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Gaming - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

Published Jun 23, 2025
Length 100 Pages
SKU # MOI20478297

Description

Gaming Market Analysis

The gaming market size stands at USD 269.06 billion in 2025 and is projected to reach USD 435.44 billion by 2030, reflecting a brisk 10.37% CAGR during the forecast period. Rapid mobile adoption, the spread of 5G, and cloud streaming are drawing new participants into every part of the value chain, accelerating revenue diversification and platform convergence. Publishers are deepening live-service features to extend product lifecycles while device makers position gaming as a showcase for next-generation silicon. Subscription catalogues, cloud delivery, and cross-play are broadening access, reinforcing a “play anywhere” mindset that pulls casual and core audiences into the same content universe. At the same time, stricter privacy rules and regional licensing hurdles are forcing companies to refine data strategies and localisation pipelines to protect margins.

Global Gaming Market Trends and Insights

Mobile-first monetisation surge

Developers are pivoting from pure in-app purchases toward hybrid models that weave in rewarded ads, season passes, and lightweight subscriptions, allowing higher ARPU without raising friction. Apple’s AdAttributionKit is forcing heavier reliance on first-party datasets, pushing studios to invest in community tools, on-device analytics, and contextual targeting. Tier-1 publishers now release discounted “battle-pass lite” tiers in price-sensitive markets to match local spending power. The shift is most visible in Asia-Pacific, where high-volume free-to-play audiences make even modest ARPU gains meaningful to the gaming market. As gameplay hours intertwine with social feeds, rewarded formats that trade viewing time for in-game currency continue to reduce churn.

5G-enabled cloud gaming uptake

Latency approaching 1 ms and consistent 100 Mbps bandwidth remove the hardware bottleneck that once kept premium titles off thin clients. Operators from Seoul to Paris bundle cloud libraries with 5G data plans, lowering churn and showcasing network . Edge nodes push frames closer to players, enabling 4K60 streams on mid-range phones and even smart TVs without consoles. Publishers embrace the model to widen reach in Latin America and Africa where console penetration is low yet mobile broadband is rising. This movement underpins momentum for the gaming market as it blends convenience with AAA experiences.

China’s tight game-approval and play-time quota regime

The National Press and Publication Administration vets every title, and only a few hundred licences clear annually, compressing launch calendars and hurting exposure. Minors remain limited to three hours of play on weekends, capping audience growth rates. A 2024 draft seeking to curb loot boxes triggered a 10.3% Tencent share slide and an abrupt policy rethink, showing how regulatory volatility ripples abroad. Global studios reliant on Chinese spend must hedge with Western releases, localisation tweaks, and state-owned partnerships. Uncertainty continues to weigh on the gaming market outlook in Asia.

Other drivers and restraints analyzed in the detailed report include:

  1. AAA IP trans-media expansion boosting console & PC revenues
  2. Live-service and in-game advertising revenues
  3. iOS ATT and privacy rules inflating user-acquisition costs

For complete list of drivers and restraints, kindly check the Table Of Contents.

Segment Analysis

Cloud services are expanding at a 34% CAGR, making them the fastest-rising slice of the gaming market. Operators stream 4K assets from edge servers, enabling blockbuster sessions on mid-priced phones and Chromebooks. Mobile still contributes the largest revenue at 49% of the gaming market share in 2024, thanks to near-universal smartphone reach across Asia and Latin America. PC and console remain relevant for premium visual quality, but GPU shortages and high upfront costs steer late-adopters toward cloud catalogues bundled with data plans.

The interplay between 5G, cloud rendering, and cross-play makes platform boundaries porous, fostering a single content pipeline that feeds every screen size. Microsoft recorded 150 million hours of Xbox cloud play in one quarter, underscoring adoption momentum. Edge compute costs drop 15% annually, widening margins for hyperscalers that license turnkey solutions to publishers. For the next decade, analysts expect handheld devices powered by streamed compute to anchor subscription uptake, sustaining structural demand for the gaming market.

Free-to-play formats dominated 2024 with 52% of gaming market size, pairing zero entry fees with cosmetic microtransactions that remain culturally acceptable in most regions. Subscriptions are scaling fastest at 18.2% CAGR as players trade ownership for access to curated catalogues. Xbox Game Pass generated record revenues and lifted PC subscriptions by over 30%, evidencing demand depth. The coexistence of both models highlights consumer segmentation rather than cannibalisation.

Publishers now test tiered passes offering day-one AAA releases, retro libraries, and cloud streaming extras. ScienceDirect research confirms console subs lift lifetime hardware and software spending, extending ecosystem value. Hybridisation emerges as a hedge: hits launch with an upfront premium on PC or console, then pivot to live-service passes after the initial sales curve flattens. This flexibility anchors predictable cash flows for investors tracking the gaming market.

Gaming Market is Segmented by Gaming Platform (Mobile Games, PC Games (Downloaded/Box & Browser), Console Games, and More), by Revenue Model (Free-To-Play (F2P), Pay-To-Play / Premium and More), by Genre (Action/Adventure, Shooter and Battle Royale and More) and Geography. The Market Forecasts are Provided in Terms of Value (USD).

Geography Analysis

Asia-Pacific generated 46% of 2024 revenue, making it the principal engine for the gaming market. China anchors volumes, Japan and Korea set monetisation benchmarks, and India’s smartphone boom fuels first-time spenders. Regional publishers leverage manga, K-pop, and local payment wallets to deepen engagement.

North America ranks second, combining high ARPU with early cloud-gaming uptake. Microsoft disclosed USD 5.721 billion in quarterly gaming sales, 94% of which stemmed from content and services rather than consoles, underscoring a pivot to recurring revenue . Esports arenas and collegiate leagues institutionalise competitive pathways, raising sponsorship inflows.

Europe mirrors North American patterns but places sharper scrutiny on data privacy and loot-box mechanics, prompting self-regulation. High-speed fibre coverage and niche hardware PC culture sustain premium price points.

The Middle East and Africa post the fastest regional expansion at 7.8% CAGR. Sovereign wealth funds in Saudi Arabia and the United Arab Emirates invest in esports parks and publishing hubs to diversify beyond hydrocarbons. Localisation teams ensure Arabic voice-overs and culturally resonant skins, driving retention. Latin America edges up, with Brazil as a springboard for Spanish-language rollouts that broaden the gaming market footprint in emerging economies.

List of Companies Covered in this Report:

  1. Tencent Holdings Ltd.
  2. Sony Group Corp.
  3. Microsoft Corp.
  4. Apple Inc.
  5. NetEase Inc.
  6. Nintendo Co. Ltd.
  7. Activision Blizzard Inc.
  8. Electronic Arts Inc.
  9. Epic Games Inc.
  10. Sea Ltd. (Garena)
  11. Roblox Corp.
  12. Krafton Inc.
  13. Bandai Namco Holdings Inc.
  14. Take-Two Interactive Software Inc.
  15. Ubisoft Entertainment SA
  16. Square Enix Holdings Co. Ltd.
  17. Valve Corp.
  18. Zynga Inc.
  19. Embracer Group AB
  20. Jam City Inc.
  21. miHoYo Co. Ltd. (HoYoverse)
  22. Com2uS Corp.
  23. ZeptoLab UK Ltd.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support
Please note: The report will take approximately 2 business days to prepare and deliver.

Table of Contents

100 Pages
1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study
2 RESEARCH METHODOLOGY
3 EXECUTIVE SUMMARY
4 MARKET LANDSCAPE
4.1 Market Overview
4.2 Market Drivers
4.2.1 Mobile-first Monetization Surge
4.2.2 5G-Enabled Cloud Gaming Uptake
4.2.3 AAA IP Trans-media Expansion Boosting Console and PC Revenues
4.2.4 Increase in Live-Service and In-game Advertising Revenues
4.3 Market Restraints
4.3.1 China's Tight Game Approval and Play-time Quota Regime
4.3.2 iOS ATT and Privacy Rules Inflating User-Acquisition Costs
4.3.3 Global AAA Talent Shortage Driving Development Delays
4.4 Technological Outlook
4.5 Porter's Five Forces Analysis
4.5.1 Bargaining Power of Suppliers
4.5.2 Bargaining Power of Buyers
4.5.3 Threat of New Entrants
4.5.4 Threat of Substitutes
4.5.5 Intensity of Competitive Rivalry
5 MARKET SIZE AND GROWTH FORECASTS (VALUE)
5.1 By Gaming Platform
5.1.1 Mobile Games
5.1.2 PC Games (Downloaded/Box and Browser)
5.1.3 Console Games
5.1.4 Cloud Gaming
5.1.5 VR/AR Gaming
5.2 By Revenue Model
5.2.1 Free-to-Play (F2P)
5.2.2 Pay-to-Play / Premium
5.2.3 Subscription and Game-Pass
5.3 By Genre
5.3.1 Action/Adventure
5.3.2 Shooter and Battle Royale
5.3.3 Role-Playing (RPG/MMORPG)
5.3.4 Sports and Racing
5.3.5 Others
5.4 By Player Age Group
5.4.1 <18 Years
5.4.2 18-35 Years
5.4.3 36-50 Years
5.4.4 >50 Years
5.5 By Geography
5.5.1 North America
5.5.1.1 United States
5.5.1.2 Canada
5.5.1.3 Mexico
5.5.2 South America
5.5.2.1 Brazil
5.5.2.2 Argentina
5.5.2.3 Rest of South America
5.5.3 Europe
5.5.3.1 Germany
5.5.3.2 United Kingdom
5.5.3.3 France
5.5.3.4 Italy
5.5.3.5 Spain
5.5.3.6 Rest of Europe
5.5.4 Asia-Pacific
5.5.4.1 China
5.5.4.2 Japan
5.5.4.3 South Korea
5.5.4.4 India
5.5.4.5 Australia
5.5.4.6 New Zealand
5.5.4.7 Rest of Asia-Pacific
5.5.5 Middle East and Africa
5.5.5.1 United Arab Emirates
5.5.5.2 Saudi Arabia
5.5.5.3 South Africa
5.5.5.4 Rest of Middle East and Africa
6 COMPETITIVE LANDSCAPE
6.1 Strategic Developments
6.2 Vendor Positioning Analysis
6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
6.3.1 Tencent Holdings Ltd.
6.3.2 Sony Group Corp.
6.3.3 Microsoft Corp.
6.3.4 Apple Inc.
6.3.5 NetEase Inc.
6.3.6 Nintendo Co. Ltd.
6.3.7 Activision Blizzard Inc.
6.3.8 Electronic Arts Inc.
6.3.9 Epic Games Inc.
6.3.10 Sea Ltd. (Garena)
6.3.11 Roblox Corp.
6.3.12 Krafton Inc.
6.3.13 Bandai Namco Holdings Inc.
6.3.14 Take-Two Interactive Software Inc.
6.3.15 Ubisoft Entertainment SA
6.3.16 Square Enix Holdings Co. Ltd.
6.3.17 Valve Corp.
6.3.18 Zynga Inc.
6.3.19 Embracer Group AB
6.3.20 Jam City Inc.
6.3.21 miHoYo Co. Ltd. (HoYoverse)
6.3.22 Com2uS Corp.
6.3.23 ZeptoLab UK Ltd.
7 MARKET OPPORTUNITIES AND FUTURE OUTLOOK
7.1 White-space and Unmet-Need Assessment
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