{"product_id":"online-gaming-market-by-model-free-to-play-pay-to-play-genre-revenue-stream-media-broadcasting-rights-advertisement-sponsorships-others-platform-streaming-live-streaming-on-demand-streaming-and-geography-global-forecast-to-2030","title":"Online Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media \u0026 Broadcasting Rights, Advertisement \u0026 Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030","description":"\u003cp\u003eOnline Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media \u0026amp; Broadcasting Rights, Advertisement \u0026amp; Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030\u003c\/p\u003e\n\n\u003cp\u003eThe research report titled, ‘Online Gaming Market by Model (Free-to-play, Pay-to-play), Genre, Revenue Stream (Media \u0026amp; Broadcasting Rights, Advertisement \u0026amp; Sponsorships, Others), Platform, Streaming (Live Streaming, On-demand Streaming) and Geography—Global Forecast to 2030’, provides in-depth analysis of online gaming market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2030.\u003c\/p\u003e\n\n\u003cp\u003eThe global online gaming market is expected to reach $431.87 billion by 2030, at a CAGR of 19.6% during the forecast period of 2023–2030.\u003c\/p\u003e\n\n\u003cp\u003eThe growth of this market is attributed to the rise in popularity of online gaming, a surge in the use of smartphones for online gaming, and the gradual establishment of internet infrastructure in developing countries. In addition, new monetization models and in-game advertisements and sponsorships are expected to offer significant opportunities for the growth of this market. However, a lack of standards and regulations can restrain the market growth.\u003c\/p\u003e\n\n\u003cp\u003eBased on model, the global online gaming market is segmented into free-to-play games and pay-to-play games. In 2023, the free-to-play segment is expected to account for the larger share of the global online gaming market. However, the pay-to-play segment is slated to register the highest CAGR during the forecasted period due to the increasing number of internet users and the growing spending on entertainment during the COVID-19 pandemic. In addition, the streamlining of the regulations instead of the prohibitions is expected to support the growth of this segment in the future.\u003c\/p\u003e\n\n\u003cp\u003eBased on genre, the global online gaming market is segmented into simulation and sports, role-playing, player vs. player, multiplayer online battle arena, real-time strategy, shooters, racing, puzzlers and party games, survival horror and other genres. In 2023, the action-adventure segment is expected to account for the largest share of the global online gaming market. However, the shooters (FPS and TPS) segment is projected to register the highest CAGR during the forecast period due to increasing internet usage, live game streaming, and the wide range of open-source capture and broadcasting technologies.\u003c\/p\u003e \n\n\u003cp\u003eBased on revenue stream, the global online gaming market is segmented into game publisher fees, media \u0026amp; broadcasting rights, tickets sales, advertisements \u0026amp; sponsorships, and merchandise sales. In 2023, the advertisements \u0026amp; sponsorships segment is expected to account for the largest share of the global online gaming market. However, the game publisher fees segment is expected to account for the highest CAGR during the forecasted period. The rising need for game production financing, a surge in marketing of finished games, and the growing number of gamers via various community blogs such as YouTube and other social media.\u003c\/p\u003e\n\n\u003cp\u003eBased on platform, the global online gaming market is segmented into mobile platforms, PCs, consoles, and other platforms. In 20233, the mobile platforms segment is expected to account for the largest share of the global online gaming market and is slated to register the highest CAGR during the forecasted period. The growing penetration of high-performance smartphones; availability of high-speed internet connectivity; development of free-to-play online games; and the growing availability of phones with better screen resolution, refresh rate, and touch sampling rate.\u003c\/p\u003e \n\n\u003cp\u003eBased on streaming, the global online gaming market is segmented into live streaming and on-demand streaming. In 2023, the live streaming segment is expected to account for the largest share of the global online gaming market. However, the on-demand streaming segment is slated to register the highest CAGR during the forecast period. The incorporation of advanced technologies in the digital media industry and the increasing adoption of smartphones boost the growth of this segment.\u003c\/p\u003e \n\n\u003cp\u003eBased on geography, the online gaming market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East \u0026amp; Africa (MEA). In 2023, the Asia-Pacific region is expected to account for the largest share of the online gaming market. The large market share of Asia Pacific is mainly attributed to the high focus of gaming companies on game development in China, Japan, South Korea, and India and the deployment of multiple tactics and strategies by China’s game developers to attract users and integrate social media networks with games. In addition, eSports are a highly competitive and rapidly expanding form of video gaming, mainly among professional players. Asian countries have a massive presence in eSports. Asia-Pacific is rapidly becoming the world's most important eSports and online video gaming hub. The increasing number of smartphone users and high internet penetration in Asia-Pacific also contribute to the growth of the online gaming market in APAC\u003c\/p\u003e\n\n\u003cp\u003eThe key players operating in the global online gaming market are Microsoft Corporation (U.S.), Activision Blizzard, Inc. (U.S.), Apple Inc. (U.S.) , Electronic Arts Inc. (U.S.), Nintendo Co., Ltd. (Japan), Capcom Co., Ltd. (Japan), SEGA (U.S.), Rovio Entertainment Corporation (Finland), GungHo Online Entertainment (Japan), Ubisoft Entertainment (Japan), Sony Interactive Entertainment Inc. (Japan), SQUARE ENIX HOLDINGS CO., LTD. (Japan), Gameloft (France), iTechArt (U.S.), Amazon.Com, Inc. (U.S.), and Tencent Holdings Ltd. (China).\u003c\/p\u003e\n\n\u003cp\u003eKey questions answered in the report:\u003c\/p\u003e\n\n\u003cp\u003eWhich are the high growth market segments in terms of model, genre, revenue stream, platform, streaming and countries?\u003cbr\u003e\nWhat is the historical market for online gaming across the globe?\u003cbr\u003e\nWhat are the market forecasts and estimates from 2023–2030?\u003cbr\u003e\nWhat are the major drivers, restraints, and opportunities in the global online gaming market?\u003cbr\u003e\nWho are the major players in the global online gaming market, and what shares of the market do they hold?\u003cbr\u003e\nWho are the major players in various countries, and what shares of the market do they hold?\u003cbr\u003e\nHow is the competitive landscape?\u003cbr\u003e\nWhat are the recent developments in the global online gaming market?\u003cbr\u003e\nWhat are the different strategies adopted by the major players in the global online gaming market? \u003cbr\u003e\nWhat are the geographical trends and high growth countries?\u003cbr\u003e\nWho are the local emerging players in the global online gaming market and how do they compete with the other players?\u003c\/p\u003e\n\n\u003cp\u003eScope of the report:\u003c\/p\u003e \n\n\u003cp\u003eOnline gaming Market, by Model\u003c\/p\u003e \n\n\u003cp\u003eFree-to-play Games \u003cbr\u003e\nPay-to-Play Games\u003c\/p\u003e\n\n\u003cp\u003eOnline gaming Market, by Genre\u003c\/p\u003e\n\n\u003cp\u003eAction-Adventure\u003cbr\u003e\nSandbox\u003cbr\u003e\nSimulation and Sports\u003cbr\u003e\nRole-playing\u003cbr\u003e\nPlayer VS. Player \u003cbr\u003e\nMultiplayer Online Battle Arena\u003cbr\u003e\nReal-time Strategy \u003cbr\u003e\nShooters \u003cbr\u003e\nRacing\u003cbr\u003e\nPuzzlers and Party Games\u003cbr\u003e\nSurvival Horror\u003cbr\u003e\nOther Genres\u003c\/p\u003e\n\n\u003cp\u003eOnline gaming Market, by Revenue Stream\u003c\/p\u003e\n\n\u003cp\u003eAdvertisements \u0026amp; Sponsorships\u003cbr\u003e\nGame Publisher Fees\u003cbr\u003e\nMedia \u0026amp; Broadcasting Rights\u003cbr\u003e\nTicket Sales\u003cbr\u003e\nMerchandise Sales\u003c\/p\u003e \n\n\u003cp\u003eOnline gaming Market, by Platform\u003c\/p\u003e\n\n\u003cp\u003eMobile Platforms\u003cbr\u003e\nTablet Games\u003cbr\u003e\nSmartphone Games\u003cbr\u003e\nPCs\u003cbr\u003e\nBrowser PC Games\u003cbr\u003e\nBoxed\/Downloadable PC Games\u003cbr\u003e\nConsoles\u003cbr\u003e\nOther Platforms\u003c\/p\u003e\n\n\u003cp\u003eOnline gaming Market, by Streaming\u003c\/p\u003e \n\n\u003cp\u003eLive Streaming\u003cbr\u003e\nOn-demand Streaming\u003c\/p\u003e \n\n\u003cp\u003eOnline gaming Market, by Geography\u003c\/p\u003e\n\n\u003cp\u003eNorth America\u003cbr\u003e\nU.S.\u003cbr\u003e\nCanada\u003cbr\u003e\nEurope\u003cbr\u003e\nU.K.\u003cbr\u003e\nGermany\u003cbr\u003e\nFrance\u003cbr\u003e\nItaly\u003cbr\u003e\nSpain\u003cbr\u003e\nNetherlands\u003cbr\u003e\nDenmark \u003cbr\u003e\nRest of Europe\u003cbr\u003e\nAsia-Pacific \u003cbr\u003e\nChina\u003cbr\u003e\nJapan\u003cbr\u003e\nIndia\u003cbr\u003e\nSingapore\u003cbr\u003e\nMalaysia\u003cbr\u003e\nSouth Korea\u003cbr\u003e\nTaiwan\u003cbr\u003e\nThailand\u003cbr\u003e\nVietnam\u003cbr\u003e\nPhilippines\u003cbr\u003e\nRest of Asia-Pacific\u003cbr\u003e\nLatin America\u003cbr\u003e\nMiddle East \u0026amp; Africa Online Gaming MarketReport MetricsDetailsYears Considered2023 - 2030Base Year2021Forecast Period2023-2030Page Count253Units Referenced Value (USD Million)Segments\/Key Topics Market by Model, Market by Genre, Market by Revenue Stream, Market by Platform, Market by Streaming, Market by GeographyKey Companies Mentioned Microsoft Corporation (U.S.), Activision Blizzard, Inc. (U.S.), Apple Inc. (U.S.), Electronic Arts Inc. (U.S.), Nintendo Co., Ltd. (Japan), Capcom Co., Ltd. (Japan), SEGA (U.S.), Rovio Entertainment Corporation (Finland), GungHo Online Entertainment (Japan), Ubisoft Entertainment (Japan), Sony Interactive Entertainment Inc. (Japan), SQUARE ENIX HOLDINGS CO., LTD. (Japan), Gameloft (France), iTechArt (U.S.)\t, Amazon.Com, Inc. (U.S.), and Tencent Holdings Ltd. (China)\u003c\/p\u003e\t\n\n\u003cp\u003eFAQs About the Report\u003c\/p\u003e\n\n\u003cp\u003eWhat is the value of revenue generated from online gaming across the globe? At what rate is their demand expected to grow for the next 5–7 years?\u003c\/p\u003e\n\n\u003cp\u003eThe global online gaming market is projected to reach USD 431.87 billion by 2030, at a CAGR of 19.6% during the forecast period.\u003c\/p\u003e\n\n\u003cp\u003eWhich model segment showcases high growth opportunities for the online gaming market players?\u003c\/p\u003e\n\n\u003cp\u003eIn 2023, the free-to-play segment is expected to account for the largest share of the global online gaming market. The growth of this segment is attributed to the growing demand for digital entertainment mediums, rising number of smartphone users, and the increasing usage of internet across the globe.\u003c\/p\u003e\n\n\u003cp\u003eHowever, the pay-to-play segment is expected to grow at the highest CAGR during the forecast period due to the increasing number of internet users and the growing spending on entertainment during the COVID-19 pandemic. In addition, the streamlining of the regulations instead of prohibitions is expected to support the growth of this segment in the future.\u003c\/p\u003e\n\n\u003cp\u003eWhich genre segments of the market are projected to create more traction in the online gaming market?\u003c\/p\u003e\n\n\u003cp\u003eIn 2023, the action-adventure segment is expected to account for the largest share of the global online gaming market during the forecast period. The large market share of this segment is attributed to technologies like VR and AR to improve the gaming experience.\u003c\/p\u003e\n\n\u003cp\u003eHowever, the shooters segment is projected to register the highest CAGR during the forecast period due to increasing internet usage, live game streaming, and the wide range of open-source capture and broadcasting technologies.\u003c\/p\u003e\n\n\u003cp\u003eWhich revenue stream segments of the market are projected to create more traction in the online gaming market?\u003c\/p\u003e\n\n\u003cp\u003eIn 2023, the advertisement \u0026amp; sponsorships segment is expected to account for the largest share of the global online gaming market. The large market share of this segment is mainly attributed to the rising number of video gamers, increasing collaborations between game publishers and advertisers, and increasing engagement in digital products since the COVID-19 pandemic.\u003c\/p\u003e\n\n\u003cp\u003eHowever, the game publisher fees segment is expected to grow at the highest CAGR during the forecast period. Factors such as the rising need for game production financing, a surge in marketing of finished games, and the growing number of gamers via various community blogs such as YouTube and other social media are driving the growth of this segment.\u003c\/p\u003e\n\n\u003cp\u003eWhich platform segments of the market are projected to create more traction in the online gaming market?\u003c\/p\u003e\n\n\u003cp\u003eIn 2023, the mobile platforms segment is expected to account for the largest share of the global online gaming market and grow at the highest CAGR during the forecast period. Factors such as the rise in the growing penetration of high-performance smartphones; availability of high-speed internet connectivity; development of free-to-play online games; and the growing availability of phones with better screen resolution, refresh rate, and touch sampling rate are driving the growth of this segment.\u003c\/p\u003e\n\n\u003cp\u003eWhich streaming segments of the market are projected to create more traction in the online gaming market?\u003c\/p\u003e\n\n\u003cp\u003eIn 2023, the live-streaming segment is expected to account for the largest share of the global online gaming market. The segment's growth is attributed to factors such as the rising popularity of live-streaming technology for better brand engagement and reach to consumers and the growing popularity of e-sports and video games.\u003c\/p\u003e\n\n\u003cp\u003eHowever, the on-demand streaming segment is expected to grow at the highest CAGR during the forecast period. Factors such as the incorporation of advanced technologies in the digital media industry and the increasing adoption of smartphones are driving the growth of this segment.\u003c\/p\u003e\n\n\u003cp\u003eWhat are the key factors driving the growth of the online gaming market? What are the major opportunities for existing market players and new entrants in the market?\u003c\/p\u003e\n\n\u003cp\u003eThis market's growth is attributed to the rise in popularity of online gaming, a surge in the use of smartphones for online gaming, and the gradual establishment of internet infrastructure in developing countries. In addition, the creation of new monetization models and in-game advertisements and sponsorships are expected to offer significant opportunities for the growth of this market. However, a lack of standards and regulations can restrain the market.\u003c\/p\u003e\n\n\u003cp\u003eWho are the major players operating in the global online gaming market?\u003c\/p\u003e\n\n\u003cp\u003eThe key players operating in the global online gaming market are Microsoft Corporation (U.S.), Activision Blizzard, Inc. (U.S.), Apple Inc. (U.S.), Electronic Arts Inc. (U.S.), Nintendo Co., Ltd. (Japan), Capcom Co., Ltd. (Japan), SEGA (U.S.), Rovio Entertainment Corporation (Finland), GungHo Online Entertainment (Japan), Ubisoft Entertainment (Japan), Sony Interactive Entertainment Inc. (Japan), SQUARE ENIX HOLDINGS CO., LTD. (Japan), Gameloft (France), iTechArt (U.S.), Amazon.Com, Inc. (U.S.), and Tencent Holdings Ltd. (China).\u003c\/p\u003e\n\n\u003cp\u003eWhich regions\/countries are expected to witness significant demand for online gaming in the coming years?\u003c\/p\u003e\n\n\u003cp\u003eAsia-Pacific dominates the global online gaming market and is expected to grow at the highest rate over the coming years.\u003c\/p\u003e","brand":"Travel \u0026 Leisure","offers":[{"title":"February, 2023 \/ - \/ MCW16195199","offer_id":47721308586290,"sku":null,"price":5010.0,"currency_code":"USD","in_stock":true}],"url":"https:\/\/www.hardmanwell.com\/products\/online-gaming-market-by-model-free-to-play-pay-to-play-genre-revenue-stream-media-broadcasting-rights-advertisement-sponsorships-others-platform-streaming-live-streaming-on-demand-streaming-and-geography-global-forecast-to-2030","provider":"HARDMAN AND WELL MANAGEMENT CONSULTANCIES L.L.C","version":"1.0","type":"link"}