Gaming Market Research Reportβ€”Global Forecast till 2030

Gaming Market Research Report: Information by Device Type (PC [Browser PC Games, Downloaded PC Games], Console [Xbox, Play Station, Nintendo Switch, Others], Mobile [Tablet, Smartphone]), by Game Type (Real-Time Strategy, Role-Playing, Multiplayer Online Battle Arena, Sandbox, Shooter, Simulation & Sports, Others), Gamer Type (Casual Gamer and Professional Gamer) and Region (North America, Europe, Asia-Pacific, South America, and Middle East & Africa) - Forecast to 2030

ID: MRFR/ICT/9284-HCR | August 2022 | Region: Global | 100 Pages         

TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

1.1. Market Attractiveness Analysis

1.1.1. Global Gaming Market, by Device Type

1.1.2. Global Gaming Market, by Game Type

1.1.3. Global Gaming Market, by Gamer Type

1.1.4. Global Gaming Market, by Region

2. MARKET INTRODUCTION

2.1. Definition

2.2. Scope of the Study

2.3. Market Structure

3. RESEARCH METHODOLOGY

3.1. Research Process

3.2. Primary Research

3.3. Secondary Research

3.4. Market Size Estimation

3.5. Forecast Model

3.6. List of Assumptions

4. MARKET DYNAMICS

4.1. Introduction

4.2. Drivers

4.2.1. Increasing Proliferation on Mobile Phones and Internet Connections Globally

4.2.2. Increasing Popularity of Mobile Gaming Among Youth Population

4.2.3. Growing Demand for Cloud-Based Gaming

4.2.4. Growing E-Sports Industry

4.3. Restraint

4.3.1. Risk of Cyber Attacks and Fraud During Game Transactions

4.3.2. Increasing GPU Prices

4.4. Opportunity

4.4.1. Spike in Fantasy Gaming Platforms

4.4.2. Increasing Live Streaming and Video-on-Demand

4.4.3. Enhanced Experience in Wireless Multiplayer Gaming

4.5. Challenges

4.5.1. Increasing Micro Transactions in Games

4.5.2. Increasing Requirement of Higher Performance Consoles

4.6. Impact of COVID-19

4.6.1. Impact on Worldwide Gaming Industry

4.6.2. Rise in Online Gaming Scams During the Pandemic

4.6.3. Rise in Mobile Gaming Amidst the Pandemic

5. MARKET FACTOR ANALYSIS

5.1. Value Chain Analysis/Supply Chain Analysis

5.2. Porter’s Five Forces Model

5.2.1. Bargaining Power of Suppliers

5.2.2. Bargaining Power of Buyers

5.2.3. Threat of New Entrants

5.2.4. Threat of Substitutes

5.2.5. Intensity of Rivalry

6. GLOBAL GAMING MARKET, BY GAME TYPE

6.1. Introduction

6.2. PC

6.2.1. Browser PC Games

6.2.2. Downloaded PC Games

6.3. Console

6.3.1. Xbox

6.3.2. Playstation

6.3.3. Nintendo Switch

6.3.4. Others

6.4. Mobile

6.4.1. Tablet

6.4.2. Smartphone

7. GLOBAL GAMING MARKET, BY DEVICE TYPE

7.1. Introduction

7.2. Real-Time Strategy (RTS)

7.3. Role-Playing (RPG)

7.4. Multiplayer Online Battle Arena (MOBA)

7.5. Sandbox

7.6. Shooter (FPS and TPS)

7.7. Simulation and Sports

7.8. Others

8. GLOBAL GAMING MARKET, BY GAMER TYPE

8.1. Introduction

8.2. Casual Gamers

8.3. Professional Gamers

9. GLOBAL GAMING MARKET, BY REGION

9.1. Introduction

9.2. North America

9.2.1. Market Size & Estimates, by Device Type, 2019–2030

9.2.2. Market Size & Estimates, by Game Type, 2019–2030

9.2.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.2.4. Market Size & Estimates, by Region, 2019–2030

9.2.5. US

9.2.5.1. Market Size & Estimates, by Device Type, 2019–2030

9.2.5.2. Market Size & Estimates, by Game Type, 2019–2030

9.2.5.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.2.6. Canada

9.2.6.1. Market Size & Estimates, by Device Type, 2019–2030

9.2.6.2. Market Size & Estimates, by Game Type, 2019–2030

9.2.6.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.2.7. Mexico

9.2.7.1. Market Size & Estimates, by Device Type, 2019–2030

9.2.7.2. Market Size & Estimates, by Game Type, 2019–2030

9.2.7.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.3. Europe

9.3.1. Market Size & Estimates, by Country, 2019–2030

9.3.2. Market Size & Estimates, by Device Type, 2019–2030

9.3.3. Market Size & Estimates, by Game Type, 2019–2030

9.3.4. Market Size & Estimates, by Gamer Type, 2019–2030

9.3.5. Market Size & Estimates, by Region, 2019–2030

9.3.6. Germany

9.3.6.1. Market Size & Estimates, by Device Type, 2019–2030

9.3.6.2. Market Size & Estimates, by Game Type, 2019–2030

9.3.6.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.3.7. France

9.3.7.1. Market Size & Estimates, by Device Type, 2019–2030

9.3.7.2. Market Size & Estimates, by Game Type, 2019–2030

9.3.7.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.3.8. UK

9.3.8.1. Market Size & Estimates, by Device Type, 2019–2030

9.3.8.2. Market Size & Estimates, by Game Type, 2019–2030

9.3.8.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.3.9. Rest of Europe

9.3.9.1. Market Size & Estimates, by Device Type, 2019–2030

9.3.9.2. Market Size & Estimates, by Game Type, 2019–2030

9.3.9.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.4. Asia-Pacific

9.4.1. Market Size & Estimates, by Country, 2019–2030

9.4.2. Market Size & Estimates, by Device Type, 2019–2030

9.4.3. Market Size & Estimates, by Game Type, 2019–2030

9.4.4. Market Size & Estimates, by Gamer Type, 2019–2030

9.4.5. Markket Size & Estimates, by Region, 2019–2030

9.4.6. China

9.4.6.1. Market Size & Estimates, by Device Type, 2019–2030

9.4.6.2. Market Size & Estimates, by Game Type, 2019–2030

9.4.6.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.4.7. Japan

9.4.7.1. Market Size & Estimates, by Device Type, 2019–2030

9.4.7.2. Market Size & Estimates, by Game Type, 2019–2030

9.4.7.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.4.8. India

9.4.8.1. Market Size & Estimates, by Device Type, 2019–2030

9.4.8.2. Market Size & Estimates, by Game Type, 2019–2030

9.4.8.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.4.9. Rest of Asia-Pacific

9.4.9.1. Market Size & Estimates, by Device Type, 2019–2030

9.4.9.2. Market Size & Estimates, by Game Type, 2019–2030

9.4.9.3. Market Size & Estimates, by Gamer Type, 2019–2030

9.5. Middle East & Africa

9.5.1.1. Market Size & Estimates, by Country, 2019–2030

9.5.1.2. Market Size & Estimates, by Device Type, 2019–2030

9.5.1.3. Market Size & Estimates, by Game Type, 2019–2030

9.5.1.4. Market Size & Estimates, by Gamer Type, 2019–2030

9.6. South America

9.6.1.1. Market Size & Estimates, by Country, 2019–2030

9.6.1.2. Market Size & Estimates, by Device Type, 2019–2030

9.6.1.3. Market Size & Estimates, by Game Type, 2019–2030

9.6.1.4. Market Size & Estimates, by Gamer Type, 2019–2030

10. COMPETITIVE LANDSCAPE

10.1. Introduction

10.2. Key Players Market Share Analysis, 2020 (%)

10.3. Competitive Benchmarking

10.4. Competitor Dashboard

10.5. Major Growth Strategy in the market

10.6. Key Developments & Growth Strategies

10.6.1. Product Developments

10.6.2. Mergers & Acquisitions

10.6.3. Contracts & Agreements

11. COMPANY PROFILES

11.1. Sony Corporation

11.1.1. Company Overview

11.1.2. Financial Overview

11.1.3. Products Offered

11.1.4. Key Developments

11.1.5. SWOT Analysis

11.1.6. Key Strategies

11.2. Microsoft Corporation

11.2.1. Company Overview

11.2.2. Financial Overview

11.2.3. Products Offered

11.2.4. Key Developments

11.2.5. SWOT Analysis

11.2.6. Key Strategies

11.3. Bandai Namco Entertainment Inc.

11.3.1. Company Overview

11.3.2. Financial Overview

11.3.3. Products Offered

11.3.4. Key Developments

11.3.5. SWOT Analysis

11.3.6. Key Strategies

11.4. Take-Two Interactive Software Inc.

11.4.1. Company Overview

11.4.2. Financial Overview

11.4.3. Products Offered

11.4.4. Key Developments

11.4.5. SWOT Analysis

11.4.6. Key Strategies

11.5. Nexon Company

11.5.1. Company Overview

11.5.2. Financial Overview

11.5.3. Products Offered

11.5.4. Key Developments

11.5.5. SWOT Analysis

11.5.6. Key Strategies

11.6. Activision Blizzard Inc.

11.6.1. Company Overview

11.6.2. Financial Overview

11.6.3. Products Offered

11.6.4. Key Developments

11.6.5. SWOT Analysis

11.6.6. Key Strategies

11.7. Nintendo Co. Ltd.

11.7.1. Company Overview

11.7.2. Financial Overview

11.7.3. Products Offered

11.7.4. Key Developments

11.7.5. SWOT Analysis

11.7.6. Key Strategies

11.8. Ubisoft Entertainment SA

11.8.1. Company Overview

11.8.2. Financial Overview

11.8.3. Products Offered

11.8.4. Key Developments

11.8.5. SWOT Analysis

11.8.6. Key Strategies

11.9. Square Enix Holdings Co. Ltd.

11.9.1. Company Overview

11.9.2. Financial Overview

11.9.3. Products Offered

11.9.4. Key Developments

11.9.5. SWOT Analysis

11.9.6. Key Strategies

11.10. Tencent Holdings Ltd.

11.10.1. Company Overview

11.10.2. Financial Overview

11.10.3. Products Offered

11.10.4. Key Developments

11.10.5. SWOT Analysis

11.10.6. Key Strategies

11.11. Epic Games

11.11.1. Company Overview

11.11.2. Financial Overview

11.11.3. Products Offered

11.11.4. Key Developments

11.11.5. SWOT Analysis

11.11.6. Key Strategies

11.12. Interactive Entertainment

11.12.1. Company Overview

11.12.2. Financial Overview

11.12.3. Products Offered

11.12.4. Key Developments

11.12.5. SWOT Analysis

11.12.6. Key Strategies

11.13. Electronic Arts

11.13.1. Company Overview

11.13.2. Financial Overview

11.13.3. Products Offered

11.13.4. Key Developments

11.13.5. SWOT Analysis

11.13.6. Key Strategies

11.14. Sega Games Co. Ltd.

11.14.1. Company Overview

11.14.2. Financial Overview

11.14.3. Products Offered

11.14.4. Key Developments

11.14.5. SWOT Analysis

11.14.6. Key Strategies

11.15. NetEase Inc.

11.15.1. Company Overview

11.15.2. Financial Overview

11.15.3. Products Offered

11.15.4. Key Developments

11.15.5. SWOT Analysis

11.15.6. Key Strategies

12. APPENDIX

12.1.1. Discussion Blueprint

 

LIST OF TABLES

TABLE 1 LIST OF ASSUMPTIONS

TABLE 2 GLOBAL GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 3 GLOBAL GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 4 GLOBAL GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 5 GLOBAL GAMING MARKET, BY REGION, 2019–2030 (USD MILLION)

TABLE 6 NORTH AMERICA: GAMING MARKET, BY COUNTRY, 2019–2030 (USD MILLION)

TABLE 7 NORTH AMERICA :GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 8 NORTH AMERICA: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 9 NORTH AMERICA: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 10 US:GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 11 US:GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 12 US:GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 13 CANADA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 14 CANADA: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 15 CANADA: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 16 MEXICO: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 17 MEXICO: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 18 MEXICO: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 19 EUROPE: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 20 EUROPE: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 21 EUROPE: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 22 UK: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 23 UK: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 24 UK: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 25 GERMANY: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 26 GERMANY: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 27 GERMANY: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 28 FRANCE: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 29 FRANCE: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 30 FRANCE: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 31 REST OF EUROPE: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 32 REST OF EUROPE: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 33 REST OF EUROPE: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 34 ASIA-PACIFIC: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 35 ASIA-PACIFIC: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 36 ASIA-PACIFIC: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 37 CHINA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 38 CHINA: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 39 CHINA: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 40 INDIA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 41 INDIA: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 42 INDIA: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 43 JAPAN: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 44 JAPAN: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 45 JAPAN: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 46 REST OF ASIA-PACIFIC: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 47 REST OF ASIA-PACIFIC: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 48 REST OF ASIA-PACIFIC: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 49 MIDDLE EAST & AFRICA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 50 MIDDLE EAST & AFRICA: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 51 MIDDLE EAST & AFRICA: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

TABLE 52 SOUTH AMERICA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

TABLE 53 SOUTH AMERICA: GAMING MARKET, BY GAME TYPES, 2019–2030 (USD MILLION)

TABLE 54 SOUTH AMERICA: GAMING MARKET, BY GAMER TYPE, 2019–2030 (USD MILLION)

 

 

LIST OF FIGURES

FIGURE 1 MARKET SYNOPSIS

FIGURE 2 RESEARCH PROCESS OF MRFR

FIGURE 3 TOP-DOWN AND BOTTOM-UP APPROACH

FIGURE 4 GLOBAL GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 5 GLOBAL GAMING Market, BY GAME TYPES, 2019–2030 (USD MILLION)

FIGURE 6 GLOBAL GAMING Market, BY GAMER TYPE, 2019–2030 (USD MILLION)

FIGURE 7 GLOBAL GAMING MARKET, BY REGION, 2019–2030 (USD MILLION)

FIGURE 8 NORTH AMERICA: GAMING MARKET, BY COUNTRY, 2019–2030 (USD MILLION)

FIGURE 9 NORTH AMERICA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 10 NORTH AMERICA: GAMING Market, BY GAME TYPES, 2019–2030 (USD MILLION)

FIGURE 11 NORTH AMERICA: GAMING Market, BY GAMER TYPE, 2019–2030 (USD MILLION)

FIGURE 12 EUROPE: GAMING MARKET, BY COUNTRY, 2019–2030 (USD MILLION)

FIGURE 13 EUROPE: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 14 EUROPE: GAMING Market, BY GAME TYPES, 2019–2030 (USD MILLION)

FIGURE 15 EUROPE: GAMING Market, BY GAMER TYPE, 2019–2030 (USD MILLION)

FIGURE 16 ASIA-PACIFIC: GAMING MARKET, BY COUNTRY, 2019–2030 (USD MILLION)

FIGURE 17 ASIA-PACIFIC: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 18 ASIA-PACIFIC: GAMING Market, BY GAME TYPES, 2019–2030 (USD MILLION)

FIGURE 19 ASIA-PACIFIC: GAMING Market, BY GAMER TYPE, 2019–2030 (USD MILLION)

FIGURE 20 MIDDLE EAST & AFRICA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 21 MIDDLE EAST & AFRICA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 22 MIDDLE EAST & AFRICA: GAMING Market, BY GAME TYPES, 2019–2030 (USD MILLION)

FIGURE 23 MIDDLE EAST & AFRICA: GAMING Market, BY GAMER TYPE, 2019–2030 (USD MILLION)

FIGURE 24 SOUTH AMERICA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 25 SOUTH AMERICA: GAMING MARKET, BY DEVICE TYPE, 2019–2030 (USD MILLION)

FIGURE 26 SOUTH AMERICA: GAMING Market, BY GAME TYPES, 2019–2030 (USD MILLION)

FIGURE 27 SOUTH AMERICA: GAMING Market, BY GAMER TYPE, 2019–2030 (USD MILLION)

Gaming Market

Gaming Market to hit US$ 546.99 Billion, Globally, by 2030 at 13.19% CAGR

Segmentation

By Device Type Pc Mobile
By Game Type Real Time Strategy (Rts) Role Playing (Rpg) Multiplayer Online Battle Arena (Moba) Sandbox Shooter (Fps And Tps) Simulation And Sports
By Gamer Type Casual Gamer Professional Gamer

Key Players

  • Sony Corporation (Japan)
  • Tencent Holdings Ltd. (China)
  • Nintendo Co. Ltd. (Japan)
  • Microsoft Corporation (US)
  • Activision Blizzard Inc. (US)
  • Sony Corporation (Japan)
  • Microsoft Corporation (US)
  • Bandai Namco Entertainment Inc. (Japan)
  • Take-Tow Interactive Software Inc. (US)

Drivers

  • Increasing Popularity of Mobile Gaming Among Youth Population
  • Enhanced Experience in Wireless Multiplayer Gaming
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Gaming Market Overview


The global Gaming market was valued at USD 177.8 billion in 2020 and projected grow with a CAGR of ~8.6% during the forecast period, 20212030.


The gaming business has effectively created a buzz in the internet world during the last few decades. Gaming, which is now a multibillion-dollar industry, is the first choice for millennials and adults who can't get their childhood gaming addiction out of their heads. Top gaming businesses are always investing extensively in producing new games and releasing them in a variety of genres, both old and new. The business generates enormous cash by bringing together players from all around the world through video gaming tournaments, leagues, and competitions. The video game industry is largely reliant on innovation. New technology, better concepts, faster controls, and experiences, particularly new genres, will be among the significant breakthroughs in the gaming business during the next few decades.


Gaming, often known as video games or electronic games, is a computer programme that follows a set of rules. It entails mental or physical stimulus that entertains and relaxes the player or viewers. Gaming is a strong tool that may help youngsters acquire key life skills while also assisting educators in their search for methods to augment classroom instruction. With the introduction of powerful graphics engines and information technologies, the gaming industry has been transformed.


Market Dynamics


Drivers



  • Increasing Popularity of Mobile Gaming Among Youth Population


With the rise in popularity and use of smartphones, it is no surprise that mobile phone gaming has also become popular. Where once the average smartphone user was the executive-type businessperson, now the average user is in their teens or twenties and, most often, is using their smartphone to stay in touch with their network of friends. With the demographic change to younger, more casual users, mobile phone games are also starting to take a more prominent place in the industry. Online mobile gaming has become one of the world’s most preferred leisure activities among the youth. The gaming market, especially mobile gaming has been growing fast over recent years. While the industry rides a growing wave, it is also rapidly changing – and so are mobile gaming demographics. The games that adolescents and young people used to play in the playgrounds and on the streets have been replaced in recent years with cyber games played in front of the computer or a smartphone.


Restraints



  • Increasing GPU Prices


GPU costs have risen again after a brief period of decline, much to the despair of gamers. The recent surge in Ethereum pricing has resulted in a roughly 20% spike in GPU costs. According to a report by MyDrivers, a Chinese news service that analyses tech-related supply chain news, Nvidia GPU (graphics processing unit) costs have risen by 18% in China. For example, in July 2021, Ethereum was trading at USD 2,000, causing a drop in GPU prices across the board as cryptocurrency mining became less viable. Ethereum's price had dropped by half from its prior highs of over USD 4,000 to USD 2,000 levels. Unsurprisingly, now that Ethereum is back in the USD 4,000 level, GPU prices have risen as well. And it's not just Nvidia cards that have suffered price increases; AMD RX 6000 series cards have seen a considerable boost as well. This is at a time when supply is still keeping up with demand; yet, despite the spike in demand, supply has suffered a little hit. If and when supply becomes much more tight, we may witness a considerably faster spike in GPU costs.


Opportunities



  • Enhanced Experience in Wireless Multiplayer Gaming


Gaming on mobile has by far been one of the most popular activities and has in fact, been rated as one of the most enjoyable activities on smartphones, second only to bonding with family and friends on social media.  A mobile gamer’s preference ranges from anything between arcade, racing and puzzle to action, adventure, or strategy. However Massively Multi-Player Online gaming or MMO gaming, a multiplayer format of gaming that was popular on desktop internet, is today gaining mass appeal among mobile gamers. Games like PUBG and Call of Duty have become almost like a phenomenon. Advancements in technology such as artificial intelligence, augmented reality/ virtual reality has provided multiple opportunities to enhance the experience for gaming. Virtual reality (VR) games represent a new world for players and game developers alike. As developers continue to work in this field, they continually look for new ways to immerse players in the VR gaming world. The growing demand for MMO gaming in emerging markets, fueled by the demand for free-to-play MMO games, is giving marketers the opportunity to unlock a new level of monetization in these markets.


Impact of COVID-19


COVID-19 has had a major influence on every business in the globe, including gaming. As the globe sheltered in place, gaming grew in popularity as people sought ways to pass the time when physical activity, in particular, was limited. People assigned time to types of entertainment that may be enjoyed from home via stay-at-home orders and other limitations issued in response to COVID-19 — notably video streaming platforms and video games. Mobile platforms also showed increase in comparison to 2019, as people who do not generally play games sought out new types of entertainment. With almost everyone now owning a smartphone and having access to the Apple and Google App stores, more individuals than ever before were converting their phone into a gaming device.


Value Chain Analysis/Technology Analysis/Regulatory Implications


The global gaming market has witnessed significant growth in the past decade due to rising demand for gaming and is expected to grow at a significant rate in the upcoming years. The global Gaming market value chain has evolved from a traditional approach to a set of highly efficient processes, including developers, publishers, distributors, retailers, and the end consumers.

Global Gaming Market, 2018–­2030 (USD Billion)
Global Gaming Market, 2018–­2030 (USD Billion)
Source: MRFR Analysis


Segment Overview


The global Gaming market has been segmented into device type, game type, gamer type, and region/country.


Based on device type, the gaming market has been segmented into pc, console and mobile. The PC segment is further bifurcated into browser pc games and downloaded pc games. The console segment is further bifurcated into Xbox, Play Station, Nintendo Switch and others. The mobile segment is further bifurcated into tablet and smartphone.


Based on game type, the gaming market has been classified into real-time strategy (RTS), role-playing, multiplayer online battle arena (MOBA), sandbox, shooter (FPS and TPS), simulation and sports, and other.


Based on gamer type, the gaming market has been bifurcated into casual gamer and professional gamers.


Regional Analysis


The gaming market is expected to gain significant revenue from the various continents during the projected period. The geographic analysis of the global gaming market has been conducted for North America, Europe, Asia-Pacific, Middle East & Africa and South America. North America is classified into the US, Canada, and Mexico. Europe is classified into the UK, Germany, France, Italy, Spain and the Rest of Europe. Asia-Pacific is segmented into China, Japan, India, South Korea, Australia, and the Rest of Asia-Pacific. The Asia Pacific region is expected to have the biggest market share in the gaming sector, with nations such as China, Japan, and South Korea showing strong development potential. Because of the increase in the digital ecosystem, Chinese firms are ready to grasp the commercial prospects presented by global digitalization. During the research period, India had the greatest CAGR in the Asia-Pacific area. The mobile gaming business is one of the world's fastest expanding, particularly in India. Mobile games have become the entertainment of choice for individuals from all walks of life and across all demographics in recent years, as well as the possibility to work in the gaming business. Mobile gaming is becoming increasingly popular in India, with three out of every four Indian gamers playing at least twice a day. Mobile gamers in India often spend more than an hour per day on their smartphone, which is more than the average of roughly 45 minutes per day spent on video services such as Netflix watching.


Competitive Analysis


The global market for Gaming has witnessed significant growth over the forecast period due to the growing number of Gaming players. In the Gaming market, there are a number of domestic, regional, and worldwide competitors vying for a major portion of the total market. To promote organic growth and enhance their market shares, prominent industry participants are investing in research and development initiatives. Furthermore, these companies are investing in new product development in order to broaden and reinforce their present product portfolios and attract new customers.


Key Players



  • Sony Corporation (Japan)

  • Tencent Holdings Ltd. (China)

  • Nintendo Co. Ltd. (Japan)

  • Microsoft Corporation (US)

  • Activision Blizzard Inc. (US)


The global Gaming market is characterized by the presence of several regional and local providers. Sony Corporation (Japan), Microsoft Corporation (US), Bandai Namco Entertainment Inc. (Japan), Take-Tow Interactive Software Inc. (US), Nexon Company (Japan), Activision Blizzard Inc. (US), Nintendo Co. Ltd. (Japan), Ubisoft Entertainment SA (France), Square Enix Holdings Co. Ltd. (Japan), Tencent Holdings Ltd. (China), EPIC Games (US), Interactive Entertainment (US), Electronic Arts (US), Sega Games Co. Ltd. (Japan), and NetEase Inc. (China) are some of the key companies operating in the global gaming market.


Key Developments in Global Gaming Market:



  • In June 2020, Sky Sports collaborated with EA Sports' FIFA division to develop simulated shouts and crowd sounds for certain clubs when the English Premier League resumed in April 2020. The idea was to recreate the electric atmosphere of Premier League matches.

  • Microsoft announced the release of the game 'Scarlet Nexus' with Xbox Series X before the end of 2020 in May 2020. The game promises to support important technological aspects of the Xbox Series X, such as real-time ray tracing, 120-frames-per-second animation, and super-fast loading times. ​

  • On November 2020, Sony released the PS5 in the United States, Canada, Mexico, Australia, New Zealand, and other countries. The PlayStation 5 sold around 3.4 million copies in the first four weeks, making it the best-selling PlayStation system ever.


Report Overview


This study estimates revenue growth at the global, regional, and country levels and offers an overview of the latest developments in each of the sub-sectors from 2018 to 2030. For this analysis, MRFR segmented the Gaming market has based on device type, game type, gamer type, and region/country.


Based on Device Type


  • PC

    • Browser PC Games

    • Downloaded PC Games

    • Console

    • Xbox

    • Play Station

    • Nintendo Switch

    • Others



  • Mobile

    • Tablet Smartphone




 Based on Game Type


  • Real-time strategy (RTS)

  • Role-playing (RPG)

  • Multiplayer online battle arena (MOBA)

  • Sandbox

  • Shooter (FPS and TPS)

  • Simulation and Sports

  • Others


Based on Gamer Type


  • Casual Gamer

  • Professional Gamer


Based on Region


  • North America

  • Europe

  • Asia-Pacific

  • South America

  • Middle East & Africa



Report Scope:
Report Attribute/Metric Details
  Market Size   USD 177.8 billion
  CAGR   CAGR of 8.6%
  Base Year   2020
  Forecast Period   2021–2030
  Historical Data   2018 & 2019
  Forecast Units   Value (USD Billion)
  Report Coverage   
  Segments Covered   β€’ By Device Type (PC [Browser PC Games, Downloaded PC Games], Console [Xbox, Play Station, Nintendo Switch, Others], Mobile [Tablet, Smartphone]) β€’ By Game Type (Real-Time Strategy, Role-Playing, Multiplayer Online Battle Arena, Sandbox, Shooter, Simulation & Sports, Others) β€’ By Gamer Type (Casual Gamer and Professional Gamer)
  Geographies Covered   β€’ North America (US, Canada, and Mexico) β€’ Europe (UK, Germany, France, and Rest of Europe) β€’ Asia-Pacific (China, Japan, India, and Rest of Asia-Pacific) β€’ Middle East & Africa β€’ South America
  Key Vendors   β€’ Sony Corporation (Japan) β€’ Microsoft Corporation (US) β€’ Bandai Namco Entertainment Inc. (Japan) β€’ Take-Tow Interactive Software Inc. (US) β€’ Nexon Company (Japan) β€’ Activision Blizzard Inc. (US) β€’ Nintendo Co. Ltd. (Japan) β€’ Ubisoft Entertainment SA (France) β€’ Square Enix Holdings Co. Ltd. (Japan) β€’ Tencent Holdings Ltd. (China) β€’ EPIC Games (US) β€’ Interactive Entertainment (US) β€’ Electronic Arts (US) β€’ Sega Games Co. Ltd. (Japan) β€’ NetEase Inc. (China)
  Key Market Opportunities   β€’ Spike in Fantasy Gaming Platforms β€’ Increasing Live Streaming and Video-on-Demand β€’ Enhanced Experience in Wireless Multiplayer Gaming
  Key Market Drivers   β€’ Increasing Popularity of Mobile Gaming Among Youth Population β€’ Increasing Proliferation on Mobile Phones and Internet Connections Globally β€’ Growing Demand for Cloud-Based Gaming β€’ Growing E-Sports Industry


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Frequently Asked Questions (FAQ) :

The global Gaming market was valued at USD 177.8 billion in 2020.

The global Gaming market is expected to exhibit an 8.6% CAGR rate by 2030.

The Asia-Pacific region currently dominates the market and is expected to retain its dominance throughout the forecast period.

Major factors expected to drive the growth of the increasing popularity of mobile gaming among youth population, increasing proliferation on mobile phones and internet connections globally, growing demand for cloud-based gaming and growing e-sports industry.

Sony Corporation (Japan), Microsoft Corporation (US), Bandai Namco Entertainment Inc. (Japan), Take-Tow Interactive Software Inc. (US), Nexon Company (Japan), Activision Blizzard Inc. (US), Nintendo Co. Ltd. (Japan), Ubisoft Entertainment SA (France), Square Enix Holdings Co. Ltd. (Japan), Tencent Holdings Ltd. (China), EPIC Games (US), Interactive Entertainment (US), Electronic Arts (US), Sega Games Co. Ltd. (Japan), and NetEase Inc. (China) are some of the key companies operating in the global gaming market.