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Online Games Market, Global Outlook and Forecast 2023-2032

The global Online Games market was valued at US$ 124320 million in 2022 and is projected to reach US$ 270920 million by 2029, at a CAGR of 11.8% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

Online games refer to games that are played over some form of computer network, most often the Internet. Online games can range from simple text-based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously.
This report aims to provide a comprehensive presentation of the global market for Online Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Online Games. This report contains market size and forecasts of Online Games in global, including the following market information:
Global Online Games Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global top five companies in 2022 (%)

  • Online Game can be classified into Massively Multiplayer Online (MMO), Simulation Games, Action/Adventure, Strategy Games, Sports Games, Role-Playing (RPG) and Educational Games types. The revenue share of Massively Multiplayer Online (MMO) segment is growing fast and took up about 28% of the global market share in 2019.
  • Based on Age Group, the market is segmented into 18-25 years old, 26-35 years old, 36-45 years old, Above 45 years old and Below 18 years old. 18-25 years old and 26-35 years old are two major consumer groups .
  • In 2019, Asia-Pacific is anticipated to hold the largest market share in the online game industry, countries such as China, Japan, and South Korea show high potential in the market growth.
  • United States is the second largest market of online game industry.
  • Key players in the market are Tencent, Sony, Microsoft, NetEase Games, Activision Blizzard, Electronic Arts, NEXON, Sega, Bandai Namco, Nintendo, Square Enix, Ubisoft, NCSoft, Zynga, etc. Top 5 players occupied more than 55% market share in 2019. Tencent is the largest market player.
  • We has surveyed the Online Games companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global Online Games Market, by Type, 2018-2023, 2024-2032 ($ millions)

Global Online Games Market Segment Percentages, by Type, 2022 (%)

  • IOS
  • Android
  • Windows

Global Online Games Market, by Application, 2018-2023, 2024-2032 ($ millions)

Global Online Games Market Segment Percentages, by Application, 2022 (%)

  • Smartphone & Tablet
  • PC
  • TV
  • Other

Global Online Games Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)

Global Online Games Market Segment Percentages, By Region and Country, 2022 (%)

  • North America
  • US
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • U.K.
  • Italy
  • Russia
  • Nordic Countries
  • Benelux
  • Rest of Europe
  • Asia
  • China
  • Japan
  • South Korea
  • Southeast Asia
  • India
  • Rest of Asia
  • South America
  • Brazil
  • Argentina
  • Rest of South America
  • Middle East & Africa
  • Turkey
  • Israel
  • Saudi Arabia
  • UAE
  • Rest of Middle East & Africa

Competitor Analysis

The report also provides analysis of leading market participants including:

  • Key companies Online Games revenues in global market, 2018-2023 (estimated), ($ millions)
  • Key companies Online Games revenues share in global market, 2022 (%)

 key players include:

  • Tencent
  • Netease
  • Microsoft
  • Sony
  • Electronic Arts
  • Sega
  • Ubisoft
  • Nintendo
  • Square Enix
  • Activision Blizzard Inc.
  • Gameloft SA
  • Glu Mobile
  • Kabam
  • Rovio Entertainment Ltd.
  • Supercell Oy
  • Zynga Inc.
  • CyberAgent
  • Walt Disney
  • Gamevil

Outline of Major Chapters:
Chapter 1: Introduces the definition of Online Games, market overview.
Chapter 2: Global Online Games market size in revenue.
Chapter 3: Detailed analysis of Online Games company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Online Games in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.