Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Online Game 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) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Online Game 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) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 354810 4200 Service & Software 377 208 Pages 4.5 (40)
                                          

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.


Global Online Game Industry Outlook


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:

  1. Microsoft
  2. Nintendo
  3. Sony
  4. Tencent
  5. Activision Blizzard
  6. Sega
  7. Electronic Arts
  8. Apple
  9. Ubisoft
  10. Zynga
  11. Square Enix
  12. NetEase Games
  13. NEXON
  14. NCSoft
  15. Bandai Namco Holdings

Global Online Game Market Overview


Highlights of The Online Game Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Massively Multiplayer Online (MMO)
    2. Simulation Games
    3. Action/Adventure
    4. Strategy Games
    5. Sports Games
    6. Role-Playing (RPG)
    7. Educational Games
  1. By Application:

    1. Global Online Game Market Share by Consumer Age Range: 2016 VS 2021 VS 2027
    2. Below 18 years old
    3. 18-25 years old
    4. 26-35 years old
    5. 36-45 years old
    6. Above 45 years old
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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

Global Online Game Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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