Online Gaming Market Analysis

  • Report ID: 6503
  • Published Date: Oct 01, 2024
  • Report Format: PDF, PPT

Online Gaming Market Analysis

Model (Free-to-Play Games, Pay-to-Play Games)

Free-to-play or F2P segment is anticipated to capture over 87.5% online gaming market share by 2037. This business model by developers offers the game at no upfront cost while generating revenue from in-game purchases or advertisements, attracting a broad demographic, including casual and hardcore players. Some popular examples of the model include Fortnite and League of Legends. In January 2024, in-game purchases from Fortnite exceeded USD 1 billion, a clear indication of how this model works, enabling gamers to maintain high levels of engagement and profitability. In comparison, the F2P model allows for the possibility of scalability, hence enabling game developers to launch regular updates welcoming and retaining customers for more extended periods.

Streaming (Live Streaming, On-Demand Streaming)

Live-streaming segment in the online gaming market is likely to exhibit CAGR of around 21.5% from 2025 to 2037. Gaming services such as Twitch and YouTube are evolving the game into a spectator sport that attracts millions of viewers to watch live gaming events and streams. eSports and other features, including real-time chat donations have further made live streaming popular. For example, in March 2023, the Call of Duty World Championship had reached more than 534.2K hours watched through live streaming. With more streamers building loyal communities, brands and advertisers are also investing in these platforms, which are further stimulating market growth.

Our in-depth analysis of the global market includes the following segments:

Model

  • Free-To-Play Games
  • Pay-To-Play Games

Platform

  • Mobile Phone
  • Pcs
  • Consoles
  • Browser-Based
  • Virtual Reality (VR)
  • Augmented Reality (AR)

Streaming

  • Live Streaming
  • On-Demand Streaming

Gamer Type

  • Casual Gamers
  • Hardcore Gamers
  • Professional Gamers (esports)
  • Social Gamers
  • Single-Player Enthusiasts
  • Multiplayer Enthusiasts

Revenue Stream

  • Advertisement & Sponsorships
  • Game Publisher Fees
  • Media & Broadcasting Rights

Genre

  • Action
  • Adventure
  • Role-Playing Games (RPG)
  • Simulation
  • Strategy
  • Sports
  • Puzzle
  • Casual
  • Horror
  • Multiplayer Online Battle Arena (MOBA)
  • First-Person Shooter (FPS)
  • Massively Multiplayer Online (MMO)

Demographic

  • Kids (under 12)
  • Teens (13-17)
  • Young Adults (18-24)
  • Adults (25-34)
  • Middle-Aged (35-54)
  • Seniors (55+)
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Browse Key Market Insights with Data Illustration:


Author Credits:  Abhishek Verma


  • Report ID: 6503
  • Published Date: Oct 01, 2024
  • Report Format: PDF, PPT

Frequently Asked Questions (FAQ)

The online gaming market size is USD 114.5 billion in 2024.

The global online gaming market size is valued at US 114.5 billion in 2024 and is likely to reach USD 932.2 billion by the end of 2037, expanding at a CAGR of 17.5% over the forecast period, i.e., 2025-2037.

Key players in the market include Tencent, Microsoft, Activision Blizzard, Electronic Arts (EA), and Ubisoft.

The free-to-play segment is expected to hold a dominating share during the forecast period.

Asia Pacific is projected to lead the industry, offering lucrative expansion opportunities with a share of 36.7% during the forecast period.
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