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Global Online Gaming Market 2016-2020

About the Online Gaming Market

The online gaming market is evolving globally. Broadly, there are two major segments for the purchase and use of online games: physical and digital. However, the physical mode of purchase (i.e., via retail) is gradually losing importance. Because of the increasing popularity of the internet and its widespread use and connectivity, developers and publishers have slowly started selling the games, developed through the internet, in the form of digital copies. Even though sales through the digital mode is still in the early stages, they are growing rapidly, leading to a decline of the matured mode of sale (i.e., via retail).

Technavio’s analysts forecast the Global Online Gaming Market to grow at a CAGR of 11.72% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the Global Online Gaming Market for 2016-2020. To calculate the market size, the report considers revenue generated from the sales of various segments of online games like social, massively multiplayer online (MMO), and digital console. The category excludes spending on the hardware used for playing online games.

The market is divided into the following segments based on geography:

  • APAC
  • Europe
  • North America
  • ROW
Technavio's report, Global Online Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Activision Blizzard
  • Electronic Arts
  • Giant Interactive
  • GungHo Online
  • Microsoft
  • NCSOFT
  • Riot Games
  • Smilegate
  • Sony
  • Take-Two Interactive Software
  • Valve
  • Wargaming
  • Zynga
Other prominent vendors
  • King Digital Entertainment
  • 4A Games
  • 5th Cell Media
  • Access Games
  • ACE Team
  • Active Gaming Media
  • Aeria Games and Entertainment
  • Anino Games
  • Ankama Games
  • Asobo Studio
  • Behavior Interactive
  • Bungie
  • CCP
  • Cellufun
  • Changyou.com
  • CipSoft
  • CrowdStar
  • Cryptic Studios
  • Digital Chocolate
  • Disney Interactive
  • eGames
  • GameHouse
  • Gamelion
  • Gameloft
  • Glu Games
  • gPotato
  • HandyGames
  • India Games
  • Infinity Ward
  • Jagex Games Studio
  • Joymax
  • Kabam
  • Kiloo ApS
  • Level-5
  • MercurySteam Entertainment
  • Minh Chau
  • Mitchell
  • Namco Bandai Games
  • NetEase
  • Nexon
  • Oberon Media
  • OGPlanet
  • Peak Games
  • Perfect World
  • Playdom
  • Punch Entertainment
  • Redboss
Market driver
  • Increase in popularity of F2P online games
  • For a full, detailed list, view our report
Market challenge
  • Impact of online gaming on physical activity
  • For a full, detailed list, view our report
Market trend
  • Increased popularity of gaming with women
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global Online Gaming Market 2016-2020

Technavio recognizes the following companies as the key players in the Global Online Gaming Market: Activision Blizzard, Electronic Arts, Giant Interactive, GungHo Online, Microsoft, NCSOFT, Riot Games, Smilegate, Sony, Take-Two Interactive Software, Valve, Wargaming, and Zynga.

Other Prominent Vendors in the market are: King Digital Entertainment, 4A Games, 5th Cell Media, Access Games, ACE Team, Active Gaming Media, Aeria Games and Entertainment, Anino Games, Ankama Games, Asobo Studio, Behavior Interactive, Bungie, CCP, Cellufun, Changyou.com, CipSoft, CrowdStar, Cryptic Studios, Digital Chocolate, Disney Interactive, eGames, GameHouse, Gamelion, Gameloft, Glu Games, gPotato, HandyGames, India Games, Infinity Ward, Jagex Games Studio, Joymax, Kabam, Kiloo ApS, Level-5, MercurySteam Entertainment, Minh Chau, Mitchell, Namco Bandai Games, NetEase, Nexon, Oberon Media, OGPlanet, Peak Games, Perfect World, Playdom, Punch Entertainment, and Redboss.

Commenting on the report, an analyst from Technavio’s team said: “A growing trend in the online gaming market is the increased popularity of gaming with women. Socially, the perception is changing about gaming. There is also a demographic shift in the gaming audience. Traditional online gaming market was dominated by male population but with the advent of mobile gaming, number of female audience has increased. Even though male players still dominate some of the gaming's biggest franchises, including League of Legends, Grand Theft Auto, and World of Warcraft, women comprise a growing share of those markets. The stereotyping of gamers as being dominated by male audience no longer holds true. In the US, 50% of the gamers are female.”

According to the report, a key growth driver is the increased popularity of F2P games. In F2P online games, the players are not charged to join the game. It allows anyone to join the game with an option to buy additional content for an enhanced experience without financial constraint. For instance, in Planetside 2, all the basic options of the game play are free-of-cost for the players. The users are entitled to XP boosts, enhanced characters and vehicles, and instant weapon unlocks for additional money. World of Tanks offers free online games and has garnered professional gaming attention with its $2.5 million prize pool.

Further, the report states that one challenge that could restrict market growth is the impact of online gaming on physical activity. Many youngsters, especially in the 10-25 age group are spending more time playing online instead of being physically active. "

Companies Mentioned

Activision Blizzard, Electronic Arts, Giant Interactive, GungHo Online, Microsoft, NCSOFT, Riot Games, Smilegate, Sony, Take-Two Interactive Software, Valve, Wargaming, ZyngaKing Digital Entertainment, 4A Games, 5th Cell Media, Access Games, ACE Team, Active Gaming Media, Aeria Games and Entertainment, Anino Games, Ankama Games, Asobo Studio, Behavior Interactive, Bungie, CCP, Cellufun, Changyou.com, CipSoft, CrowdStar, Cryptic Studios, Digital Chocolate, Disney Interactive, eGames, GameHouse, Gamelion, Gameloft, Glu Games, gPotato, HandyGames, India Games, Infinity Ward, Jagex Games Studio, Joymax, Kabam, Kiloo ApS, Level-5, MercurySteam Entertainment, Minh Chau, Mitchell, Namco Bandai Games, NetEase, Nexon, Oberon Media, OGPlanet, Peak Games, Perfect World, Playdom, Punch Entertainment, Redboss.

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
    • Base year
    • Vendor segmentation
    • Top-vendor offerings
      • Table Product offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Industry Overview
    • Life cycle of global online gaming market
      • Table Life cycle of global online gaming market
    • Online games value chain
      • Table Online games value chain
  • Market landscape
    • Market size and forecast
      • Table Global online gaming market size and forecast 2015-2020 ($ billions)
    • Global online gaming market by genre
      • Table Global online gaming market by genre 2015
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by type
    • Comparison of global online gaming market by type
      • Table Global online gaming market share by type 2015-2020
      • Table Global online gaming market by type 2015-2020 ($ billions)
    • Global casual gaming market
      • Table Global casual gaming market size and forecast 2015-2020 ($ billions)
      • Table Top nine global casual games by popularity 2015 (millions of players)
    • Global MMO gaming market
      • Table Global casual gaming market size and forecast 2015-2020 ($ billions)
      • Table Global segmentation of MMOs by mode of payment 2015
      • Table Leading MMO games globally by revenue 2015 ($ millions)
    • Global digital console gaming market
      • Table Global casual gaming market size and forecast 2015-2020 ($ billions)
      • Table Leading digital console game globally by revenue 2015 ($ millions)
  • Buying criteria
    • Table Buying criteria for online gaming market
  • Geographical Segmentation
    • Comparison of global online gaming market by geography
      • Table Global online gaming market share by region 2015
      • Table Global online gaming market by geography 2015-2020 ($ billions)
    • Online gaming market in APAC
      • Table Online gaming market size and forecast in APAC 2015-2020 ($ billions)
    • Online gaming market in Europe
      • Table Online gaming market size and forecast in Europe 2015-2020 ($ billions)
    • Online gaming market in North America
      • Table Online gaming market size and forecast in North America 2015-2020 ($ billions)
    • Online gaming market in ROW
      • Table Online gaming market size and forecast in ROW 2015-2020 ($ billions)
  • Global online gaming market by age group
    • Global online gaming market by age group
      • Table Global online gaming market by age group 2012-2016
  • Market attractiveness
    • Market attractiveness by type
      • Table Market attractiveness by end-users
    • Market attractiveness by geography
      • Table Market attractiveness by geography
  • Key leading countries
    • Table Key leading countries
    • China
    • US
    • Japan
    • South Korea
  • Relationship between online gaming and entertainment industry
    • Table Examples of movies inspired by online games
    • Table Examples of games inspired by movies
  • Market drivers
    • Increase in popularity of F2P online games
      • Table Market share of online gaming by payment mode 2011-2015
    • Availability of better gaming infrastructure
      • Table Change in internet prices and subscriptions globally 2011-2015
      • Table Global broadband use by region 2015 (millions)
    • Increase in number of mobile devices
      • Table Global smartphone and tablet shipments 2011-2015 (millions of units)
  • Impact of drivers
    • Table Impact of drivers
  • Market challenges
    • Increase in cybercrime via online gaming
    • Impact of online gaming on physical activity
    • Rise in game development costs
  • Impact of drivers and challenges
    • Table Impact of drivers and challenges
  • Market trends
    • Increase in popularity of online gaming among women
      • Table Global online gaming market segmentation by gender 2012-2016
    • Market consolidation
    • Rise in pirated versions of online games
    • Increase in demand for E-sports
      • Table Top-five-played E-sports games 2015
  • Vendor landscape
    • Competitive scenario
    • Key vendors
    • Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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