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Online Gaming Market Size, Share & Trends Analysis Report By Genre (Action & Adventure, Multiplayer Online Battle Arena, Real-time strategy, Role-playing games, Shooter), By Device (Computers, Smartphones & Tablets, Gaming Consoles), By Region, And Segmen

Published Nov 19, 2025
Length 150 Pages
SKU # GV20649640

Description

Online Gaming Market Summary

The global online gaming market size was valued at USD 127,578.1 million in 2024 and is projected to reach USD 237,922.4 million by 2030, growing at a CAGR of 10.5% from 2025 to 2030. The industry is driven by the rapid expansion of high-speed internet connectivity and the widespread adoption of smartphones, which have made gaming more accessible and affordable for a diverse global audience.

Additionally, advances in technology, including the rollout of 5G networks, cloud gaming platforms, virtual reality (VR), and augmented reality (AR), are also transforming the user experience, enabling smoother gameplay, enhanced graphics, and interactive features, which are expected to drive the online gaming industry in the coming years.

Additionally, the growing adoption of mobile gaming, expanding digital infrastructure, and rising disposable incomes in emerging economies are the key factors accelerating online gaming industry growth. The widespread availability of affordable smartphones and the migration of popular titles such as PUBG, Fortnite, and Call of Duty to mobile platforms have democratized gaming access. Cloud gaming platforms such as NVIDIA GeForce Now and Xbox Cloud Gaming are also lowering entry barriers by removing the need for expensive consoles.

Additionally, the widespread availability of smartphones has significantly democratized gaming, granting access to digital entertainment across diverse income groups and regions. Budget-friendly devices equipped with powerful processors now enable users to engage in sophisticated, high-quality gaming experiences previously limited to expensive consoles or PCs. This affordability has broadened the gamer demographic, attracting a wider audience ranging from casual to hardcore players, and facilitating online gaming industry expansion, particularly in emerging economies where smartphone penetration is rapidly increasing.

Global Online Gaming Market Report Segmentation

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global online gaming market report based on genre, device, and region:
  • Genre Outlook (Revenue, USD Million, 2018 - 2030)
  • Action & Adventure
  • Multiplayer Online Battle Arena (MOBA)
  • Real-time strategy (RTS)
  • Role-playing games (RPG)
  • Shooter (FPS and TPS)
  • Simulation and Sports
  • Racing
  • Others
  • Device Outlook (Revenue, USD Million, 2018 - 2030)
  • Computer (PC & Laptops)
  • Smartphone & Tablets
  • Gaming Consoles
  • Regional Outlook (Revenue, USD Million, 2018 - 2030)
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • Germany
  • UK
  • France
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Latin America
  • Brazil
  • Middle East and Africa (MEA)
  • UAE
  • Saudi Arabia
  • South Africa
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Table of Contents

150 Pages
Chapter 1. Methodology and Scope
1.1. Market Segmentation and Scope
1.2. Market Definitions
1.2.1. Information analysis
1.2.2. Market formulation & data visualization
1.2.3. Data validation & publishing
1.3. Research Scope and Assumptions
1.3.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Online Gaming Market Variables, Trends, & Scope
3.1. Market Lineage Outlook
3.2. Market Dynamics
3.2.1. Market Driver Analysis
3.2.2. Market Restraint Analysis
3.2.3. Industry Challenge
3.3. Online Gaming Market Analysis Tools
3.3.1. Industry Analysis - Porter’s
3.3.1.1. Bargaining power of the suppliers
3.3.1.2. Bargaining power of the buyers
3.3.1.3. Threats of substitution
3.3.1.4. Threats from new entrants
3.3.1.5. Competitive rivalry
3.3.2. PESTEL Analysis
3.3.2.1. Political landscape
3.3.2.2. Economic landscape
3.3.2.3. Social landscape
3.3.2.4. Technological landscape
3.3.2.5. Environmental landscape
3.3.2.6. Legal landscape
Chapter 4. Online Gaming Market: Genre Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Online Gaming Market: Genre Movement Analysis, USD Million, 2024 & 2030
4.3. Action & Adventure
4.3.1. Action & Adventure Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.4. Multiplayer Online Battle Arena (MOBA)
4.4.1. Multiplayer Online Battle Arena (MOBA) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.5. Real-time strategy (RTS)
4.5.1. Real-time strategy (RTS) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.6. Role-playing games (RPG)
4.6.1. Role-playing games (RPG) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.7. Shooter (FPS and TPS)
4.7.1. Shooter (FPS and TPS) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.8. Simulation and Sports
4.8.1. Simulation and Sports Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.9. Racing
4.9.1. Racing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.10. Others
4.10.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Online Gaming Market: Device Estimates & Trend Analysis
5.1. Segment Dashboard
5.2. Online Gaming Market: Device Movement Analysis, USD Million, 2024 & 2030
5.3. Computer (PC & Laptops)
5.3.1. Computer (PC & Laptops) Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.4. Smartphone & Tablets
5.4.1. Smartphone & Tablets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.5. Gaming Consoles
5.5.1. Gaming Consoles Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Regional Estimates & Trend Analysis
6.1. Online Gaming Market, By Region, 2024 & 2030
6.2. North America
6.2.1. North America Online Gaming Market Estimates & Forecasts, 2018 - 2030 (USD Million)
6.2.2. U.S.
6.2.2.1. U.S. Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.2.3. Canada
6.2.3.1. Canada Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.2.4. Mexico
6.2.4.1. Mexico Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3. Europe
6.3.1. Europe Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.2. U.K.
6.3.2.1. U.K. Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.3. Germany
6.3.3.1. Germany Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.4. France
6.3.4.1. France Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4. Asia Pacific
6.4.1. Asia Pacific Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.2. China
6.4.2.1. China Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.3. Japan
6.4.3.1. Japan Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.4. India
6.4.4.1. India Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.5. South Korea
6.4.5.1. South Korea Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.6. Australia
6.4.6.1. Australia Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.5. Latin America
6.5.1. Latin America Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.5.2. Brazil
6.5.2.1. Brazil Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6. Middle East and Africa
6.6.1. Middle East and Africa Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6.2. UAE
6.6.2.1. UAE Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6.3. Kingdom of Saudi Arabia
6.6.3.1. Kingdom of Saudi Arabia Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6.4. South Africa
6.6.4.1. South Africa Online Gaming Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Online Gaming Market - Competitive Landscape
7.1. Company Categorization
7.2. Company Market Positioning
7.3. Company Heat Map Analysis
7.4. Company Profiles/Listing
7.4.1. Apple, Inc.
7.4.1.1. Participant’s Overview
7.4.1.2. Financial Performance
7.4.1.3. Product Benchmarking
7.4.1.4. Strategic Initiatives
7.4.2. Bandai Namco Entertainment Inc.
7.4.2.1. Participant’s Overview
7.4.2.2. Financial Performance
7.4.2.3. Product Benchmarking
7.4.2.4. Strategic Initiatives
7.4.3. Electronic Arts, Inc.
7.4.3.1. Participant’s Overview
7.4.3.2. Financial Performance
7.4.3.3. Product Benchmarking
7.4.4. Strategic Initiatives
7.4.4.1. Participant’s Overview
7.4.4.2. Financial Performance
7.4.4.3. Product Benchmarking
7.4.4.4. Strategic Initiatives
7.4.5. Epic Games, Inc.
7.4.5.1. Participant’s Overview
7.4.5.2. Financial Performance
7.4.5.3. Product Benchmarking
7.4.5.4. Strategic Initiatives
7.4.6. Gameloft SE
7.4.6.1. Participant’s Overview
7.4.6.2. Financial Performance
7.4.6.3. Product Benchmarking
7.4.6.4. Strategic Initiatives
7.4.7. Krafton Inc.
7.4.7.1. Participant’s Overview
7.4.7.2. Financial Performance
7.4.7.3. Product Benchmarking
7.4.7.4. Strategic Initiatives
7.4.8. Microsoft Corporation
7.4.8.1. Participant’s Overview
7.4.8.2. Financial Performance
7.4.8.3. Product Benchmarking
7.4.8.4. Strategic Initiatives
7.4.9. Nintendo Co., Ltd.
7.4.9.1. Participant’s Overview
7.4.9.2. Financial Performance
7.4.9.3. Product Benchmarking
7.4.9.4. Strategic Initiatives
7.4.10. Peak Games
7.4.10.1. Participant’s Overview
7.4.10.2. Financial Performance
7.4.10.3. Product Benchmarking
7.4.10.4. Strategic Initiatives
7.4.11. Rovio Entertainment Corporation
7.4.11.1. Participant’s Overview
7.4.11.2. Financial Performance
7.4.11.3. Product Benchmarking
7.4.11.4. Strategic Initiatives
7.4.12. Sony Interactive Entertainment, Inc.
7.4.12.1. Participant’s Overview
7.4.12.2. Financial Performance
7.4.12.3. Product Benchmarking
7.4.12.4. Strategic Initiatives
7.4.13. Tencent Holdings Limited
7.4.13.1. Participant’s Overview
7.4.13.2. Financial Performance
7.4.13.3. Product Benchmarking
7.4.13.4. Strategic Initiatives
7.4.14. Ubisoft Entertainment SA
7.4.14.1. Participant’s Overview
7.4.14.2. Financial Performance
7.4.14.3. Product Benchmarking
7.4.14.4. Strategic Initiatives
7.4.15. Warner Bros. Entertainment Inc.
7.4.15.1. Participant’s Overview
7.4.15.2. Financial Performance
7.4.15.3. Product Benchmarking
7.4.15.4. Strategic Initiatives
7.4.16. Zhejiang Century Huatong Group Co., Ltd.
7.4.16.1. Participant’s Overview
7.4.16.2. Financial Performance
7.4.16.3. Product Benchmarking
7.4.16.4. Strategic Initiatives
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