Market Overview:
The global online game market is segmented on the basis of type, application and region. The type segment includes massively multiplayer online (MMO), simulation games, action/adventure, strategy games, sports games, role-playing (RPG) and educational games. The application segment includes global online game market share by consumer age range: 2016 VS 2021 VS 2027. On the basis of region, the global online game market is divided into North America, Latin America, Europe Asia Pacific and Middle East & Africa. The global online game market is expected to grow at a CAGR of 10% from 2018 to 2030.
Product Definition:
An online game is a video game that is played over the Internet. Online games can range from simple text-based games to ones that use 3D graphics and complex rules.
Massively Multiplayer Online (MMO):
Massively multiplayer online (MMO) is a type of massively multiplayer game where many players can play at the same time on the same computer or console and interact with each other. The games are usually played on high-end systems such as personal computers and dedicated video game consoles. Massively multiplayer online role playing games (MMORPGs) have become very popular in recent years, especially among young people.
Simulation Games:
Simulation games are used to create a virtual environment where players can experience events similar to real world situations. In other words, simulation games are designed to replicate the experience of playing a game in which the outcomes depend on external factors such as player skill and chance. The most common types of simulation games include sports, car racing, board gaming and card gaming among others.
Application Insights:
The MMORPG segment dominated the global online game market in terms of revenue share in 2021. The high penetration of this segment can be attributed to the fact that this category of games offers various features that are attractive for different age groups across the globe. Moreover, MMOs have a larger player base as compared to other games and hence generate higher revenues for developers and publishers.
The below 18 years old group is estimated to be one of the fastest-growing segments over the forecast period due to increasing usage rates among children & teenagers worldwide. This age group is more prone towards gaming as compared to older generation where playing computer/video games was not considered a child¢â‚¬â„¢s activity but an adult hobby only. However, many countries such as U.K.
Regional Analysis:
North America dominated the global online game market in 2018. The region is expected to continue its dominance over the forecast period as well, owing to factors such as early adoption of technology and high disposable income of consumers. Asia Pacific is anticipated to be the fastest-growing regional market from 2019 to 2030 due to increasing internet penetration rates, coupled with rising consumer disposable income levels. Furthermore, increased focus on education in emerging economies like India and China will drive regional growth further. Additionally, a large number of MMO players across countries like Japan are expected to increase opportunities for new business models across different games in future years which can be used by developers or publishers for generating revenue through various sources other than selling virtual goods or charging subscription fees (i.e., advertising model).
The European market was estimated at USD X billion in 2018.
Growth Factors:
- Increasing demand for online games from the global population
- Proliferation of broadband and wireless internet connectivity
- Advances in digital gaming technology and platforms
- Emergence of new genres and game formats
- Growing market for mobile gaming
Scope Of The Report
Report Attributes
Report Details
Report Title
Online Game Market Research Report
By Type
Massively Multiplayer Online (MMO), Simulation Games, Action/Adventure, Strategy Games, Sports Games, Role-Playing (RPG), Educational Games
By Application
Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027, Below 18 years old, 18-25 years old, 26-35 years old, 36-45 years old, Above 45 years old
By Companies
Microsoft, Nintendo, Sony, Tencent, Activision Blizzard, Sega, Electronic Arts, Apple, Ubisoft, Zynga, Square Enix, NetEase Games, NEXON, NCSoft, Bandai Namco Holdings
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
208
Number of Tables & Figures
146
Customization Available
Yes, the report can be customized as per your need.
Global Online Game Market Report Segments:
The global Online Game market is segmented on the basis of:
Types
Massively Multiplayer Online (MMO), Simulation Games, Action/Adventure, Strategy Games, Sports Games, Role-Playing (RPG), Educational Games
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027, Below 18 years old, 18-25 years old, 26-35 years old, 36-45 years old, Above 45 years old
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Microsoft
- Nintendo
- Sony
- Tencent
- Activision Blizzard
- Sega
- Electronic Arts
- Apple
- Ubisoft
- Zynga
- Square Enix
- NetEase Games
- NEXON
- NCSoft
- Bandai Namco Holdings
Highlights of The Online Game Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Massively Multiplayer Online (MMO)
- Simulation Games
- Action/Adventure
- Strategy Games
- Sports Games
- Role-Playing (RPG)
- Educational Games
- By Application:
- Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
- Below 18 years old
- 18-25 years old
- 26-35 years old
- 36-45 years old
- Above 45 years old
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Online Game Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
An online game is a game that can be played over the internet.
Some of the key players operating in the online game market are Microsoft, Nintendo, Sony, Tencent, Activision Blizzard, Sega, Electronic Arts, Apple, Ubisoft, Zynga, Square Enix, NetEase Games, NEXON, NCSoft, Bandai Namco Holdings.
The online game market is expected to register a CAGR of 10%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Online Game Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Online Game Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Online Game Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Online Game Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Online Game Market Size & Forecast, 2020-2028 4.5.1 Online Game Market Size and Y-o-Y Growth 4.5.2 Online Game Market Absolute $ Opportunity
Chapter 5 Global Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Market Size Forecast by Type
5.2.1 Massively Multiplayer Online (MMO)
5.2.2 Simulation Games
5.2.3 Action/Adventure
5.2.4 Strategy Games
5.2.5 Sports Games
5.2.6 Role-Playing (RPG)
5.2.7 Educational Games
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Market Size Forecast by Applications
6.2.1 Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
6.2.2 Below 18 years old
6.2.3 18-25 years old
6.2.4 26-35 years old
6.2.5 36-45 years old
6.2.6 Above 45 years old
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Online Game Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Online Game Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Analysis and Forecast
9.1 Introduction
9.2 North America Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Market Size Forecast by Type
9.6.1 Massively Multiplayer Online (MMO)
9.6.2 Simulation Games
9.6.3 Action/Adventure
9.6.4 Strategy Games
9.6.5 Sports Games
9.6.6 Role-Playing (RPG)
9.6.7 Educational Games
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Market Size Forecast by Applications
9.10.1 Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
9.10.2 Below 18 years old
9.10.3 18-25 years old
9.10.4 26-35 years old
9.10.5 36-45 years old
9.10.6 Above 45 years old
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Analysis and Forecast
10.1 Introduction
10.2 Europe Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Market Size Forecast by Type
10.6.1 Massively Multiplayer Online (MMO)
10.6.2 Simulation Games
10.6.3 Action/Adventure
10.6.4 Strategy Games
10.6.5 Sports Games
10.6.6 Role-Playing (RPG)
10.6.7 Educational Games
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Market Size Forecast by Applications
10.10.1 Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
10.10.2 Below 18 years old
10.10.3 18-25 years old
10.10.4 26-35 years old
10.10.5 36-45 years old
10.10.6 Above 45 years old
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Market Size Forecast by Type
11.6.1 Massively Multiplayer Online (MMO)
11.6.2 Simulation Games
11.6.3 Action/Adventure
11.6.4 Strategy Games
11.6.5 Sports Games
11.6.6 Role-Playing (RPG)
11.6.7 Educational Games
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Market Size Forecast by Applications
11.10.1 Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
11.10.2 Below 18 years old
11.10.3 18-25 years old
11.10.4 26-35 years old
11.10.5 36-45 years old
11.10.6 Above 45 years old
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Analysis and Forecast
12.1 Introduction
12.2 Latin America Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Market Size Forecast by Type
12.6.1 Massively Multiplayer Online (MMO)
12.6.2 Simulation Games
12.6.3 Action/Adventure
12.6.4 Strategy Games
12.6.5 Sports Games
12.6.6 Role-Playing (RPG)
12.6.7 Educational Games
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Market Size Forecast by Applications
12.10.1 Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
12.10.2 Below 18 years old
12.10.3 18-25 years old
12.10.4 26-35 years old
12.10.5 36-45 years old
12.10.6 Above 45 years old
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Market Size Forecast by Type
13.6.1 Massively Multiplayer Online (MMO)
13.6.2 Simulation Games
13.6.3 Action/Adventure
13.6.4 Strategy Games
13.6.5 Sports Games
13.6.6 Role-Playing (RPG)
13.6.7 Educational Games
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Market Size Forecast by Applications
13.10.1 Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
13.10.2 Below 18 years old
13.10.3 18-25 years old
13.10.4 26-35 years old
13.10.5 36-45 years old
13.10.6 Above 45 years old
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Online Game Market: Competitive Dashboard
14.2 Global Online Game Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Microsoft
14.3.2 Nintendo
14.3.3 Sony
14.3.4 Tencent
14.3.5 Activision Blizzard
14.3.6 Sega
14.3.7 Electronic Arts
14.3.8 Apple
14.3.9 Ubisoft
14.3.10 Zynga
14.3.11 Square Enix
14.3.12 NetEase Games
14.3.13 NEXON
14.3.14 NCSoft
14.3.15 Bandai Namco Holdings