The global Online Gaming market report covers key regions details for business landscape, recent developments, major vendors, and trend analysis. Rising sales, market value and growth rates for each segment are studied in this report.
Pune, 21 Feb. 2022 (GLOBE NEWSWIRE) — The global online gaming market is expected to grow in size due to the advent of cloud gaming, virtual reality and augmented reality. These new technologies have played an important role in the adoption of online games and are expected to increase. The increased competition in the gaming industry should also pave the way for online gaming. In 2021, the market was valued at USD 1,18,190 million, and in 2028, the market is expected to be valued at USD 2,73,950 million. The CAGR over this period is over 12.8% during the review period. This information will be published in an upcoming report, entitled “Global online games market, 2022-2028”.
The report also presents the market competition landscape and a corresponding detailed analysis of the major market players. Key players covered in this report: Breakdown data in Chapter 3.
Bandai Namco Holdings
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There has been an increase in many online gaming platforms such as YouTube and Twitch, Facebook Gaming, Vimeo and others.
Outbreak of COVID-19 pandemic has presented opportunities, growing digital transformation during this period has enabled demand for cloud-managed ERP, driving global resource planning software market growth of company (ERP).
The global players in the global online games market share are Microsoft, Nintendo, Sony, and Tencent, etc.
The global online gaming market is segmented on the basis of types, consumer age and geography.
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Segmentation by type: distribution data from 2017 to 2022 in section 2.3; and projections to 2028 in Section 10.7.
Segmentation by consumer age group: distribution data from 2017 to 2022, in section 2.4; and projections to 2028 in Section 10.8.
18-25 years old
26-35 years old
36-45 years old
Over 45 years old
Geographically, the market is divided into Americas (United States, Canada, Brazil and Mexico), Asia-Pacific (India, Japan, China, Korea and Southeast Asia), Australia, Europe (United Kingdom, Russia, Germany and France), Middle East and Africa (Israel, Turkey, South Africa, Egypt and GCC countries)
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Detailed TOC of Global Online Gaming Market Growth (Status and Outlook) 2022-2028
1 Scope of the report
1.1 Market Overview
1.2 Years considered
1.3 Research objectives
1.4 Market research methodology
1.5 Research process and data source
1.6 Economic indicators
1.7 Currency considered
2 Executive summary
2.1 Global Market Overview
2.1.1 Global Online Games Market Size 2017-2028
2.1.2 Online Games Market Size CAGR by Region 2017 VS 2022 VS 2028
2.2 Online Gambling Segment by Type
2.2.1 Massively Multiplayer Online (MMO)
2.2.2 Simulation games
2.2.4 Strategy games
2.2.5 Sports Games
2.2.6 Role-playing game (RPG)
2.2.7 Educational games
2.3 Online Gaming Market Size by Type
2.3.1 Online Games Market Size CAGR by Type (2017 VS 2022 VS 2028)
2.3.2 Global Online Gaming Market Size Market Share by Type (2017-2022)
2.4 Online Gambling Segment by Consumer Age Group
2.4.1 Under 18
2.4.2 18-25 years old
2.4.3 26-35 years old
2.4.4 36-45 years old
2.4.5 Over 45
2.5 Online Gaming Market Size by Consumer Age Group
2.5.1 Online Games Market Size CAGR by Consumer Age Group (2017 VS 2022 VS 2028)
2.5.2 Global Online Gaming Market Size Market Share by Consumer Age Group (2017-2022)
3 Online Games Market Size by Player
3.1 Online Gaming Market Size Market Share by Players
3.1.1 Global Online Gaming Revenue by Players (2020-2022)
3.1.2 Global Online Gaming Revenue Market Share by Players (2020-2022)
3.2 Global Online Gaming Key Players Head office and Products Offered
3.3 Market Concentration Rate Analysis
3.3.1 Competition Landscape Analysis
3.3.2 Concentration ratio (CR3, CR5 and CR10) & (2020-2022)
3.4 New products and potential entrants
3.5 Mergers and acquisitions, expansion
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