Online Gaming Market Size, Share, and Trends 2025 to 2034

Online Gaming Market (By Gaming Type: Action & Adventure Games, Racing Games, Simulation Games, Strategy Games, Sports Games, Others; By Platform: PC, Console, Mobile, Others; By Business Model: Free-to-play, Pay-to-play, Subscription-based, Play-to-earn;) - Global Industry Analysis, Size, Trends, Leading Companies, Regional Outlook, and Forecast 2025 to 2034

Last Updated : 30 Oct 2025  |  Report Code : 2899  |  Category : ICT   |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Online Gaming Market 

5.1. COVID-19 Landscape: Online Gaming Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Online Gaming Market, By Game Type

8.1. Online Gaming Market, by Game Type

8.1.1. Massively Multiplayer Online Role-Playing Games (MMORPG)

8.1.1.1. Market Revenue and Forecast

8.1.2. First-Person Shooter (FPS)

8.1.2.1. Market Revenue and Forecast

8.1.3. Real-Time Strategy (RTS)

8.1.3.1. Market Revenue and Forecast

8.1.4. Multiplayer Online Battle Arena (MOBA)

8.1.4.1. Market Revenue and Forecast

8.1.5. Battle Royale Games

8.1.5.1. Market Revenue and Forecast

8.1.6. Casino & Card Games

8.1.6.1. Market Revenue and Forecast

8.1.7. Sports & Racing Games

8.1.7.1. Market Revenue and Forecast

8.1.8. Simulation Games

8.1.8.1. Market Revenue and Forecast

8.1.9. Puzzle & Arcade Games

8.1.9.1. Market Revenue and Forecast

8.1.10. Adventure Games

8.1.10.1. Market Revenue and Forecast

Chapter 9. Global Online Gaming Market, By Platform

9.1. Online Gaming Market, by Platform

9.1.1. PC Games

9.1.1.1. Market Revenue and Forecast

9.1.2. Console Games

9.1.2.1. Market Revenue and Forecast

9.1.3. Mobile Games (Smartphone & Tablet)

9.1.3.1. Market Revenue and Forecast

9.1.4. Browser-Based Games

9.1.4.1. Market Revenue and Forecast

9.1.5. Cloud-Based Streaming Games

9.1.5.1. Market Revenue and Forecast

Chapter 10. Global Online Gaming Market, By Business Model 

10.1. Online Gaming Market, by Business Model

10.1.1. Free-to-Play (F2P)

10.1.1.1. Market Revenue and Forecast

10.1.2. Pay-to-Play (P2P)

10.1.2.1. Market Revenue and Forecast

10.1.3. Freemium (In-App Purchases)

10.1.3.1. Market Revenue and Forecast

10.1.4. Subscription-Based

10.1.4.1. Market Revenue and Forecast

10.1.5. Ad-Supported Games

10.1.5.1. Market Revenue and Forecast

Chapter 11. Global Online Gaming Market, By Revenue Stream

11.1. Online Gaming Market, by Revenue Stream

11.1.1. Game Purchases

11.1.1.1. Market Revenue and Forecast

11.1.2. In-Game Purchases

11.1.2.1. Market Revenue and Forecast

11.1.3. Advertising Revenue

11.1.3.1. Market Revenue and Forecast

11.1.4. Subscription Revenue

11.1.4.1. Market Revenue and Forecast

11.1.5. Tournament & Sponsorship Revenue

11.1.5.1. Market Revenue and Forecast

Chapter 12. Global Online Gaming Market, By Device Type

12.1. Online Gaming Market, by Device Type

12.1.1. Smartphones

12.1.1.1. Market Revenue and Forecast

12.1.2. Tablets

12.1.2.1. Market Revenue and Forecast

12.1.3. Desktops/Laptops

12.1.3.1. Market Revenue and Forecast

12.1.4. Consoles (PlayStation, Xbox, Nintendo)

12.1.4.1. Market Revenue and Forecast

12.1.5. Smart TVs

12.1.5.1. Market Revenue and Forecast

Chapter 13. Global Online Gaming Market, Regional Estimates and Trend Forecast

13.1. North America

13.1.1. Market Revenue and Forecast, by Game Type

13.1.2. Market Revenue and Forecast, by Platform

13.1.3. Market Revenue and Forecast, by Business Model

13.1.4. Market Revenue and Forecast, by Revenue Stream

13.1.5. Market Revenue and Forecast, by Device Type

13.1.6. U.S.

13.1.6.1. Market Revenue and Forecast, by Game Type

13.1.6.2. Market Revenue and Forecast, by Platform

13.1.6.3. Market Revenue and Forecast, by Business Model

13.1.6.4. Market Revenue and Forecast, by Revenue Stream

13.1.6.5. Market Revenue and Forecast, by Device Type  

13.1.7. Rest of North America

13.1.7.1. Market Revenue and Forecast, by Game Type

13.1.7.2. Market Revenue and Forecast, by Platform

13.1.7.3. Market Revenue and Forecast, by Business Model

13.1.7.4. Market Revenue and Forecast, by Revenue Stream

13.1.7.5. Market Revenue and Forecast, by Device Type

13.2. Europe

13.2.1. Market Revenue and Forecast, by Game Type

13.2.2. Market Revenue and Forecast, by Platform

13.2.3. Market Revenue and Forecast, by Business Model

13.2.4. Market Revenue and Forecast, by Revenue Stream  

13.2.5. Market Revenue and Forecast, by Device Type  

13.2.6. UK

13.2.6.1. Market Revenue and Forecast, by Game Type

13.2.6.2. Market Revenue and Forecast, by Platform

13.2.6.3. Market Revenue and Forecast, by Business Model

13.2.7. Market Revenue and Forecast, by Revenue Stream  

13.2.8. Market Revenue and Forecast, by Device Type  

13.2.9. Germany

13.2.9.1. Market Revenue and Forecast, by Game Type

13.2.9.2. Market Revenue and Forecast, by Platform

13.2.9.3. Market Revenue and Forecast, by Business Model

13.2.10. Market Revenue and Forecast, by Revenue Stream

13.2.11. Market Revenue and Forecast, by Device Type

13.2.12. France

13.2.12.1. Market Revenue and Forecast, by Game Type

13.2.12.2. Market Revenue and Forecast, by Platform

13.2.12.3. Market Revenue and Forecast, by Business Model

13.2.12.4. Market Revenue and Forecast, by Revenue Stream

13.2.13. Market Revenue and Forecast, by Device Type

13.2.14. Rest of Europe

13.2.14.1. Market Revenue and Forecast, by Game Type

13.2.14.2. Market Revenue and Forecast, by Platform

13.2.14.3. Market Revenue and Forecast, by Business Model

13.2.14.4. Market Revenue and Forecast, by Revenue Stream

13.2.15. Market Revenue and Forecast, by Device Type

13.3. APAC

13.3.1. Market Revenue and Forecast, by Game Type

13.3.2. Market Revenue and Forecast, by Platform

13.3.3. Market Revenue and Forecast, by Business Model

13.3.4. Market Revenue and Forecast, by Revenue Stream

13.3.5. Market Revenue and Forecast, by Device Type

13.3.6. India

13.3.6.1. Market Revenue and Forecast, by Game Type

13.3.6.2. Market Revenue and Forecast, by Platform

13.3.6.3. Market Revenue and Forecast, by Business Model

13.3.6.4. Market Revenue and Forecast, by Revenue Stream

13.3.7. Market Revenue and Forecast, by Device Type

13.3.8. China

13.3.8.1. Market Revenue and Forecast, by Game Type

13.3.8.2. Market Revenue and Forecast, by Platform

13.3.8.3. Market Revenue and Forecast, by Business Model

13.3.8.4. Market Revenue and Forecast, by Revenue Stream

13.3.9. Market Revenue and Forecast, by Device Type

13.3.10. Japan

13.3.10.1. Market Revenue and Forecast, by Game Type

13.3.10.2. Market Revenue and Forecast, by Platform

13.3.10.3. Market Revenue and Forecast, by Business Model

13.3.10.4. Market Revenue and Forecast, by Revenue Stream

13.3.10.5. Market Revenue and Forecast, by Device Type

13.3.11. Rest of APAC

13.3.11.1. Market Revenue and Forecast, by Game Type

13.3.11.2. Market Revenue and Forecast, by Platform

13.3.11.3. Market Revenue and Forecast, by Business Model

13.3.11.4. Market Revenue and Forecast, by Revenue Stream

13.3.11.5. Market Revenue and Forecast, by Device Type

13.4. MEA

13.4.1. Market Revenue and Forecast, by Game Type

13.4.2. Market Revenue and Forecast, by Platform

13.4.3. Market Revenue and Forecast, by Business Model

13.4.4. Market Revenue and Forecast, by Revenue Stream

13.4.5. Market Revenue and Forecast, by Device Type

13.4.6. GCC

13.4.6.1. Market Revenue and Forecast, by Game Type

13.4.6.2. Market Revenue and Forecast, by Platform

13.4.6.3. Market Revenue and Forecast, by Business Model

13.4.6.4. Market Revenue and Forecast, by Revenue Stream

13.4.7. Market Revenue and Forecast, by Device Type

13.4.8. North Africa

13.4.8.1. Market Revenue and Forecast, by Game Type

13.4.8.2. Market Revenue and Forecast, by Platform

13.4.8.3. Market Revenue and Forecast, by Business Model

13.4.8.4. Market Revenue and Forecast, by Revenue Stream

13.4.9. Market Revenue and Forecast, by Device Type

13.4.10. South Africa

13.4.10.1. Market Revenue and Forecast, by Game Type

13.4.10.2. Market Revenue and Forecast, by Platform

13.4.10.3. Market Revenue and Forecast, by Business Model

13.4.10.4. Market Revenue and Forecast, by Revenue Stream

13.4.10.5. Market Revenue and Forecast, by Device Type

13.4.11. Rest of MEA

13.4.11.1. Market Revenue and Forecast, by Game Type

13.4.11.2. Market Revenue and Forecast, by Platform

13.4.11.3. Market Revenue and Forecast, by Business Model

13.4.11.4. Market Revenue and Forecast, by Revenue Stream

13.4.11.5. Market Revenue and Forecast, by Device Type

13.5. Latin America

13.5.1. Market Revenue and Forecast, by Game Type

13.5.2. Market Revenue and Forecast, by Platform

13.5.3. Market Revenue and Forecast, by Business Model

13.5.4. Market Revenue and Forecast, by Revenue Stream

13.5.5. Market Revenue and Forecast, by Device Type

13.5.6. Brazil

13.5.6.1. Market Revenue and Forecast, by Game Type

13.5.6.2. Market Revenue and Forecast, by Platform

13.5.6.3. Market Revenue and Forecast, by Business Model

13.5.6.4. Market Revenue and Forecast, by Revenue Stream

13.5.7. Market Revenue and Forecast, by Device Type

13.5.8. Rest of LATAM

13.5.8.1. Market Revenue and Forecast, by Game Type

13.5.8.2. Market Revenue and Forecast, by Platform

13.5.8.3. Market Revenue and Forecast, by Business Model

13.5.8.4. Market Revenue and Forecast, by Revenue Stream

13.5.8.5. Market Revenue and Forecast, by Device Type

Chapter 14. Company Profiles

14.1. Tencent Holding Limited

14.1.1. Company Overview

14.1.2. Product Offerings

14.1.3. Financial Performance

14.1.4. Recent Initiatives

14.2. Activision Blizzard, Inc.

14.2.1. Company Overview

14.2.2. Product Offerings

14.2.3. Financial Performance

14.2.4. Recent Initiatives

14.3. Nintendo of America Inc.

14.3.1. Company Overview

14.3.2. Product Offerings

14.3.3. Financial Performance

14.3.4. Recent Initiatives

14.4. Microsoft Corporation

14.4.1. Company Overview

14.4.2. Product Offerings

14.4.3. Financial Performance

14.4.4. Recent Initiatives

14.5. Valve Corporation

14.5.1. Company Overview

14.5.2. Product Offerings

14.5.3. Financial Performance

14.5.4. Recent Initiatives

14.6. Electronic Arts Inc.

14.6.1. Company Overview

14.6.2. Product Offerings

14.6.3. Financial Performance

14.6.4. Recent Initiatives

14.7. Sony Corporation

14.7.1. Company Overview

14.7.2. Product Offerings

14.7.3. Financial Performance

14.7.4. Recent Initiatives

14.8. Take-Two Interactive Software, Inc.

14.8.1. Company Overview

14.8.2. Product Offerings

14.8.3. Financial Performance

14.8.4. Recent Initiatives

14.9. Square Enix Holdings Co., Ltd.

14.9.1. Company Overview

14.9.2. Product Offerings

14.9.3. Financial Performance

14.9.4. Recent Initiatives

14.10. Amazon.com, Inc.

14.10.1. Company Overview

14.10.2. Product Offerings

14.10.3. Financial Performance

14.10.4. Recent Initiatives

Chapter 15. Research Methodology

15.1. Primary Research

15.2. Secondary Research

15.3. Assumptions

Chapter 16. Appendix

16.1. About Us

16.2. Glossary of Terms

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Frequently Asked Questions

The global online gaming market size is expected to increase USD 512.46 billion by 2034 from USD 257.00 billion in 2025.

The global online gaming market will register growth rate of 7.97% between 2025 and 2034.

The major players operating in the online gaming market are Tencent Holding Limited, Activision Blizzard, Inc., Nintendo of America Inc., Microsoft Corporation, Valve Corporation, Electronic Arts Inc., Sony Corporation, Take-Two Interactive Software, Inc., Square Enix Holdings Co., Ltd., Amazon.com, Inc., Gameloft SE, King Digital Entertainment Ltd., and Others.

The driving factors of the online gaming market are the increasing adoption of mobile devices and growth of cloud gaming.

North America region will lead the global online gaming market during the forecast period 2025 to 2034.

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