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Online Gaming Market Size - By Model (Free-to-Play Games, Pay-to-Paleographic), Platform (Mobile Phone, PCs, Consoles, Browser-based, VR, AR), By Streaming, By Gamer Type, By Revenue Stream, By Genre, By Demographic & Forecast, 2024 - 2032

  • Report ID: GMI10296
  • Published Date: Jul 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast calculation

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 360º synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Vendor matrix

3.3    Profit margin analysis

3.4    Technology & innovation landscape

3.5    Patent analysis

3.6    Key news and initiatives

3.7    Regulatory landscape

3.8    Impact forces

3.8.1    Growth drivers

3.8.1.1    Increased internet accessibility and speeds

3.8.1.2    Rise of mobile gaming platforms

3.8.1.3    Expansion of esports and tournaments

3.8.1.4    Growing adoption of cloud gaming services

3.8.1.5    Rising demand for cross-platform gaming experiences

3.8.2    Industry pitfalls & challenges

3.8.2.1    Security and privacy concerns

3.8.2.2    Infrastructure reliability and latency

3.9    Growth potential analysis

3.10    Porter’s analysis

3.10.1   Supplier power

3.10.2   Buyer power

3.10.3   Threat of new entrants

3.10.4   Threat of substitutes

3.10.5   Industry rivalry

3.11    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Introduction

4.2    Company market share analysis

4.3    Competitive positioning matrix

4.4    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Model, 2021 - 2032 (USD Billion)

5.1    Free-to-play games

5.2    Pay-to-play games

Chapter 6   Market Estimates & Forecast, By Platform, 2021 - 2032 (USD Billion)

6.1    Mobile phone

6.2    Pcs

6.3    Consoles

6.4    Browser-based

6.5    Virtual reality (VR)

6.6    Augmented reality (AR)

Chapter 7   Market Estimates & Forecast, By Streaming, 2021 - 2032 (USD Billion)

7.1    Live streaming

7.2    On-demand streaming

Chapter 8   Market Estimates & Forecast, By Gamer type, 2021 - 2032 (USD Billion)

8.1    Casual gamers

8.2    Hardcore gamers

8.3    Professional gamers (esports)

8.4    Social gamers

8.5    Single-player enthusiasts

8.6    Multiplayer enthusiasts

Chapter 9   Market Estimates & Forecast, By Revenue Stream, 2021 - 2032 (USD Billion)

9.1    Advertisement & sponsorships

9.2    Game publisher fees

9.3    Media & broadcasting rights

Chapter 10   Market Estimates & Forecast, By Genre, 2021 - 2032 (USD Billion)

10.1    Action

10.2    Adventure

10.3    Role-playing games (RPG)

10.4    Simulation

10.5    Strategy

10.6    Sports

10.7    Puzzle

10.8    Casual

10.9    Horror

10.10    Multiplayer online battle arena (MOBA)

10.11    First-person shooter (FPS)

10.12    Massively multiplayer online (MMO)

Chapter 11   Market Estimates & Forecast, By Demographic, 2021 - 2032 (USD Billion)

11.1    Kids (under 12)

11.2    Teens (13-17)

11.3    Young Adults (18-24)

11.4    Adults (25-34)

11.5    Middle-Aged (35-54)

11.6    Seniors (55+)

Chapter 12   Market Estimates & Forecast, By Region, 2021 - 2032 (USD Billion)

12.1    Key trends

12.2    North America

12.2.1   U.S.

12.2.2   Canada

12.3    Europe

12.3.1   UK

12.3.2   Germany

12.3.3   France

12.3.4   Italy

12.3.5   Spain

12.3.6   Rest of Europe

12.4    Asia Pacific

12.4.1   China

12.4.2   India

12.4.3   Japan

12.4.4   South Korea

12.4.5   ANZ

12.4.6   Rest of Asia Pacific

12.5    Latin America

12.5.1   Brazil

12.5.2   Mexico

12.5.3   Rest of Latin America

12.6    MEA

12.6.1   UAE

12.6.2   South Africa

12.6.3   Saudi Arabia

12.6.4   Rest of MEA

Chapter 13   Company Profiles

13.1    Activision Blizzard

13.2    Bandai Namco Entertainment

13.3    Bethesda Softworks

13.4    Capcom

13.5    CD Projekt Red

13.6    Electronic Arts (EA)

13.7    Epic Games

13.8    King (a division of Activision Blizzard)

13.9    Microsoft

13.10    NetEase

13.11    Nexon

13.12    Nintendo

13.13    Riot Games

13.14    Roblox Corporation

13.15    Sega

13.16    Sony Interactive Entertainment

13.17    Square Enix

13.18    Supercell

13.19    Take-Two Interactive

13.20    Tencent

13.21    Twitch (owned by Amazon)

13.22    Ubisoft

13.23    Valve Corporation

13.24    Zynga
 

Authors: Suraj Gujar, Deeksha Vishwakarma

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 24
  • Tables & Figures: 305
  • Countries covered: 19
  • Pages: 210
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