Online Gaming Market Worth $431.87 Billion by 2030
Meticulous Research®—a leading global market research company, published a research report titled, ‘Online Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media & Broadcasting Rights, Advertisement & Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030’.According to this latest publication from Meticulous Research®, the Online Gaming Market is projected to register a CAGR of 19.6% from 2023–2030, to reach $431.87 billion by 2030. The growth of this market is driven by the rise in popularity of online gaming, a surge in the use of smartphones for online gaming, and the gradual establishment of internet infrastructure in developing countries. However, a lack of standards and regulations restrains the growth of this market. In addition, the creation of new monetization models and in-game advertisements and sponsorships are expected to offer significant opportunities for the growth of this market.
The online gaming market is segmented by model, genre, revenue stream, platform, and streaming. The study also evaluates industry competitors and analyzes the market at the region/country level.
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Online Gaming
Market, by Model
·
Free-to-play
Games
·
Pay-to-Play Games
Online Gaming
Market, by Genre
·
Action/Adventure
·
Sandbox
·
Simulation and Sports
·
Role-playing
·
Player VS. Player
·
Multiplayer Online Battle Arena
·
Real-time Strategy
·
Shooters
·
Racing
·
Puzzlers and Party Games
·
Survival Horror
·
Other Genres
Online Gaming
Market, by Revenue Stream
·
Advertisements & Sponsorships
·
Game Publisher Fees
·
Media & Broadcasting Rights
·
Ticket Sales
·
Merchandise
Sales
Online Gaming
Market, by Platform
·
Mobile Platforms
o
Tablet Games
o
Smartphone Games
·
PCs
o
Browser PC Games
o
Boxed/Downloadable PC Games
·
Consoles
·
Other Platforms
Online Gaming
Market, by Streaming
·
Live Streaming
·
On-demand
Streaming
Online Gaming
Market, by Geography
·
North America
o
U.S.
o
Canada
·
Europe
o
U.K.
o
Germany
o
France
o
Italy
o
Spain
o
Netherlands
o
Denmark
o
Rest of Europe
·
Asia-Pacific
o
China
o
Japan
o
India
o
Singapore
o
Malaysia
o
South Korea
o
Taiwan
o
Thailand
o
Vietnam
o
Philippines
o
Rest of Asia-Pacific
·
Latin America
·
Middle East & Africa
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Based
on model, the global online gaming
market is segmented into free-to-play games and pay-to-play games. In 2023, the
free-to-play segment is expected to account for the larger share of the global
online gaming market. The growth of this segment is attributed to increasing
digital entertainment media, the rise in the number of smartphone users and the
increasing usage of the internet across the globe. However, the pay-to-play
segment is expected to register the highest CAGR during the forecasted period.
Based on
genre, the global online gaming
market is segmented into action/adventure, sandbox, simulation and sports,
role-playing, player vs. player, multiplayer online battle arena, real-time
strategy, shooters, racing, puzzlers and party games, survival horror and other
genres. In 2023, the action-adventure segment is expected to account for the
largest share of the global online gaming market. The large market share of
this segment is attributed to technologies like VR and AR to improve the gaming
experience. However, the shooters segment is projected to register the highest
CAGR during the forecast period.
Based on
revenue stream, the global online
gaming market is segmented into advertisements & sponsorships, game
publisher fees, media & broadcasting rights, ticket sales and merchandise
sales. In 2023, the advertisement & sponsorships segment is expected to
account for the largest share of the global online gaming market. The large
market share of this segment is mainly attributed to the rising number of video
gamers, increasing collaborations between game publishers and advertisers, and
increasing engagement in digital products since the COVID-19 pandemic. However,
the game publisher fees segment is expected to register the highest CAGR during
the forecast period.
Based on
platform, the global online gaming
market is segmented into mobile platforms, PCs, consoles, and other platforms.
In 2023, the mobile platforms segment is expected to account for the largest
share of the global online gaming market and is slated to register the highest
CAGR during the forecast period. The rise in the growing penetration of
high-performance smartphones; availability of high-speed internet connectivity;
development of free-to-play online games; and the growing availability of
phones with better
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screen
resolution, refresh rate, and touch sampling rate boost the segment growth.
Based on
streaming, the global online gaming
market is segmented into live streaming and on-demand streaming. In 2023, the
live streaming segment is expected to account for the larger share of the
global online gaming market. The large market share of this segment is
attributed to the rising popularity of live-streaming technology for better brand
engagement and reach to consumers and the growing popularity of e-sports and
video games. However, the on-demand streaming segment is slated to register the
highest CAGR during the forecast period.
Based on
geography, the online gaming
market is segmented into North America, Europe, Asia-Pacific, Latin America,
and the Middle East & Africa (MEA). In 2023, the Asia-Pacific region is
expected to account for the largest share of the online gaming market. The
large market share of Asia Pacific is mainly attributed to the high focus of
gaming companies on game development in China, Japan, South Korea, and India
and the deployment of multiple tactics and strategies by China’s game
developers to attract users and integrate social media networks with games.
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Key Players:
The key players operating in the online gaming
market are Microsoft Corporation (U.S.), Activision Blizzard, Inc. (U.S.),
Apple Inc. (U.S.), Electronic Arts Inc. (U.S.), Nintendo Co., Ltd.
(Japan), Capcom Co., Ltd. (Japan), SEGA (U.S.), Rovio Entertainment Corporation
(Finland), GungHo Online Entertainment (Japan), Ubisoft Entertainment (Japan),
Sony Interactive Entertainment Inc. (Japan), SQUARE ENIX HOLDINGS CO., LTD.
(Japan), Gameloft (France), iTechArt (U.S.), Amazon.Com, Inc. (U.S.), and Tencent
Holdings Ltd. (China).
Key questions
answered in the report-
· Which are the high-growth market segments based on model, genre, revenue
stream, platform and streaming?
· What was the historical market for online gaming?
· What are the market forecasts and estimates for the period 2023–2030?
· What are the major drivers, restraints, and opportunities in the online
gaming market?
· Who are the major players, and what shares do they hold in the online
gaming market?
· How is the competitive landscape in the online gaming market?
· What are the recent developments in the online gaming market?
· What are the different strategies adopted by the major players in the
online gaming market?
· What are the key geographic trends, and which are the high-growth
countries?
· Who are the local emerging players in the global online gaming market,
and how do they compete with the other players?
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