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Online Gaming Market by Product Type, End-Users, and Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032

Published Sep 17, 2025
Length 192 Pages
SKU # PERR20427113

Description

Persistence Market Research has recently released a comprehensive report on the worldwide market for online gaming. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure. This research publication presents exclusive data and statistics outlining the anticipated growth trajectory of the global online gaming market from 2025 to 2032.

Key Insights:
  • Online Gaming Market Size (2025E): US$ 29.5 Bn
  • Market Value Forecast (2032F): US$ 59.2 Bn
  • Projected Growth (CAGR 2025 to 2032): 10.5%
Online Gaming Market - Report Scope:

The online gaming market has witnessed remarkable growth in recent years, driven by technological advancements, increasing internet penetration, and the rising adoption of mobile gaming. The market encompasses various segments, including multiplayer online games, esports, cloud gaming, and virtual reality gaming. Factors such as the growing popularity of social gaming, in-game purchases, and the expansion of gaming platforms contribute to market expansion.

Market Growth Drivers:

The global online gaming market is propelled by several key factors, including the proliferation of smartphones, improvements in cloud gaming technology, and increasing investments in gaming infrastructure. The rise of esports and live streaming platforms has further fueled engagement, attracting new players and viewers alike. Additionally, the integration of AI and VR technologies enhances the gaming experience, making it more immersive and interactive. The expansion of 5G networks is also expected to revolutionize online gaming by reducing latency and improving gameplay quality.

Market Restraints:

Despite its rapid growth, the online gaming market faces several challenges, including concerns related to data privacy, cyber threats, and gaming addiction. High development costs for AAA titles and regulatory scrutiny over in-game monetization models, such as loot boxes, pose significant hurdles. Moreover, issues related to network congestion and infrastructure limitations in emerging economies could hinder market growth.

Market Opportunities:

The online gaming market presents substantial opportunities, particularly in emerging economies with increasing digital adoption. Cloud gaming services are expected to gain traction, allowing users to play high-end games without expensive hardware. The growing adoption of blockchain technology in gaming, including play-to-earn models and NFT-based assets, is reshaping the industry landscape. Furthermore, partnerships between gaming companies and entertainment brands are creating new revenue streams through cross-platform content integration.

Key Questions Answered in the Report:
  • What are the primary factors driving the growth of the online gaming market globally?
  • Which gaming platforms and business models are gaining popularity across different regions?
  • How are technological advancements reshaping the competitive landscape of the online gaming industry?
  • Who are the key players contributing to the online gaming market, and what strategies are they employing to maintain market relevance?
  • What are the emerging trends and future prospects in the global online gaming market?
Competitive Intelligence and Business Strategy:

Leading players in the global online gaming market, including Tencent Games, Activision Blizzard, Electronic Arts, Sony Interactive Entertainment, and Microsoft, are focusing on innovation, strategic partnerships, and new content development to enhance player engagement. These companies are investing in cloud gaming, AI-driven gaming experiences, and cross-platform integrations to maintain a competitive edge. Additionally, subscription-based gaming models, such as Xbox Game Pass and PlayStation Now, are reshaping monetization strategies in the online gaming ecosystem. As the market continues to evolve, companies emphasizing user experience, content diversification, and security measures will drive future growth in the industry.

Key Companies Profiled:
  • Peak Games
  • Gree
  • Electronics Arts
  • Bwin
  • Party Digital Entertainment
  • King Digital Entertainment
  • Arkadium
  • Playdom
  • Fun Technologies
  • Riot Games
  • NCSOFT
  • GungHo Online
  • Giant Interactive
  • Zynga
  • Wargaming
  • Tencent
  • Microsoft
  • Sony Corp.
  • Activision Blizzard
  • Ubisoft
  • Sega
  • Konami
  • Valve
Online Gaming Market Segmentation

By Type
  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games
By Games Type
  • Action
  • Adventure
  • Arcade
  • Sports
  • Puzzle
By Platform
  • PC
  • Console
  • Mobile
By Player Count
  • Single Player
  • Multiplayer
  • MMO
By Region
  • North America
  • Europe
  • East Asia
  • South Asia and Oceania
  • Middle East and Africa
  • Latin America


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Table of Contents

192 Pages
1. Executive Summary
1.1. Online Gaming Market Snapshot, 2025 and 2032
1.2. Market Opportunity Assessment, 2025-2032, US$ Bn
1.3. Key Market Trends
1.4. Future Market Projections
1.5. Premium Market Insights
1.6. Industry Developments and Key Market Events
1.7. PMR Analysis and Recommendations
2. Market Overview
2.1. Market Scope and Definition
2.2. Market Dynamics
2.2.1. Drivers
2.2.2. Restraints
2.2.3. Opportunity
2.2.4. Challenges
2.2.5. Key Trends
2.3. Macro-Economic Factors
2.3.1. Global Sectorial Outlook
2.3.2. Global GDP Growth Outlook
2.4. COVID-19 Impact Analysis
2.5. Forecast Factors - Relevance and Impact
3. Value Added Insights
3.1. Regulatory Landscape
3.2. Pipeline Analysis
3.3. Gaming Platform Adoption Analysis
3.4. Value Chain Analysis
3.5. Key Promotional Strategies by Manufacturers
3.6. PESTLE Analysis
3.7. Porter’s Five Force Analysis
4. Online Gaming Market Outlook:
4.1. Key Highlights
4.1.1. Market Size (US$ Bn ) and Y-o-Y Growth
4.1.2. Absolute $ Opportunity
4.2. Market Size (US$ Bn ) Analysis and Forecast
4.2.1. Historical Market Size (US$ Bn ) Analysis, 2019-2024
4.2.2. Market Size (US$ Bn ) Analysis and Forecast, 2025-2032
4.3. Global Online Gaming Market Outlook: Gaming Platform
4.3.1. Introduction / Key Findings
4.3.2. Historical Market Size (US$ Bn ) Analysis, By Gaming Platform, 2019-2024
4.3.3. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
4.3.3.1. Mobile Games
4.3.3.2. PC Games (Downloaded/Box and Browser)
4.3.3.3. Console Games
4.3.3.4. Cloud Gaming
4.3.3.5. VR/AR Gaming
4.3.4. Market Attractiveness Analysis: Gaming Platform
4.4. Global Online Gaming Market Outlook: Revenue Model
4.4.1. Introduction / Key Findings
4.4.2. Historical Market Size (US$ Bn ) Analysis, Revenue Model, 2019-2024
4.4.3. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
4.4.3.1. Free-to-Play (F2P)
4.4.3.2. Pay-to-Play/Premium
4.4.3.3. Subscription and Game-Pass
4.4.4. Market Attractiveness Analysis: Revenue Model
4.5. Global Online Gaming Market Outlook: Gaming Type
4.5.1. Introduction / Key Findings
4.5.2. Historical Market Size (US$ Bn ) Analysis, By Gaming Type, 2019-2024
4.5.3. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
4.5.3.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
4.5.3.2. Multiplayer Online Battle Arena (MOBA) Games
4.5.3.3. First-Person Shooter Game (FPS)
4.5.3.4. Battle Royale Games
4.5.3.5. Real-time Strategy Game (RTS)
4.5.3.6. Online Casino Games
4.5.3.7. Others (Player versus Environment)
4.5.4. Market Attractiveness Analysis: Gaming Type
5. Global Online Gaming Market Outlook: Region
5.1. Key Highlights
5.2. Historical Market Size (US$ Bn ) Analysis, By Region, 2019-2024
5.3. Market Size (US$ Bn ) Analysis and Forecast, By Region, 2025-2032
5.3.1. North America
5.3.2. Europe
5.3.3. Asia Pacific
5.3.4. South Asia and Oceania
5.3.5. Latin America
5.3.6. Middle East & Africa
5.4. Market Attractiveness Analysis: Region
6. North America Online Gaming Market Outlook:
6.1. Key Highlights
6.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
6.2.1. By Gaming Platform
6.2.2. By Revenue Model
6.2.3. By Gaming Type
6.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
6.3.1. U.S.
6.3.2. Canada
6.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
6.4.1. Mobile Games
6.4.2. PC Games (Downloaded/Box and Browser)
6.4.3. Console Games
6.4.4. Cloud Gaming
6.4.5. VR/AR Gaming
6.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
6.5.1. Free-to-Play (F2P)
6.5.2. Pay-to-Play/Premium
6.5.3. Subscription and Game-Pass
6.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
6.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
6.6.2. Multiplayer Online Battle Arena (MOBA) Games
6.6.3. First-Person Shooter Game (FPS)
6.6.4. Battle Royale Games
6.6.5. Real-time Strategy Game (RTS)
6.6.6. Online Casino Games
6.6.7. Others (Player versus Environment)
6.7. Market Attractiveness Analysis
7. Europe Online Gaming Market Outlook:
7.1. Key Highlights
7.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
7.2.1. By Country
7.2.2. By Gaming Platform
7.2.3. By Revenue Model
7.2.4. By Gaming Type
7.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
7.3.1. Germany
7.3.2. France
7.3.3. U.K.
7.3.4. Italy
7.3.5. Spain
7.3.6. Russia
7.3.7. Turkey
7.3.8. Rest of Europe
7.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
7.4.1. Mobile Games
7.4.2. PC Games (Downloaded/Box and Browser)
7.4.3. Console Games
7.4.4. Cloud Gaming
7.4.5. VR/AR Gaming
7.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
7.5.1. Free-to-Play (F2P)
7.5.2. Pay-to-Play/Premium
7.5.3. Subscription and Game-Pass
7.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
7.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
7.6.2. Multiplayer Online Battle Arena (MOBA) Games
7.6.3. First-Person Shooter Game (FPS)
7.6.4. Battle Royale Games
7.6.5. Real-time Strategy Game (RTS)
7.6.6. Online Casino Games
7.6.7. Others (Player versus Environment)
7.7. Market Attractiveness Analysis
8. East Asia Online Gaming Market Outlook:
8.1. Key Highlights
8.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
8.2.1. By Country
8.2.2. By Gaming Platform
8.2.3. By Revenue Model
8.2.4. By Gaming Type
8.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
8.3.1. China
8.3.2. Japan
8.3.3. South Korea
8.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
8.4.1. Mobile Games
8.4.2. PC Games (Downloaded/Box and Browser)
8.4.3. Console Games
8.4.4. Cloud Gaming
8.4.5. VR/AR Gaming
8.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
8.5.1. Free-to-Play (F2P)
8.5.2. Pay-to-Play/Premium
8.5.3. Subscription and Game-Pass
8.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
8.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
8.6.2. Multiplayer Online Battle Arena (MOBA) Games
8.6.3. First-Person Shooter Game (FPS)
8.6.4. Battle Royale Games
8.6.5. Real-time Strategy Game (RTS)
8.6.6. Online Casino Games
8.6.7. Others (Player versus Environment)
8.7. Market Attractiveness Analysis
9. South Asia & Oceania Online Gaming Market Outlook:
9.1. Key Highlights
9.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
9.2.1. By Country
9.2.2. By Gaming Platform
9.2.3. By Revenue Model
9.2.4. By Gaming Type
9.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
9.3.1. India
9.3.2. Southeast Asia
9.3.3. ANZ
9.3.4. Rest of South Asia & Oceania
9.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
9.4.1. Mobile Games
9.4.2. PC Games (Downloaded/Box and Browser)
9.4.3. Console Games
9.4.4. Cloud Gaming
9.4.5. VR/AR Gaming
9.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
9.5.1. Free-to-Play (F2P)
9.5.2. Pay-to-Play/Premium
9.5.3. Subscription and Game-Pass
9.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
9.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
9.6.2. Multiplayer Online Battle Arena (MOBA) Games
9.6.3. First-Person Shooter Game (FPS)
9.6.4. Battle Royale Games
9.6.5. Real-time Strategy Game (RTS)
9.6.6. Online Casino Games
9.6.7. Others (Player versus Environment)
9.7. Market Attractiveness Analysis
10. Latin America Online Gaming Market Outlook:
10.1. Key Highlights
10.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
10.2.1. By Country
10.2.2. By Gaming Platform
10.2.3. By Revenue Model
10.2.4. By Gaming Type
10.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
10.3.1. Brazil
10.3.2. Mexico
10.3.3. Rest of Latin America
10.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
10.4.1. Mobile Games
10.4.2. PC Games (Downloaded/Box and Browser)
10.4.3. Console Games
10.4.4. Cloud Gaming
10.4.5. VR/AR Gaming
10.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
10.5.1. Free-to-Play (F2P)
10.5.2. Pay-to-Play/Premium
10.5.3. Subscription and Game-Pass
10.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
10.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
10.6.2. Multiplayer Online Battle Arena (MOBA) Games
10.6.3. First-Person Shooter Game (FPS)
10.6.4. Battle Royale Games
10.6.5. Real-time Strategy Game (RTS)
10.6.6. Online Casino Games
10.6.7. Others (Player versus Environment)
10.7. Market Attractiveness Analysis
11. Middle East & Africa Online Gaming Market Outlook:
11.1. Key Highlights
11.2. Historical Market Size (US$ Bn ) Analysis, By Market, 2019-2024
11.2.1. By Country
11.2.2. By Gaming Platform
11.2.3. By Revenue Model
11.2.4. By Gaming Type
11.3. Market Size (US$ Bn ) Analysis and Forecast, By Country, 2025-2032
11.3.1. GCC Countries
11.3.2. Egypt
11.3.3. South Africa
11.3.4. Northern Africa
11.3.5. Rest of Middle East & Africa
11.4. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Platform, 2025-2032
11.4.1. Mobile Games
11.4.2. PC Games (Downloaded/Box and Browser)
11.4.3. Console Games
11.4.4. Cloud Gaming
11.4.5. VR/AR Gaming
11.5. Market Size (US$ Bn ) Analysis and Forecast, By Revenue Model, 2025-2032
11.5.1. Free-to-Play (F2P)
11.5.2. Pay-to-Play/Premium
11.5.3. Subscription and Game-Pass
11.6. Market Size (US$ Bn ) Analysis and Forecast, By Gaming Type, 2025-2032
11.6.1. Massively Multiplayer Online Role-Playing Games (MMORPGs)
11.6.2. Multiplayer Online Battle Arena (MOBA) Games
11.6.3. First-Person Shooter Game (FPS)
11.6.4. Battle Royale Games
11.6.5. Real-time Strategy Game (RTS)
11.6.6. Online Casino Games
11.6.7. Others (Player versus Environment)
11.7. Market Attractiveness Analysis
12. Competition Landscape
12.1. Market Share Analysis, 2025
12.2. Market Structure
12.2.1. Competition Intensity Mapping By Market
12.2.2. Competition Dashboard
12.3. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
12.3.1. Electronic Arts
12.3.1.1. Overview
12.3.1.2. Segments and Gaming Platforms
12.3.1.3. Key Financials
12.3.1.4. Market Developments
12.3.1.5. Market Strategy
12.3.2. Ubisoft Entertainment
12.3.3. Blizzard Entertainment, Inc.
12.3.4. Zynga Inc.
12.3.5. Microsoft Corporation
12.3.6. Konami
12.3.7. Sega
12.3.8. Sony Corp.
12.3.9. Tencent
12.3.10. Wargaming Airy Technology
13. Appendix
13.1. Research Methodology
13.2. Research Assumptions
13.3. Acronyms and Abbreviations
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