Global Online Gaming Market to reach USD 49.6 billion by 2027.

Global Online Gaming Market Size study, by Type (Puzzle, Action, Adventure, Arcade, Sports and others), Platform (PCs, Consoles, Mobile Phone), By Gamer Type (Social Gamer, Serious Gamer, Core Gamers) and Regional Forecasts 2020-2027
Product Code:  OIRGSAF_49029672

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
1.2.1. Online Gaming Market, by Region, 2018-2027 (USD Billion)
1.2.2. Online Gaming Market, by Type, 2018-2027 (USD Billion)
1.2.3. Online Gaming Market, by Platform, 2018-2027 (USD Billion)
1.2.4. Online Gaming Market, by Gamer Type, 2018-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Online Gaming Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Online Gaming Market Dynamics
3.1. Online Gaming Market Impact Analysis (2018-2027)
3.1.1. Market Drivers
3.1.2. Market Challenges
3.1.3. Market Opportunities
Chapter 4. Global Online Gaming Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2017-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Online Gaming Market, by Type
5.1. Market Snapshot
5.2. Global Online Gaming Market by Type, PerGamer Typeance – Potential Analysis
5.3. Global Online Gaming Market Estimates & Forecasts by Type 2017-2027 (USD Billion)
5.4. Online Gaming Market, Sub Segment Analysis
5.4.1. Puzzle
5.4.2. Action
5.4.3. Adventure
5.4.4. Arcade
5.4.5. Sports
5.4.6. Others
Chapter 6. Global Online Gaming Market, by Platform
6.1. Market Snapshot
6.2. Global Online Gaming Market by Platform, PerGamer Typeance – Potential Analysis
6.3. Global Online Gaming Market Estimates & Forecasts by Platform 2017-2027 (USD Billion)
6.4. Online Gaming Market, Sub Segment Analysis
6.4.1. PCs
6.4.2. Consoles
6.4.3. Mobile Phone
Chapter 7. Global Online Gaming Market, by Gamer Type
7.1. Market Snapshot
7.2. Global Online Gaming Market by Gamer Type, PerGamer Typeance – Potential Analysis
7.3. Global Online Gaming Market Estimates & Forecasts by Gamer Type 2017-2027 (USD Billion)
7.4. Online Gaming Market, Sub Segment Analysis
7.4.1. Social Gamer
7.4.2. Serious Gamer
7.4.3. Core Gamers
Chapter 8. Global Online Gaming Market, Regional Analysis
8.1. Online Gaming Market, Regional Market Snapshot
8.2. North America Online Gaming Market
8.2.1. U.S. Online Gaming Market Type breakdown estimates & forecasts, 2017-2027 Platform breakdown estimates & forecasts, 2017-2027 Gamer Type breakdown estimates & forecasts, 2017-2027
8.2.2. Canada Online Gaming Market
8.3. Europe Online Gaming Market Snapshot
8.3.1. U.K. Online Gaming Market
8.3.2. Germany Online Gaming Market
8.3.3. France Online Gaming Market
8.3.4. Spain Online Gaming Market
8.3.5. Italy Online Gaming Market
8.3.6. Rest of Europe Online Gaming Market
8.4. Asia-Pacific Online Gaming Market Snapshot
8.4.1. China Online Gaming Market
8.4.2. India Online Gaming Market
8.4.3. Japan Online Gaming Market
8.4.4. Australia Online Gaming Market
8.4.5. South Korea Online Gaming Market
8.4.6. Rest of Asia Pacific Online Gaming Market
8.5. Latin America Online Gaming Market Snapshot
8.5.1. Brazil Online Gaming Market
8.5.2. Mexico Online Gaming Market
8.6. Rest of The World Online Gaming Market

Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Peak Games Key InGamer Typeation Overview Financial (Subject to Data Availability) Product Summary Recent Developments
9.2.2. Gree
9.2.3. Microsoft
9.2.4. Sony Corp.
9.2.5. Tencent
9.2.6. Activision
9.2.7. Blizzard
9.2.8. Konami
9.2.9. NCSOFT
9.2.10. GungHo Online
9.2.11. King Digital Entertainment
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption

Global Online Gaming Market is valued approximately USD 21.3 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 12.94 % over the forecast period 2020-2027. Online Gaming is a type of video gaming which is partially or primary played through internet. Online gaming offers video interactions with the features of multiplayers options. It is played over the computer and mobile network. The shift in new innovation in both hardware and software in streamline of online gaming and the development in unique technological advancement in the field of multiplayer gamer, video gaming, shift in smart devices and consumer preferences in indoor online gaming which involves interaction with other people drive the growth of online gaming in the market . According to Statista, in 2019, the segment of online gaming across India were distributed equally under which PC and console based games accounted for 36%, and mobile first gamers are not far behind, for amounting to 33% of the market and also in 2020, India had recorded around 365 million online gamers. However, the innovation in new hardware technologies as well as government interface and the higher gaming subscription charges impedes the growth of the market over the forecast period of 2020-2027. Also, raising penetration of internet services across the globe and ease of availability and access of online gaming through internet services is likely to increase the market growth during the forecast period.

The regional analysis of global Online Gaming market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. Asia Pacific is the leading/significant region across the world in terms of market share owing to the growing smart phone penetration increase in number of gamers and increase in demand for entertainment Whereas, South Korea is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as focus on E-sports and multiplayers online games would create lucrative growth prospects for the Online Gaming market across Asia-Pacific region.

Major market player included in this report are:
Peak Games
GREE, Inc.
Sony Corp.
Activision Blizzard
GungHo Online
King Digital Entertainment

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Type:
Sports and others
By Platform:
Mobile Phone
By Gamer Type:
Social Gamer
Serious Gamer
Core Gamers
By Region:
North America

Asia Pacific
South Korea
Latin America
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2017, 2018
Base year – 2019
Forecast period – 2020 to 2027

Target Audience of the Global Online Gaming Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers

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