ID: MRFR/ICT/9284-HCR | 100 Pages | Published By Shubham Munde on March 2023
Gaming Market to hit US$ 546.99 Billion, Globally, by 2030 at 13.19% CAGR
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, 2021–2030.
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.
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.
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.
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 industry 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)
Source: MRFR Analysis
The global Gaming market has been segmented into device type, game type, gamer type, and region/country.
Based on device type, the gaming industry 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 industry has been bifurcated into casual gamer and professional gamers.
The gaming market is expected to gain significant revenue from the various continents during the projected period. The geographic analysis of the global video gaming trends 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.
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.
The global Gaming industry 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.
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.
|Market Size||USD 177.8 billion|
|CAGR||CAGR of 8.6%|
|Historical Data||2018 & 2019|
|Forecast Units||Value (USD Billion)|
|Segments Covered||• 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) • By Gamer Type (Casual Gamer and Professional Gamer)|
|Geographies Covered||• North America (US, Canada, and Mexico) • Europe (UK, Germany, France, and Rest of Europe) • Asia-Pacific (China, Japan, India, and Rest of Asia-Pacific) • Middle East & Africa • South America|
|Key Vendors||• 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) • NetEase Inc. (China)|
|Key Market Opportunities||• Spike in Fantasy Gaming Platforms • Increasing Live Streaming and Video-on-Demand • Enhanced Experience in Wireless Multiplayer Gaming|
|Key Market Drivers||• Increasing Popularity of Mobile Gaming Among Youth Population • Increasing Proliferation on Mobile Phones and Internet Connections Globally • Growing Demand for Cloud-Based Gaming • Growing E-Sports Industry|
The global Gaming market was valued at USD 177.8 billion in 2020.
The global 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 industry.