. Indie game production is also rapidly emerging, with numerous independent firms producing unique and popular titles.
    • Mobile gaming has grown significantly in North America, owing to the increasing use of smartphones and tablets. The region boasts a huge population of mobile gamers, both casual and loyal gamers. 
  • Europe: The United Kingdom, France, Germany, Spain, Italy, Poland, Belgium, and Rest of Europe
  • Asia-Pacific: China, Japan, India, South Korea, Taiwan, Australia & New Zealand, and Rest of Asia-Pacific
  • Rest of World: Latin America, the Middle East & Africa

MAJOR PLAYERS

Major players in the global gaming market:

  • Activision Blizzard
  • Electronic Arts Inc
  • Nintendo Co Ltd
  • Sega
  • Sony Corporation
  • Ubisoft Entertainment SA

Key strategies adopted by some of these companies:

  • In May 2022, Take-Two Interactive acquired Zynga at a gaming valuation of $12.7 billion. Zynga is a mobile giant, and the deal aims to improve Take-Two’s footprint on mobile platforms.
  • Activision Blizzard launched its sequel to the Overwatch series in October 2022. Overwatch 2 focuses on ways to monetize free-to-play games rather than the gameplay.  
  • Microsoft and Nintendo, in February 2023, signed a ten-year deal to bring the Call of Duty to Nintendo. The game will be exclusively available on the Nintendo platform.

REPORT SYNOPSIS

REPORT SCOPEDETAILS
Market Forecast Years2023-2032
Base Year2022
Market Historical Years2018-2022
Forecast UnitsRevenue ($ Billion)
Segments AnalyzedMarket by Type, Component, Device Type, Genre
Geographies AnalyzedNorth America, Europe, Asia-Pacific, and Rest of World
Companies AnalyzedActivision Blizzard, Electronic Arts Inc, Nintendo Co Ltd, Sega, Sony Corporation, Ubisoft Entertainment SA, Bethesda Softworks LLC, Gameloft (Acquired by Vivendi), Nvidia, Microsoft Corporation, Square Enix Holdings Co Ltd, Rockstar Games Inc, Nexon Co Ltd, Zynga

TABLE OF CONTENT

  1. RESEARCH SCOPE & METHODOLOGY
    1. STUDY OBJECTIVES
    2. METHODOLOGY
    3. ASSUMPTIONS & LIMITATIONS
  2. EXECUTIVE SUMMARY
    1. MARKET SIZE & ESTIMATES
    2. MARKET OVERVIEW
    3. SCOPE OF STUDY
    4. CRISIS SCENARIO ANALYSIS
    5. MAJOR MARKET FINDINGS
      1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
      2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
      3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
  3. MARKET DYNAMICS
    1. KEY DRIVERS
      1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
      2. SURGING INTERNET PENETRATION
      3. GROWING NUMBER OF SMARTPHONE USERS
      4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
      5. EASY AVAILABILITY OF FREE GAMES 
    2. KEY RESTRAINTS
      1. HIGH GAME DEVELOPMENT COSTS
      2. PIRACY ISSUES
      3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
      4. COMPLEXITY OF LOCALIZING GAMES
      5. HARDWARE COMPATIBILITY DIFFICULTIES
  4. KEY ANALYTICS
    1. TIMELINE OF THE GAMING INDUSTRY
    2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
    3. KEY TECHNOLOGY TRENDS
      1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
      2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
      3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
      4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
      5. EMERGENCE OF DIFFERENT GAME TYPES
        1. REAL TIME STRATEGY (RTS)
        2. ROLE-PLAYING (RPG)
        3. MULTIPLAYER ONLINE BATTLE ARENA
        4. SANDBOX
        5. SHOOTER
        6. SIMULATION & SPORTS
    4. IMPACT OF COVID-19 ON GAMING MARKET
    5. PORTER’S FIVE FORCES ANALYSIS
      1. BUYERS POWER
      2. SUPPLIERS POWER
      3. SUBSTITUTION
      4. NEW ENTRANTS
      5. INDUSTRY RIVALRY
    6. GROWTH PROSPECT MAPPING
      1. GROWTH PROSPECT MAPPING FOR UNITED STATES
      2. GROWTH PROSPECT MAPPING FOR UNITED KINGDOM
      3. GROWTH PROSPECT MAPPING FOR CHINA
      4. GROWTH PROSPECT MAPPING FOR LATIN AMERICA
    7. MARKET MATURITY ANALYSIS
    8. MARKET CONCENTRATION ANALYSIS
    9. VALUE CHAIN ANALYSIS
      1. COMPONENT SUPPLIERS
      2. RESEARCH & DEVELOPMENT
      3. HARDWARE MANUFACTURING DEVELOPMENT AND PUBLISHING
      4. DISTRIBUTORS
    10. KEY BUYING CRITERIA
      1. GAME RATINGS
      2. EXCLUSIVITY
      3. ONLINE SERVICE
      4. DEVICE TYPE & COMPATIBILITY
        1. PERFORMANCE
        2. BACKWARD COMPATIBILITY
        3. PERIPHERALS
        4. STORAGE
        5. MEDIA SUPPORT
  5. MARKET BY TYPE
    1. ONLINE
    2. OFFLINE
  6. MARKET BY COMPONENT
    1. SOFTWARE
    2. HARDWARE
  7. MARKET BY DEVICE TYPE
    1. CONSOLE GAMING
    2. MOBILE GAMING
      1. ANDROID
      2. IOS
    3. PC GAMING
    4. BROWSER GAMING
  8. MARKET BY GENRE
    1. ACTION/ ADVENTURE GAMES
    2. ARCADE GAMES
    3. STRATEGY & BRAIN GAMES
    4. CASINO GAMES
    5. CASUAL GAMES
    6. SPORTS GAMES
    7. OTHER GENRES
  9. GEOGRAPHICAL ANALYSIS
    1. NORTH AMERICA
      1. MARKET SIZE & ESTIMATES
      2. NORTH AMERICA GAMING MARKET DRIVERS
      3. NORTH AMERICA GAMING MARKET CHALLENGES
      4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
      5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
      6. COUNTRY ANALYSIS
        1. UNITED STATES
          1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
        2. CANADA
          1. CANADA GAMING MARKET SIZE & OPPORTUNITIES
    2. EUROPE
      1. MARKET SIZE & ESTIMATES
      2. EUROPE GAMING MARKET DRIVERS
      3. EUROPE GAMING MARKET CHALLENGES
      4. EUROPE GAMING MARKET REGULATORY FRAMEWORK
      5. KEY PLAYERS IN EUROPE GAMING MARKET
      6. COUNTRY ANALYSIS
        1. UNITED KINGDOM
          1. UNITED KINGDOM GAMING MARKET SIZE & OPPORTUNITIES
        2. GERMANY
          1. GERMANY GAMING MARKET SIZE & OPPORTUNITIES
        3. FRANCE
          1. FRANCE GAMING MARKET SIZE & OPPORTUNITIES
        4. ITALY
          1. ITALY GAMING MARKET SIZE & OPPORTUNITIES
        5. SPAIN
          1. SPAIN GAMING MARKET SIZE & OPPORTUNITIES
        6. BELGIUM
          1. BELGIUM GAMING MARKET SIZE & OPPORTUNITIES
        7. POLAND
          1. POLAND MARKET SIZE & OPPORTUNITIES
        8. REST OF EUROPE
          1. REST OF EUROPE GAMING MARKET SIZE & OPPORTUNITIES
    3. ASIA-PACIFIC
      1. MARKET SIZE & ESTIMATES
      2. ASIA-PACIFIC GAMING MARKET DRIVERS
      3. ASIA-PACIFIC GAMING MARKET CHALLENGES
      4. ASIA-PACIFIC GAMING MARKET REGULATORY FRAMEWORK
      5. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
      6. COUNTRY ANALYSIS
        1. CHINA
          1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
        2. JAPAN
          1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
        3. INDIA
          1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
        4. SOUTH KOREA
          1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
        5. TAIWAN
          1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
        6. AUSTRALIA & NEW ZEALAND
          1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
        7. REST OF ASIA-PACIFIC
          1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
    4. REST OF WORLD
      1. MARKET SIZE & ESTIMATES
      2. REST OF WORLD GAMING MARKET DRIVERS
      3. REST OF WORLD GAMING MARKET CHALLENGES
      4. REST OF WORLD GAMING MARKET REGULATORY FRAMEWORK
      5. KEY PLAYERS IN REST OF WORLD GAMING MARKET
      6. REGIONAL ANALYSIS
        1. LATIN AMERICA
          1. LATIN AMERICA GAMING MARKET SIZE & OPPORTUNITIES
        2. MIDDLE EAST & AFRICA
          1. MIDDLE EAST & AFRICA GAMING MARKET SIZE & OPPORTUNITIES
  10. COMPETITIVE LANDSCAPE
    1. KEY STRATEGIC DEVELOPMENTS
      1. MERGERS & ACQUISITIONS
      2. PRODUCT LAUNCHES & DEVELOPMENTS
      3. PARTNERSHIPS & AGREEMENTS
      4. BUSINESS EXPANSIONS & DIVESTITURES
    2. COMPANY PROFILES
      1. ACTIVISION BLIZZARD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      2. BETHESDA SOFTWORKS LLC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      3. ELECTRONIC ARTS INC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      4. GAMELOFT (ACQUIRED BY VIVENDI)
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      5. MICROSOFT CORPORATION
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      6. NEXON CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      7. NINTENDO CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      8. NVIDIA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      9. ROCKSTAR GAMES INC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      10. SEGA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      11. SONY CORPORATION
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      12. SQUARE ENIX HOLDINGS CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      13. UBISOFT ENTERTAINMENT SA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      14. ZYNGA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES

LIST OF TABLES

TABLE 1: MARKET SNAPSHOT – GAMING MARKET

TABLE 2: NINTH-GENERATION GAMING CONSOLES

TABLE 3: TIMELINE OF THE GAMING INDUSTRY

TABLE 4: LEADING DISTRIBUTORS OF DIGITAL GAMES WORLDWIDE

TABLE 5: GLOBAL GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 6: GLOBAL GAMING MARKET, BY TYPE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 7: GLOBAL ONLINE MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 8: GLOBAL ONLINE MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 9: GLOBAL OFFLINE MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 10: GLOBAL OFFLINE MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 11: GLOBAL GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 12: GLOBAL GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 13: GLOBAL SOFTWARE MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 14: GLOBAL SOFTWARE MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 15: GLOBAL HARDWARE MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 16: GLOBAL HARDWARE MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 17: GLOBAL GAMING MARKET, BY DEVICE TYPE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 18: GLOBAL GAMING MARKET, BY DEVICE TYPE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 19: GLOBAL CONSOLE GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 20: GLOBAL CONSOLE GAMING MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 21: GLOBAL MOBILE GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 22: GLOBAL MOBILE GAMING MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 23: GLOBAL GAMING MARKET, BY MOBILE GAMING, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 24: GLOBAL GAMING MARKET, BY MOBILE GAMING, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 25: GLOBAL ANDROID MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 26: GLOBAL ANDROID MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 27: GLOBAL IOS MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 28: GLOBAL IOS MARKET, BY REGION, FORECAST YEARS, 2023-2032(IN $ BILLION)

TABLE 29: GLOBAL PC GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 30: GLOBAL PC GAMING MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 31: GLOBAL BROWSER GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 32: GLOBAL BROWSER GAMING MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 33: GLOBAL GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 34:  GLOBAL GAMING MARKET, BY GENRE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 35: GLOBAL ACTION/ ADVENTURE GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 36:  GLOBAL ACTION/ ADVENTURE GAMES MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 37: GLOBAL ARCADE GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 38: GLOBAL ARCADE GAMES MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 39: GLOBAL STRATEGY & BRAIN GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 40: GLOBAL STRATEGY & BRAIN GAMES MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 41: GLOBAL CASINO GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 42: GLOBAL CASINO GAMES MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 43: GLOBAL CASUAL GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 44: GLOBAL CASUAL GAMES MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 45: GLOBAL SPORTS GAMES MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 46: GLOBAL SPORTS GAMES MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 47: GLOBAL OTHER GENRES MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 48: GLOBAL OTHER GENRES MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 49: GLOBAL GAMING MARKET, BY GEOGRAPHY, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 50: GLOBAL GAMING MARKET, BY GEOGRAPHY, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 51: NORTH AMERICA GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 52: NORTH AMERICA GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 53:  NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK

TABLE 54:  KEY PLAYERS OPERATING IN NORTH AMERICA GAMING MARKET

TABLE 55:  EUROPE GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 56: EUROPE GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 57: EUROPE GAMING MARKET REGULATORY FRAMEWORK

TABLE 58:  KEY PLAYERS OPERATING IN EUROPE GAMING MARKET

TABLE 59: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 60: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 61: ASIA- PACIFIC GAMING MARKET REGULATORY FRAMEWORK

TABLE 62: KEY PLAYERS OPERATING IN ASIA-PACIFIC GAMING MARKET

TABLE 63: REST OF WORLD GAMING MARKET, BY REGION, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 64: REST OF WORLD GAMING MARKET, BY REGION, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 65: REST OF WORLD GAMING MARKET REGULATORY FRAMEWORK

TABLE 66: KEY PLAYERS OPERATING IN REST OF WORLD GAMING MARKET

TABLE 67: LIST OF MERGERS & ACQUISITIONS

TABLE 68: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS

TABLE 69: LIST OF PARTNERSHIPS & AGREEMENTS

TABLE 70: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES 

FIGURE 1: KEY TECHNOLOGY TRENDS

FIGURE 2: PORTER’S FIVE FORCES ANALYSIS

FIGURE 3: GROWTH PROSPECT MAPPING FOR UNITED STATES

FIGURE 4: GROWTH PROSPECT MAPPING FOR UNITED KINGDOM

FIGURE 5: GROWTH PROSPECT MAPPING FOR CHINA

FIGURE 6: GROWTH PROSPECT MAPPING FOR LATIN AMERICA

FIGURE 7: MARKET MATURITY ANALYSIS

FIGURE 8: MARKET CONCENTRATION ANALYSIS

FIGURE 9: VALUE CHAIN ANALYSIS

FIGURE 10: KEY BUYING CRITERIA

FIGURE 11: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2022

FIGURE 12: GLOBAL GAMING MARKET, BY ONLINE, 2023-2032 (IN $ BILLION)

FIGURE 13: GLOBAL GAMING MARKET, BY OFFLINE, 2023-2032 (IN $ BILLION)

FIGURE 14: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2022

FIGURE 15: GLOBAL GAMING MARKET, BY SOFTWARE, 2023-2032 (IN $ BILLION)

FIGURE 16: GLOBAL GAMING MARKET, BY HARDWARE, 2023-2032 (IN $ BILLION)

FIGURE 17: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY DEVICE TYPE, IN 2022

FIGURE 18: GLOBAL GAMING MARKET, BY CONSOLE GAMING, 2023-2032 (IN $ BILLION)

FIGURE 19:  GLOBAL GAMING MARKET, BY MOBILE GAMING, 2023-2032 (IN $ BILLION)

FIGURE 20: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY MOBILE GAMING, IN 2022

FIGURE 21: GLOBAL GAMING MARKET, BY ANDROID, 2023-2032 (IN $ BILLION)

FIGURE 22: GLOBAL GAMING MARKET, BY IOS, 2023-2032 (IN $ BILLION)

FIGURE 23: GLOBAL GAMING MARKET, BY PC GAMING, 2023-2032 (IN $ BILLION)

FIGURE 24: GLOBAL GAMING MARKET, BY BROWSER GAMING, 2023-2032 (IN $ BILLION)

FIGURE 25: GLOBAL GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2022

FIGURE 26: GLOBAL GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2023-2032 (IN $ BILLION)

FIGURE 27: GLOBAL GAMING MARKET, BY ARCADE GAMES, 2023-2032 (IN $ BILLION)

FIGURE 28: GLOBAL GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2023-2032 (IN $ BILLION)

FIGURE 29: GLOBAL GAMING MARKET, BY CASINO GAMES, 2023-2032 (IN $ BILLION)

FIGURE 30: GLOBAL GAMING MARKET, BY CASUAL GAMES, 2023-2032 (IN $ BILLION)

FIGURE 31: GLOBAL GAMING MARKET, BY SPORTS GAMES, 2023-2032 (IN $ BILLION)

FIGURE 32: GLOBAL GAMING MARKET, BY OTHER GENRES, 2023-2032 (IN $ BILLION)

FIGURE 33: NORTH AMERICA GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)

FIGURE 34: UNITED STATES GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 35: CANADA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 36:  EUROPE GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)

FIGURE 37: UNITED KINGDOM GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 38: GERMANY GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 39: FRANCE GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 40: ITALY GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 41: SPAIN GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 42: BELGIUM GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 43: POLAND GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 44: REST OF EUROPE GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 45: ASIA-PACIFIC GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)

FIGURE 46: CHINA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 47: JAPAN GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 48: INDIA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 49: SOUTH KOREA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 50: TAIWAN GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 51: AUSTRALIA & NEW ZEALAND GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 52: REST OF ASIA-PACIFIC GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 53: REST OF WORLD GAMING MARKET, REGIONAL OUTLOOK, 2022 & 2032 (IN %)

FIGURE 54: LATIN AMERICA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 55: MIDDLE EAST & AFRICA GAMING MARKET, 2023-2032 (IN $ BILLION)

FAQ’s

FAQs

Controllers, gaming headphones, gaming mice, keyboards, and gaming chairs are all recommended gaming equipment. The best option is determined by personal tastes, gaming platform, and game kind.

Twitch, YouTube Gaming, Discord, and Facebook Gaming are some of the most popular game streaming platforms and offer large audience sets and unique features for streamers.

5G technology will be advantageous as it improves the bandwidth and reduces the lag or delayed speed, thus proving to be beneficial in cloud-based games.