Global Online Gaming Market - Forecast(2022 - 2027)

Report Code: ITR 0270 Report Format: PDF + Excel
Online gaming market is anticipated to reach $18.5 billion by 2025 with a CAGR of 4.1% in the Forecast period 2020-2025. Owing to the increased spending on online games and the growing penetration of smartphones & tablets. In addition, availability of high-speed internet connectivity and reliable network is also one of the key factors fuelling the demand for online gaming solutions and services. Moreover, constant improvements in network connectivity and advancements in AR, VR, and XR technologies are estimated to provide key growth opportunities for the iGaming market in forecast period 2020-2025.

Key Takeaways
  • North America dominated the online gaming market size with more than 42%. Owing to rise in investments, internet usage and government support
  • Smart phone online gaming market is anticipated to grow at a CAGR of 6.5% in the forecast period 2020-2025. Owing to high smartphone and internet penetration across the globe, the market is projected to grow rapidly in the forecast period. 
  • Virtual reality in online gaming is growing at a highest CAGR in the forecast period.  Most of the virtual reality input devices are prototypes, and companies are investing heavily in Research & Development (R&D) to build consumer versions which can be connected to consoles, desktops, and smartphones.
  • Online gaming top 10 companies include Ubisoft, Activision Blizzard, Zynga Inc., Microsoft, Betsson AB, Konami, Sega, Sony Corp., Tencent, and Wargaming

By Type- Segment Analysis 
Smart phone online gaming market is anticipated to grow at a CAGR of 4.5% in the forecast period 2020-2025. High smartphone and internet penetration across the globe is enhancing the markets to grow rapidly in the forecast period. Online Mobile games are becoming more popular and attract players with additional premium contents or functionalities. Games such as Battle Royale hits Fortnite and PUBG are still driving the market’s growth and shape online gaming in general. With the rapid penetration of these online games, several gaming companies have been investing heavily for the development of Battle Royale and other online mobile games. In 2019, Tencent invested $90 million in Pocket Gems and $126 million in Glu Mobile. In May 2018, hyper-casual mobile gaming studio Voodoo announced a $200 million investment from Goldman Sachs for development of online mobile games. Hence these investments help the gaming industries to develop innovative smartphone and other games thereby accelerating the market in the forecast period 2020-2025.
 
By game genre - Segment Analysis
Battle royal in online gaming is growing at a highest CAGR in the forecast period. Significant development of new mechanisms, gameplay features and other are enhancing this genre to grow in the forecast period. Battle royal games such as PUBG Mobile / Game for Peace in China and Asia Pacific, Garena Free Fire in Latin America, and Fortnite, Apex Legends in the United States have been witnessing a strong growth in their respective region in the forecast period.  Similarly PUBG Mobile, Game for Peace had reached 100 million players and is anticipated to witness stronger growth in the forecast period. In addition to this in 2019, PUBG has generated more than $1 billion. Similarly Fortnite has generated more than $3 billion each of the last two years. Moreover companies such as Tencent and Ubisoft have invested heavily for development of games in this genre. A number of leading FPS games have also had a battle royale mode launched over the last couple of years including Call of Duty (Activision), Counter Strike (Valve) as well as a number of independent game titles focused on this sector. Hence these developments are analyzed to drive the market in the forecast period 2020-2025.

By Geography - Segment Analysis
In 2019, North America dominated the online gaming market share with more than 42%. Owing to rise in usage of smartphone and internet. In 2019, internet penetration in the region reached 88% and the average time spent across digital media by an adult has increased. For instance, in 2019, time spent on mobile devices has also officially outpaced that of television by eight minutes and is predicted to increase to more than 30 minutes by 2021. Moreover, with the increasing number of 5G connections in the region, the market is expected to witness further growth. For instance, in June 2019, Hatch gaming company announced partnership with Sprint’s 5G technology to leverage the latent demand for a new and better mobile gaming experience to showcase the potential of 5G to as many consumers as possible. Hence these benefits are analyzed to drive the market for online gaming in the forecast period 2020-2025.

Drivers – Online Gaming Market

  • Growing Support from the government
In recent years, Governments across several countries are realizing the potential and reach of the online games and providing incentives for gaming studios to develop and retain their creative, technology and employees locally  as well as programs that aim to attract foreign talent. In 2019, government of Germany has allocated $60 million of its 2019 budget for the creation of online games. In Sweden, Sweden Game Arena, a public-private partnership that helps students develop games using government-funded offices and equipment, was set up. Similarly countries such as U.S, U.K and other are providing several investments and funding to support these industries. Hence with the growing support from the government of several countries, online gaming sector is analyzed to grow in the forecast period 2020-2025.

  • Emergence of AI in online gaming
Emergence of AI in online gaming is boosting the market in the forecast period. The use of artificial intelligence in online gaming is significantly increasing owing to the advantages. Several gaming industries have been using AI-techniques in their online games to minimize the chances of cheating and facilitate a fair gaming trend. Similarly AI determines the player’s behavior in gaming and take actions accordingly. Hence these advantages are analyzed to drive the market in the forecast period 2020-2025.

Challenges –Online Gaming Market

  • Increasing Online Fraud, regulatory compliance and profitability pressures
The threat of malicious activity is growing in online gaming where fraudulent transactions can translate to millions of dollars in losses. With more players, more bets, and more financial transactions, the online frauds have been increasing in the forecast period. Although online gaming has a global audience, the laws governing licensing and legal activities vary widely by region, country, and state jurisdictions. On the other hand growing competition among established companies, start-ups, and independent developers to entice new customers with “play-for-free” offerings partially subsidized by ad revenue, in the hopes of transitioning them to more lucrative “pay-to-play” games. To maintain existing revenue streams and create new revenue sources, gaming companies are making sizable, ongoing investments in product development and technology infrastructure. Hence the increasing investments will in turn raise the pressure on these industries and hamper the market growth in the forecast period.

Market Landscape
Technology launches, acquisitions, Partnerships and R&D activities are key strategies adopted by players in the Online gaming market. In 2019, the market of Online gaming market has been fragmented by several companies vying for top share. Online gaming top 10 companies include Ubisoft, Activision Blizzard, Zynga Inc., Microsoft, Betsson AB, Konami, Sega, Sony Corp., Tencent, and Wargaming.

Acquisitions/Technology Launches
  • In November 2018 - Rovio Entertainment Corp. acquired PlayRaven Oy. This acquisition strengthens the Rovio's expansion into mobile strategy games.

1. Global Online Gaming - Market Overview
    1.1 Definitions and Scope
2. Global Online Gaming - Executive Summary
    2.1 Market Revenue, Market Size and Key Trends by Company
    2.2 Key trends by type
    2.3 Key trends segmented by geography
3. Global Online Gaming - Market Forces
    3.1 Market Drivers
    3.2 Market Constraints
    3.3 Market Opportunities
    3.4 Porters five force model
        3.4.1 Bargaining power of suppliers
        3.4.2 Bargaining powers of customers
        3.4.3 Threat of new entrants
        3.4.4 Rivalry among existing players
4. Global Online Gaming - Startup companies Scenario Premium 
    4.1Top 10 startup company Analysis by
        4.1.1 Investment
        4.1.2 Revenue
        4.1.3 Market Shares
        4.1.4 Market Size and Application Analysis
        4.1.5 Venture Capital and Funding Scenario
5. Global Online Gaming  - Industry Market Entry Scenario Premium
    5.1 Regulatory Framework Overview
    5.2 New Business and Ease of Doing business index
    5.3 Case studies of successful ventures
    5.4 Customer Analysis - Top 10 companies
6. Global Online Gaming – By type (Market Size -$Million/Billion)
    6.1 Smartphones Online Gaming
    6.2 Tablets Online Gaming
    6.3 Gaming Consoles
    6.4 Handheld Consoles
    6.5 PC
    6.6 Others
7 Global Online Gaming  – By Gender Demographics 
    7.1 Male
    7.2 Female
8 Global Online Gaming  – By Age Demographics 
    8.1 Below 18
    8.2 18 to 35
    8.3 36 to 49
    8.4 50 and above 
9 Global Online Gaming  – By game genre (Market Size -$Million/Billion)
    9.1 First Person Shooter (FPS)
    9.2 Sports
    9.3 Battle Royale
    9.4  Real time strategy (RTS)
    9.5 Role Playing Games (RPG)
    9.6  Racing
    9.7 Strategy
    9.8 Simulation
    9.9 Adventure
    9.10 Puzzle
    9.11 Social
    9.12 Educational
    9.13 others
10 Global Online Gaming  – By game type (Market Size -$Million/Billion)
    10.1 Single player
    10.2 Multi player
    10.3 MMO
    10.4 Other
11 Global Online Gaming  – By Channel (Market Size -$Million/Billion)
    11.1 Browser Based
    11.2 App Based
    11.3 Preloaded/Offline Purchase
    11.4 Others
12 Global Online Gaming  – By Channel (Market Size -$Million/Billion)
    12.1 Free To Play
    12.2 Freemium
    12.3 Pay to Play
    12.4 Subscription
    12.5 Pay per Download
    12.6 One Time Purchase
    12.7 Others
13 Global Online Gaming  – By Geography (Market Size -$Million/Billion)
    13.1 North America
        13.1.1 U.S
        13.1.2 Canada
        13.1.3 Mexico
    13.2 South America
        13.2.1 Brazil
        13.2.2 Argentina
        13.2.3 Chile
        13.2.4 Others
    13.3 Europe
        13.3.1 U.K
        13.3.2 Germany
        13.3.3 France
        13.3.4 Italy
        13.3.5 Others
    13.4 APAC
        13.4.1 China
        13.4.2 India
        13.4.3 Japan
        13.4.4 Singapore
        13.4.5 Malaysia
        13.4.6 South Korea
        13.4.7 Others
    13.5 ROW
        13.5.1 Middle East
        13.5.2 Africa
14 Global Online Gaming  – Entropy
15 Global Online Gaming  Company Analysis
    15.1 Ubisoft
    15.2 Activision Blizzard
    15.3 Zynga Inc.
    15.4 Microsoft Corporation
    15.5 Betsson AB
    15.6 Konami
    15.7 Sega
    15.8 Sony Corp.
    15.9 Tencent
    15.10 Wargaming Airy Technology 
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