The Market Reports

Call: +1-631-407-1315 / +91-750-729-1479
Email: sales@themarketreports.com

Online Games-Global Market Insights and Sales Trends 2025

Online Games-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1846382

No of Pages : 114

Synopsis
Online games refer to games that are played over some form of computer network, most often the Internet. Online games can range from simple text-based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously.
The global Online Games market size is expected to reach US$ 276610 million by 2029, growing at a CAGR of 12.3% from 2023 to 2029. The market is mainly driven by the significant applications of Online Games in various end use industries. The expanding demands from the Smartphone & Tablet, PC, TV and Other, are propelling Online Games market. IOS, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Android segment is estimated at % CAGR for the next seven-year period.
Online Game can be classified into Massively Multiplayer Online (MMO), Simulation Games, Action/Adventure, Strategy Games, Sports Games, Role-Playing (RPG) and Educational Games types. The revenue share of Massively Multiplayer Online (MMO) segment is growing fast and took up about 28% of the global market share in 2019.
Based on Age Group, the market is segmented into 18-25 years old, 26-35 years old, 36-45 years old, Above 45 years old and Below 18 years old. 18-25 years old and 26-35 years old are two major consumer groups .
In 2019, Asia-Pacific is anticipated to hold the largest market share in the online game industry, countries such as China, Japan, and South Korea show high potential in the market growth.
United States is the second largest market of online game industry.
Key players in the market are Tencent, Sony, Microsoft, NetEase Games, Activision Blizzard, Electronic Arts, NEXON, Sega, Bandai Namco, Nintendo, Square Enix, Ubisoft, NCSoft, Zynga, etc. Top 5 players occupied more than 55% market share in 2019. Tencent is the largest market player.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Online Games, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Online Games market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Online Games market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Online Games sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Online Games covered in this report include Tencent, Netease, Microsoft, Sony, Electronic Arts, Sega, Ubisoft, Nintendo and Square Enix, etc.
The global Online Games market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Tencent
Netease
Microsoft
Sony
Electronic Arts
Sega
Ubisoft
Nintendo
Square Enix
Activision Blizzard Inc.
Gameloft SA
Glu Mobile
Kabam
Rovio Entertainment Ltd.
Supercell Oy
Zynga Inc.
CyberAgent
Walt Disney
Gamevil
Global Online Games market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Online Games market, Segment by Type:
IOS
Android
Windows
Global Online Games market, by Application
Smartphone & Tablet
PC
TV
Other
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Online Games companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Online Games
1.1 Online Games Market Overview
1.1.1 Online Games Product Scope
1.1.2 Online Games Market Status and Outlook
1.2 Global Online Games Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Online Games Market Size by Region (2018-2029)
1.4 Global Online Games Historic Market Size by Region (2018-2023)
1.5 Global Online Games Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Online Games Market Size (2018-2029)
1.6.1 North America Online Games Market Size (2018-2029)
1.6.2 Europe Online Games Market Size (2018-2029)
1.6.3 Asia-Pacific Online Games Market Size (2018-2029)
1.6.4 Latin America Online Games Market Size (2018-2029)
1.6.5 Middle East & Africa Online Games Market Size (2018-2029)
2 Online Games Market by Type
2.1 Introduction
2.1.1 IOS
2.1.2 Android
2.1.3 Windows
2.2 Global Online Games Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Online Games Historic Market Size by Type (2018-2023)
2.2.2 Global Online Games Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Online Games Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Online Games Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Online Games Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Online Games Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Online Games Revenue Breakdown by Type (2018-2029)
3 Online Games Market Overview by Application
3.1 Introduction
3.1.1 Smartphone & Tablet
3.1.2 PC
3.1.3 TV
3.1.4 Other
3.2 Global Online Games Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Online Games Historic Market Size by Application (2018-2023)
3.2.2 Global Online Games Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Online Games Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Online Games Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Online Games Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Online Games Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Online Games Revenue Breakdown by Application (2018-2029)
4 Online Games Competition Analysis by Players
4.1 Global Online Games Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Online Games as of 2022)
4.3 Date of Key Players Enter into Online Games Market
4.4 Global Top Players Online Games Headquarters and Area Served
4.5 Key Players Online Games Product Solution and Service
4.6 Competitive Status
4.6.1 Online Games Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Tencent
5.1.1 Tencent Profile
5.1.2 Tencent Main Business
5.1.3 Tencent Online Games Products, Services and Solutions
5.1.4 Tencent Online Games Revenue (US$ Million) & (2018-2023)
5.1.5 Tencent Recent Developments
5.2 Netease
5.2.1 Netease Profile
5.2.2 Netease Main Business
5.2.3 Netease Online Games Products, Services and Solutions
5.2.4 Netease Online Games Revenue (US$ Million) & (2018-2023)
5.2.5 Netease Recent Developments
5.3 Microsoft
5.3.1 Microsoft Profile
5.3.2 Microsoft Main Business
5.3.3 Microsoft Online Games Products, Services and Solutions
5.3.4 Microsoft Online Games Revenue (US$ Million) & (2018-2023)
5.3.5 Sony Recent Developments
5.4 Sony
5.4.1 Sony Profile
5.4.2 Sony Main Business
5.4.3 Sony Online Games Products, Services and Solutions
5.4.4 Sony Online Games Revenue (US$ Million) & (2018-2023)
5.4.5 Sony Recent Developments
5.5 Electronic Arts
5.5.1 Electronic Arts Profile
5.5.2 Electronic Arts Main Business
5.5.3 Electronic Arts Online Games Products, Services and Solutions
5.5.4 Electronic Arts Online Games Revenue (US$ Million) & (2018-2023)
5.5.5 Electronic Arts Recent Developments
5.6 Sega
5.6.1 Sega Profile
5.6.2 Sega Main Business
5.6.3 Sega Online Games Products, Services and Solutions
5.6.4 Sega Online Games Revenue (US$ Million) & (2018-2023)
5.6.5 Sega Recent Developments
5.7 Ubisoft
5.7.1 Ubisoft Profile
5.7.2 Ubisoft Main Business
5.7.3 Ubisoft Online Games Products, Services and Solutions
5.7.4 Ubisoft Online Games Revenue (US$ Million) & (2018-2023)
5.7.5 Ubisoft Recent Developments
5.8 Nintendo
5.8.1 Nintendo Profile
5.8.2 Nintendo Main Business
5.8.3 Nintendo Online Games Products, Services and Solutions
5.8.4 Nintendo Online Games Revenue (US$ Million) & (2018-2023)
5.8.5 Nintendo Recent Developments
5.9 Square Enix
5.9.1 Square Enix Profile
5.9.2 Square Enix Main Business
5.9.3 Square Enix Online Games Products, Services and Solutions
5.9.4 Square Enix Online Games Revenue (US$ Million) & (2018-2023)
5.9.5 Square Enix Recent Developments
5.10 Activision Blizzard Inc.
5.10.1 Activision Blizzard Inc. Profile
5.10.2 Activision Blizzard Inc. Main Business
5.10.3 Activision Blizzard Inc. Online Games Products, Services and Solutions
5.10.4 Activision Blizzard Inc. Online Games Revenue (US$ Million) & (2018-2023)
5.10.5 Activision Blizzard Inc. Recent Developments
5.11 Gameloft SA
5.11.1 Gameloft SA Profile
5.11.2 Gameloft SA Main Business
5.11.3 Gameloft SA Online Games Products, Services and Solutions
5.11.4 Gameloft SA Online Games Revenue (US$ Million) & (2018-2023)
5.11.5 Gameloft SA Recent Developments
5.12 Glu Mobile
5.12.1 Glu Mobile Profile
5.12.2 Glu Mobile Main Business
5.12.3 Glu Mobile Online Games Products, Services and Solutions
5.12.4 Glu Mobile Online Games Revenue (US$ Million) & (2018-2023)
5.12.5 Glu Mobile Recent Developments
5.13 Kabam
5.13.1 Kabam Profile
5.13.2 Kabam Main Business
5.13.3 Kabam Online Games Products, Services and Solutions
5.13.4 Kabam Online Games Revenue (US$ Million) & (2018-2023)
5.13.5 Kabam Recent Developments
5.14 Rovio Entertainment Ltd.
5.14.1 Rovio Entertainment Ltd. Profile
5.14.2 Rovio Entertainment Ltd. Main Business
5.14.3 Rovio Entertainment Ltd. Online Games Products, Services and Solutions
5.14.4 Rovio Entertainment Ltd. Online Games Revenue (US$ Million) & (2018-2023)
5.14.5 Rovio Entertainment Ltd. Recent Developments
5.15 Supercell Oy
5.15.1 Supercell Oy Profile
5.15.2 Supercell Oy Main Business
5.15.3 Supercell Oy Online Games Products, Services and Solutions
5.15.4 Supercell Oy Online Games Revenue (US$ Million) & (2018-2023)
5.15.5 Supercell Oy Recent Developments
5.16 Zynga Inc.
5.16.1 Zynga Inc. Profile
5.16.2 Zynga Inc. Main Business
5.16.3 Zynga Inc. Online Games Products, Services and Solutions
5.16.4 Zynga Inc. Online Games Revenue (US$ Million) & (2018-2023)
5.16.5 Zynga Inc. Recent Developments
5.17 CyberAgent
5.17.1 CyberAgent Profile
5.17.2 CyberAgent Main Business
5.17.3 CyberAgent Online Games Products, Services and Solutions
5.17.4 CyberAgent Online Games Revenue (US$ Million) & (2018-2023)
5.17.5 CyberAgent Recent Developments
5.18 Walt Disney
5.18.1 Walt Disney Profile
5.18.2 Walt Disney Main Business
5.18.3 Walt Disney Online Games Products, Services and Solutions
5.18.4 Walt Disney Online Games Revenue (US$ Million) & (2018-2023)
5.18.5 Walt Disney Recent Developments
5.19 Gamevil
5.19.1 Gamevil Profile
5.19.2 Gamevil Main Business
5.19.3 Gamevil Online Games Products, Services and Solutions
5.19.4 Gamevil Online Games Revenue (US$ Million) & (2018-2023)
5.19.5 Gamevil Recent Developments
6 North America
6.1 North America Online Games Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Online Games Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Online Games Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Online Games Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Online Games Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Online Games Market Dynamics
11.1 Online Games Industry Trends
11.2 Online Games Market Drivers
11.3 Online Games Market Challenges
11.4 Online Games Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

Why ‘The Market Reports’