
Online Gaming Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032
Description
Online Gaming Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032
Online Gaming Market size will record over 18% CAGR between 2024 and 2032, propelled by advances in streaming technology, including better compression algorithms and adaptive streaming. With the growing awareness of the environmental impacts of gaming, particularly in terms of energy consumption and e-waste, companies are exploring more sustainable practices. The rollout of 5G networks is also expected to significantly improve online gaming experiences, particularly in reducing latency and enabling more reliable, high-speed connections for mobile and cloud gaming. For instance, in January 2024, Bahrain emerged as the front runner in 5G gaming performance in the Middle East to deliver ultra-fast speeds as well as low latency, crucial for competitive play.
The online gaming industry is segmented into model, platform, streaming, gamer type, revenue stream, genre, demographic, and region.
By gamer type, the industry value from the hardcore gamers segment will record a lucrative growth rate through 2032. Hardcore gamers frequently tune into gameplay streams on platforms, such as Twitch and YouTube. Some even produce their content, offering tips, strategies, and highlights. These gaming communities are lively, with players banding together in teams, clans, or guilds for collaboration and competition. Moreover, esports has risen as a significant phenomenon for hardcore gamers, showcasing professional players vying for substantial prize pools.
With respect to streaming, the online gaming market size from the on-demand streaming segment will showcase expansion from 2024 to 2032. With on-demand streaming, players can enjoy high-quality games without the need for costly gaming consoles or PCs. Operating primarily on a subscription model, many of these services provide access to an extensive game library for a monthly fee. This approach proves more economical than buying individual games or splurging on premium gaming hardware.
Europe online gaming industry share will register immense growth through 2032 led by increasing internet penetration. Mobile gaming has evolved significantly in popularity in the region, driven by the widespread use of smartphones and tablets. Countries like Germany, the U.K., and Sweden have turned into hubs for esports, with increasing numbers of professional tournaments, leagues, and esports organizations. The increased viewership, both online and in-person at events, attracting significant sponsorships and investments from brands will also favor the regional market growth.
Table of Contents
210 Pages
- Chapter 1 Methodology and Scope
- 1.1 Market scope and definition
- 1.2 Base estimates and calculations
- 1.3 Forecast calculation
- 1.4 Data sources
- 1.4.1 Primary
- 1.4.2 Secondary
- 1.4.2.1 Paid sources
- 1.4.2.2 Public sources
- Chapter 2 Executive Summary
- 2.1 Industry 360º synopsis, 2021 - 2032
- Chapter 3 Industry Insights
- 3.1 Industry ecosystem analysis
- 3.2 Vendor matrix
- 3.3 Profit margin analysis
- 3.4 Technology and innovation landscape
- 3.5 Patent analysis
- 3.6 Key news and initiatives
- 3.7 Regulatory landscape
- 3.8 Impact forces
- 3.8.1 Growth drivers
- 3.8.1.1 Increased internet accessibility and speeds
- 3.8.1.2 Rise of mobile gaming platforms
- 3.8.1.3 Expansion of esports and tournaments
- 3.8.1.4 Growing adoption of cloud gaming services
- 3.8.1.5 Rising demand for cross-platform gaming experiences
- 3.8.2 Industry pitfalls and challenges
- 3.8.2.1 Security and privacy concerns
- 3.8.2.2 Infrastructure reliability and latency
- 3.9 Growth potential analysis
- 3.10 Porter’s analysis
- 3.10.1 Supplier power
- 3.10.2 Buyer power
- 3.10.3 Threat of new entrants
- 3.10.4 Threat of substitutes
- 3.10.5 Industry rivalry
- 3.11 PESTEL analysis
- Chapter 4 Competitive Landscape, 2023
- 4.1 Introduction
- 4.2 Company market share analysis
- 4.3 Competitive positioning matrix
- 4.4 Strategic outlook matrix
- Chapter 5 Market Estimates and Forecast, By Model, 2021 - 2032 (USD Billion)
- 5.1 Free-to-play games
- 5.2 Pay-to-play games
- Chapter 6 Market Estimates and Forecast, By Platform, 2021 - 2032 (USD Billion)
- 6.1 Mobile phone
- 6.2 Pcs
- 6.3 Consoles
- 6.4 Browser-based
- 6.5 Virtual reality (VR)
- 6.6 Augmented reality (AR)
- Chapter 7 Market Estimates and Forecast, By Streaming, 2021 - 2032 (USD Billion)
- 7.1 Live streaming
- 7.2 On-demand streaming
- Chapter 8 Market Estimates and Forecast, By Gamer type, 2021 - 2032 (USD Billion)
- 8.1 Casual gamers
- 8.2 Hardcore gamers
- 8.3 Professional gamers (esports)
- 8.4 Social gamers
- 8.5 Single-player enthusiasts
- 8.6 Multiplayer enthusiasts
- Chapter 9 Market Estimates and Forecast, By Revenue Stream, 2021 - 2032 (USD Billion)
- 9.1 Advertisement and sponsorships
- 9.2 Game publisher fees
- 9.3 Media and broadcasting rights
- Chapter 10 Market Estimates and Forecast, By Genre, 2021 - 2032 (USD Billion)
- 10.1 Action
- 10.2 Adventure
- 10.3 Role-playing games (RPG)
- 10.4 Simulation
- 10.5 Strategy
- 10.6 Sports
- 10.7 Puzzle
- 10.8 Casual
- 10.9 Horror
- 10.10 Multiplayer online battle arena (MOBA)
- 10.11 First-person shooter (FPS)
- 10.12 Massively multiplayer nline (MMO)
- Chapter 11 Market Estimates and Forecast, By Demographic, 2021 - 2032 (USD Billion)
- 11.1 Kids (under 12)
- 11.2 Teens (13-17)
- 11.3 Young Adults (18-24)
- 11.4 Adults (25-34)
- 11.5 Middle-Aged (35-54)
- 11.6 Seniors (55+)
- Chapter 12 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Billion)
- 12.1 Key trends
- 12.2 North America
- 12.2.1 U.S.
- 12.2.2 Canada
- 12.3 Europe
- 12.3.1 UK
- 12.3.2 Germany
- 12.3.3 France
- 12.3.4 Italy
- 12.3.5 Spain
- 12.3.6 Rest of Europe
- 12.4 Asia Pacific
- 12.4.1 China
- 12.4.2 India
- 12.4.3 Japan
- 12.4.4 South Korea
- 12.4.5 ANZ
- 12.4.6 Rest of Asia Pacific
- 12.5 Latin America
- 12.5.1 Brazil
- 12.5.2 Mexico
- 12.5.3 Rest of Latin America
- 12.6 MEA
- 12.6.1 UAE
- 12.6.2 South Africa
- 12.6.3 Saudi Arabia
- 12.6.4 Rest of MEA
- Chapter 13 Company Profiles
- 13.1 Activision Blizzard
- 13.2 Bandai Namco Entertainment
- 13.3 Bethesda Softworks
- 13.4 Capcom
- 13.5 CD Projekt Red
- 13.6 Electronic Arts (EA)
- 13.7 Epic Games
- 13.8 King (a division of Activision Blizzard)
- 13.9 Microsoft
- 13.10 NetEase
- 13.11 Nexon
- 13.12 Nintendo
- 13.13 Riot Games
- 13.14 Roblox Corporation
- 13.15 Sega
- 13.16 Sony Interactive Entertainment
- 13.17 Square Enix
- 13.18 Supercell
- 13.19 Take-Two Interactive
- 13.20 Tencent
- 13.21 Twitch (owned by Amazon)
- 13.22 Ubisoft
- 13.23 Valve Corporation
- 13.24 Zynga
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