封面
市場調查報告書
商品編碼
1660976

2025 年至 2033 年遊戲市場報告(按設備類型、平台、收入、類型、年齡層和地區)

Gaming Market Report by Device Type, Platform, Revenue, Type, Age Group, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 142 Pages | 商品交期: 2-3個工作天內

價格

2024IMARC Group全球遊戲市場規模達到 2,411 億美元。遊戲在年輕人中日益流行,電子競技和多人電玩競賽的出現,以及智慧型手機、平板電腦和筆記型電腦的普及,是推動市場成長的主要因素。

遊戲是指玩電子遊戲的活動,涉及與使用者介面的互動以在顯示裝置上產生視覺回饋。它可以在各種平台上實現,包括 PlayStation、Xbox 或 Nintendo 等遊戲機、個人電腦 (PC)、行動裝置和專用遊戲裝置。它提供廣泛的體驗,從簡單的益智遊戲到複雜而身臨其境的虛擬世界,使用者可以控制遊戲中的角色或化身並瀏覽不同的層次或場景,實現目標,克服挑戰並推進遊戲的敘述或目標。多年來,遊戲已經超越了傳統的遊戲類型,現在包括動作、冒險、角色扮演、策略、運動、模擬等多種類型。

遊戲發行從實體到數位的轉變已經改變了遊戲市場。 Steam、Epic Games Store 和遊戲機市場等平台可讓您輕鬆存取大量遊戲庫。此外,多人遊戲、雲端遊戲等線上服務以及 Xbox Game Pass 和 PlayStation 等訂閱式模式擴大了遊戲受眾並創造了新的收入來源。此外,遊戲不再局限於特定的年齡層或性別。該行業已經見證了參與遊戲活動的女性玩家和老年人數量的顯著增加。遊戲受眾的日益多樣化擴大了市場,並促進了更具包容性和多樣化的遊戲體驗的發展。此外,免費遊戲的日益流行,加上遊戲內購買和微交易的支持,促進了遊戲產業的財務成功。免費增值模式使遊戲能夠覆蓋更廣泛的受眾,並透過可選的遊戲內購買(例如裝飾物品或附加內容)來創造收入,這正在加速全球產品的採用率。

遊戲市場趨勢/促進因素:

遊戲產業的技術進步

圖形技術的進步使得遊戲開發者能夠創造出越來越逼真、視覺效果越來越震撼的遊戲。高清 (HD) 和 4K 解析度、改進的燈光效果、逼真的物理模擬和細緻的紋理提高了遊戲的整體視覺品質。對視覺沉浸式體驗的需求導致了更強大硬體的開發,例如高效能遊戲機和顯示卡,從而推動了市場成長。此外,VR和AR技術為遊戲帶來了新的可能性。 VR 透過專用耳機將玩家置於虛擬世界中,從而提供身臨其境的體驗,而 AR 則使用智慧型手機或 AR 眼鏡等設備將數位元素疊加到現實世界中。這些技術透過提供獨特的互動體驗,模糊了虛擬世界和現實世界之間的界限,擴大了遊戲市場。

智慧型手機和平板電腦的使用日益增多

智慧型手機和平板電腦的廣泛普及導致手機遊戲的普及度激增。手機遊戲易於取得、方便攜帶,並且可以隨時隨地玩。行動裝置的便利性和可用性吸引了龐大的用戶群,擴大了整個遊戲市場。此外,智慧型手機和平板電腦具有觸控螢幕介面,可提供直覺和直接的輸入,使那些不熟悉傳統遊戲機或電腦遊戲控制器的休閒遊戲玩家更容易玩遊戲。此外,這些設備通常還配備運動感測器,從而實現基於運動的遊戲體驗。此外,Twitch 和 YouTube Gaming 等平台允許玩家直播自己的遊戲過程、觀看其他玩家的遊戲並與觀眾社群互動,這也促進了市場成長。

電子競技和競技遊戲的興起

大型電競錦標賽和活動,例如國際邀請賽(Dota 2)、英雄聯盟世界錦標賽和守望先鋒聯賽,吸引了大量觀眾,通常可與傳統體育賽事相媲美或超越傳統體育賽事。遊戲人氣的飆升使得主流越來越認可遊戲是一種合法的競技娛樂形式。此外,職業遊戲的興起為遊戲產業創造了新的職業機會和收入來源,包括玩家薪水、贊助、商品銷售和媒體版權。此外,電子競技生態系統已擴展到包括各種利益相關者,例如錦標賽組織者、團隊組織、串流平台和內容創建者,從而促進了遊戲市場的整體成長。

目錄

第 1 章:前言

第 2 章:範圍與方法

  • 研究目標
  • 利害關係人
  • 資料來源
    • 主要來源
    • 次要來源
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第5章:全球遊戲市場

  • 市場概況
  • 市場表現
  • COVID-19 的影響
  • 價格分析
  • 市場區隔:依設備類型
  • 市場區隔:依平台
  • 市場區隔:按收入類型
  • 市場區隔:按類型
  • 市場區隔:依年齡段
  • 市場分佈:按地區
  • 市場預測
  • SWOT 分析
    • 概述
    • 優勢
    • 弱點
    • 機會
    • 威脅
  • 價值鏈分析
    • 概述
    • 研究與開發
    • 輸入
    • 產品和服務
    • 行銷和分銷
    • 最終用戶
    • 售後服務
  • 波特五力分析
    • 概述
    • 買家的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅

第6章:市場細分:依設備類型

  • 主機
    • 市場趨勢
    • 市場預測
  • 手機和平板電腦
    • 市場趨勢
    • 市場預測
  • 電腦
    • 市場趨勢
    • 市場預測

第7章:市場區隔:依平台

  • 線上
    • 市場趨勢
    • 市場預測
  • 離線
    • 市場趨勢
    • 市場預測

第 8 章:市場區隔:依收入類型

  • 遊戲內購買
    • 市場趨勢
    • 市場預測
  • 遊戲購買
    • 市場趨勢
    • 市場預測
  • 廣告
    • 市場趨勢
    • 市場預測

第9章:市場細分:依類型

  • 冒險/角色扮演遊戲
    • 市場趨勢
    • 市場預測
  • 謎題
    • 市場趨勢
    • 市場預測
  • 社交遊戲
    • 市場趨勢
    • 市場預測
  • 策略
    • 市場趨勢
    • 市場預測
  • 模擬
    • 市場趨勢
    • 市場預測
  • 其他
    • 市場趨勢
    • 市場預測

第 10 章:市場區隔:依年齡段

  • 成人
    • 市場趨勢
    • 市場預測
  • 孩子們
    • 市場趨勢
    • 市場預測

第 11 章:市場區隔:按地區

  • 亞太地區
    • 市場趨勢
    • 市場預測
  • 北美洲
    • 市場趨勢
    • 市場預測
  • 歐洲
    • 市場趨勢
    • 市場預測
  • 中東和非洲
    • 市場趨勢
    • 市場預測
  • 拉丁美洲
    • 市場趨勢
    • 市場預測

第 12 章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • Tencent Holdings Limited
    • Sony Corporation
    • Microsoft Corporation
    • Apple Inc.
    • Activision Blizzard, Inc.
    • Google LLC
    • NetEase Inc.
    • Electronic Arts Inc.
    • Nintendo Co., Ltd.
    • Bandai Namco Holdings Inc.
Product Code: SR112025A951

The global gaming market size reached USD 241.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 535.3 Billion by 2033, exhibiting a growth rate (CAGR) of 8.3% during 2025-2033. The rising popularity of gaming especially among young individuals, the emergence of e-sports and multiplayer video game competitions, and the increasing utilization of smartphones, tablets, and laptops are some of the major factors propelling the growth of the market.

Gaming refers to the activity of playing electronic games that involve interaction with a user interface to generate visual feedback on a display device. It can be done on various platforms, including consoles such as PlayStation, Xbox, or Nintendo, personal computers (PCs), mobile devices, and dedicated gaming devices. It offers a wide range of experiences, from simple puzzle games to complex and immersive virtual worlds, where users can control characters or avatars within the game and navigate through different levels or scenarios, achieving goals, overcoming challenges, and progressing through the game's narrative or objectives. Over the years, gaming has expanded beyond traditional genres and now includes various genres like action, adventure, role-playing, strategy, sports, simulation, and many others.

The shift from physical to digital distribution of games has transformed the gaming market. Platforms like Steam, Epic Games Store, and console marketplaces provide easy access to a vast library of games. In addition, online services such as multiplayer gaming, cloud gaming, and subscription-based models like Xbox Game Pass and PlayStation have expanded the gaming audience and generated new revenue streams. Moreover, gaming is no longer limited to a specific age group or gender. The industry has witnessed a significant increase in the number of female gamers and older adults engaging in gaming activities. This growing diversity of the gaming audience has expanded the market and led to the development of more inclusive and diverse gaming experiences. Furthermore, the increasing popularity of free-to-play games, supported by in-game purchases and microtransactions, has contributed to the financial success of the gaming industry. The freemium model allows games to reach a wider audience and generate revenue through optional in-game purchases, such as cosmetic items or additional content, which is accelerating the product adoption rate across the globe.

Gaming Market Trends/Drivers:

Technological advancements in the gaming industry

Advancements in graphics technology have allowed game developers to create increasingly realistic and visually stunning games. High-definition (HD) and 4K resolutions, improved lighting effects, realistic physics simulations, and detailed textures have enhanced the overall visual quality of games. The demand for visually immersive experiences has led to the development of more powerful hardware, such as high-performance gaming consoles and graphics cards, driving market growth. Moreover, VR and AR technologies have introduced new possibilities for gaming. VR provides an immersive experience by placing players in a virtual world through specialized headsets, while AR overlays digital elements onto the real-world using devices like smartphones or AR glasses. These technologies have expanded the gaming market by offering unique and interactive experiences that blur the lines between the virtual and real worlds.

The rising use of smartphones and tablets

The widespread adoption of smartphones and tablets has led to a surge in the popularity of mobile gaming. Mobile games are easily accessible, portable, and can be played on-the-go. The convenience and availability of mobile devices have attracted a massive user base, expanding the overall gaming market. Besides, smartphones and tablets feature touchscreen interfaces that provide intuitive and direct input, making gaming more accessible to casual gamers who may not be familiar with traditional console or PC gaming controllers. Furthermore, these devices often incorporate motion sensors, enabling motion-based gameplay experiences. Moreover, platforms like Twitch and YouTube Gaming allow players to live-stream their gameplay, watch others play, and engage with a community of viewers, which is also contributing to market growth.

The emergence of esports and competitive gaming

Major esports tournaments and events, such as The International (Dota 2), League of Legends World Championship, and the Overwatch League, attract significant viewership, often rivaling or surpassing traditional sports events. This surge in popularity has led to increased mainstream recognition of gaming as a legitimate form of competitive entertainment. Moreover, the rise of professional gaming has created new career opportunities and revenue streams within the gaming industry, including player salaries, sponsorships, merchandise sales, and media rights. Furthermore, the esports ecosystem has expanded to include various stakeholders, such as tournament organizers, team organizations, streaming platforms, and content creators, contributing to the overall growth of the gaming market.

Gaming Industry Segmentation:

Breakup by Device Type:

  • Consoles
  • Mobiles and Tablets
  • Computers

Mobiles and tablets dominate the market

Mobile and tablets are widely accessible and affordable compared to dedicated gaming consoles or high-end PCs, as the majority of people have access to a smartphone or tablet, making mobile. The convenience of playing games, combined with the affordability and ease of use, has contributed to the dominance of mobiles and tablets in the gaming market. In addition, these devices offer the advantage of portability, allowing users to play games regardless of time and place. The ability to play games on the go has significantly contributed to the popularity of mobile gaming, making it a preferred choice for casual gamers.

Consoles often have exclusive game titles that are only available on their respective platforms. These exclusive games act as system sellers, enticing gamers to purchase a particular console to access their favorite games, such as the Halo series for Xbox or the Uncharted series for PlayStation, thus accelerating the product adoption rate.

Breakup by Platform:

  • Online
  • Offline

Offline holds the largest share in the gaming industry

Offline gaming is often associated with single-player experiences, where players can enjoy immersive and narrative-driven games on their own. These games offer rich storytelling, character development, and exploration, allowing players to engage with the game world at their own pace without the need for an internet connection. In addition, offline gaming allows players to enjoy gaming experiences without interruptions or reliance on online services in regions with limited internet access or unstable connections. Moreover, offline gaming is particularly relevant for portable gaming devices, such as handheld consoles or mobile devices. These devices allow players to enjoy gaming experiences while traveling or in situations where an internet connection may not be available, such as during flights or in remote areas.

Currently, with the widespread availability of high-speed internet connections, online gaming has gained immense popularity. Players can connect with others from around the world, engage in multiplayer matches, and participate in cooperative gameplay experiences, thus contributing to the growth of this segment.

Breakup by Revenue:

  • In-Game Purchase
  • Game Purchase
  • Advertising

In-game purchase exhibits a clear dominance in the market

In-game purchases have proven to be a highly lucrative revenue stream for game developers and publishers. This revenue model has become increasingly prevalent, particularly in free-to-play games, as it allows developers to monetize their games by offering additional content, cosmetic items, virtual currency, or gameplay advantages for a price. Besides, In-game purchases can enhance player engagement and retention. By offering desirable in-game items or content, developers provide incentives for players to continue playing and invest in the game. Moreover, some in-game purchases offer gameplay advantages or power-ups, allowing players to progress faster or gain an edge in multiplayer matches. As a result, the desire to gain a competitive advantage or improve gameplay efficiency can drive players to make in-game purchases, thus increasing the market share of this segment.

Breakup by Type:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

Adventure/role playing games represents the most popular gaming type

Adventure and RPG games are often known for their immersive storytelling and narrative-driven experiences. These games provide players with compelling storylines, well-developed characters, and intricate worlds to explore. The depth of storytelling and the ability for players to shape their character's journey appeal to a wide audience, attracting players who enjoy rich narratives and engaging storytelling experiences. They also offer extensive gameplay with vast open worlds, numerous quests, and a variety of gameplay mechanics. These games can provide hours of content, encouraging players to invest significant time and effort in the game world. Moreover, RPG elements in adventure games allow players to customize their characters, choose their abilities or skills, and progress through a leveling system. This customization and progression offer a sense of achievement and personalization, thus increasing the popularity of this genre.

Breakup by Age Group:

  • Adult
  • Children

Adults hold the majority of the overall market share

As adults seek various forms of entertainment, gaming offers a compelling and interactive experience. Moreover, adults may turn to gaming as a means of relaxation, stress relief, social interaction, or to explore immersive virtual worlds. Besides, the gaming industry encompasses a wide range of genres and experiences that appeal to adults. From adventure and role-playing games to sports, strategy, simulation, and puzzle games, there is a diverse selection of games available to cater to different adult interests and preferences. The availability of games that align with adult tastes contributes to their participation in the gaming market. Apart from this, multiplayer games and online platforms enable players to connect with friends, join gaming communities, and participate in cooperative or competitive gameplay. The social aspect of gaming can be particularly appealing to adults who seek social connections and shared experiences.

Breakup by Region:

  • Asia Pacific
  • North America
  • Europe
  • Middle East and Africa
  • Latin America

Asia Pacific exhibits a clear dominance, accounting for the largest gaming market share

The report has also provided a comprehensive analysis of all the major regional markets, which include Asia Pacific, North America, Europe, the Middle East and Africa, and Latin America. According to the report, Asia Pacific was the largest market for gaming.

The Asia Pacific region is home to a significant portion of the global population, including densely populated countries such as China and India. The sheer size of the population in this region provides a substantial consumer base for the gaming industry. Moreover, the region has experienced a rapid growth in mobile gaming, driven by the widespread adoption of smartphones and increasing internet connectivity. Furthermore, Esports has gained immense popularity in the Asia Pacific region as countries like South Korea and China are known for their expanding esports scenes, attracting professional players, sponsors, and spectators.

North America has a strong console gaming market, with a large base of console players. Popular consoles, such as PlayStation, Xbox, and Nintendo, have a significant following in the region, driving sales and game development.

Competitive Landscape:

The competitive landscape of the gaming market is dynamic and highly competitive, with numerous companies competing for market share and consumer attention. Presently, key market players are investing in research and development activities to develop advanced products such as consoles joysticks and other gaming peripherals. They are also developing exclusive games supported by their consoles and platforms only such as games integrated with virtual reality (VR), which can generate sensations that stimulate the physical presence of the gamer in a computer-generated environment. Moreover, various leading market players are engaging in partnerships, collaboration and mergers and acquisitions (M&A) activities to strengthen their foothold in the market.

The report has provided a comprehensive analysis of the competitive landscape in the global gaming market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

  • Tencent Holdings Limited
  • Sony Corporation
  • Microsoft Corporation
  • Apple Inc.
  • Activision Blizzard, Inc.
  • Google LLC
  • NetEase Inc.
  • Electronic Arts Inc.
  • Nintendo Co., Ltd.
  • Bandai Namco Holdings Inc.

Key Questions Answered in This Report

  • 1.What was the size of the global gaming market in 2024?
  • 2.What is the expected growth rate of the global gaming market during 2025-2033?
  • 3.What are the key factors driving the global gaming market?
  • 4.What has been the impact of COVID-19 on the global gaming market?
  • 5.What is the breakup of the global gaming market based on the device type?
  • 6.What is the breakup of the global gaming market based on the platform?
  • 7.What is the breakup of the global gaming market based on revenue type?
  • 8.What is the breakup of the global gaming market based on the type?
  • 9.What is the breakup of the global gaming market based on the age group?
  • 10.What are the key regions in the global gaming market?
  • 11.Who are the key players/companies in the global gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Price Analysis
  • 5.5 Market Breakup by Device Type
  • 5.6 Market Breakup by Platform
  • 5.7 Market Breakup by Revenue Type
  • 5.8 Market Breakup by Type
  • 5.9 Market Breakup by Age Group
  • 5.10 Market Breakup by Region
  • 5.11 Market Forecast
  • 5.12 SWOT Analysis
    • 5.12.1 Overview
    • 5.12.2 Strengths
    • 5.12.3 Weaknesses
    • 5.12.4 Opportunities
    • 5.12.5 Threats
  • 5.13 Value Chain Analysis
    • 5.13.1 Overview
    • 5.13.2 Research and Development
    • 5.13.3 Inputs
    • 5.13.4 Products and Services
    • 5.13.5 Marketing and Distribution
    • 5.13.6 End Users
    • 5.13.7 Post Sales Service
  • 5.14 Porters Five Forces Analysis
    • 5.14.1 Overview
    • 5.14.2 Bargaining Power of Buyers
    • 5.14.3 Bargaining Power of Suppliers
    • 5.14.4 Degree of Competition
    • 5.14.5 Threat of New Entrants
    • 5.14.6 Threat of Substitutes

6 Market Breakup by Device Type

  • 6.1 Consoles
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Mobiles and Tablets
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Computers
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 Online
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Offline
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Revenue Type

  • 8.1 In-Game Purchase
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Game Purchase
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Advertising
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast

9 Market Breakup by Type

  • 9.1 Adventure/Role Playing Games
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Puzzles
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Social Games
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Strategy
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Simulation
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Others
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast

10 Market Breakup by Age Group

  • 10.1 Adult
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Children
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast

11 Market Breakup by Region

  • 11.1 Asia Pacific
    • 11.1.1 Market Trends
    • 11.1.2 Market Forecast
  • 11.2 North America
    • 11.2.1 Market Trends
    • 11.2.2 Market Forecast
  • 11.3 Europe
    • 11.3.1 Market Trends
    • 11.3.2 Market Forecast
  • 11.4 Middle East and Africa
    • 11.4.1 Market Trends
    • 11.4.2 Market Forecast
  • 11.5 Latin America
    • 11.5.1 Market Trends
    • 11.5.2 Market Forecast

12 Competitive Landscape

  • 12.1 Market Structure
  • 12.2 Key Players
  • 12.3 Profiles of Key Players
    • 12.3.1 Tencent Holdings Limited
    • 12.3.2 Sony Corporation
    • 12.3.3 Microsoft Corporation
    • 12.3.4 Apple Inc.
    • 12.3.5 Activision Blizzard, Inc.
    • 12.3.6 Google LLC
    • 12.3.7 NetEase Inc.
    • 12.3.8 Electronic Arts Inc.
    • 12.3.9 Nintendo Co., Ltd.
    • 12.3.10 Bandai Namco Holdings Inc.

List of Figures

  • Figure 1: Global: Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Gaming Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Gaming Market: Breakup by Device Type (in %), 2024
  • Figure 4: Global: Gaming Market: Breakup by Platform (in %), 2024
  • Figure 5: Global: Gaming Market: Breakup by Revenue Type (in %), 2024
  • Figure 6: Global: Gaming Market: Breakup by Type (in %), 2024
  • Figure 7: Global: Gaming Market: Breakup by Age Group (in %), 2024
  • Figure 8: Global: Gaming Market: Breakup by Region (in %), 2024
  • Figure 9: Global: Gaming Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 10: Global: Gaming Industry: SWOT Analysis
  • Figure 11: Global: Gaming Industry: Value Chain Analysis
  • Figure 12: Global: Gaming Industry: Porter's Five Forces Analysis
  • Figure 13: Global: Gaming (Consoles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Global: Gaming (Consoles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Global: Gaming (Mobiles and Tablets) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Global: Gaming (Mobiles and Tablets) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Global: Gaming (Computers) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Global: Gaming (Computers) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Global: Gaming (Online) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Global: Gaming (Online) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Global: Gaming (Offline) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Global: Gaming (Offline) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Global: Gaming (In-Game Purchase) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Global: Gaming (In-Game Purchase) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Global: Gaming (Game Purchase) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Global: Gaming (Game Purchase) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Global: Gaming (Advertising) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Global: Gaming (Advertising) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Global: Gaming (Adventure/Role Playing Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Global: Gaming (Adventure/Role Playing Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Global: Gaming (Puzzles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Global: Gaming (Puzzles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Global: Gaming (Social Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Global: Gaming (Social Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: Global: Gaming (Strategy) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: Global: Gaming (Strategy) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: Global: Gaming (Simulation) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: Global: Gaming (Simulation) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Global: Gaming (Others) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 40: Global: Gaming (Others) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 41: Global: Gaming (Adult) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 42: Global: Gaming (Adult) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 43: Global: Gaming (Children) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 44: Global: Gaming (Children) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 45: Asia Pacific: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 46: Asia Pacific: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 47: North America: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 48: North America: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 49: Europe: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 50: Europe: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 51: Middle East and Africa: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 52: Middle East and Africa: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 53: Latin America: Gaming Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 54: Latin America: Gaming Market Forecast: Sales Value (in Million USD), 2025-2033

List of Tables

  • Table 1: Global: Gaming Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Gaming Market Forecast: Breakup by Device Type (in Million USD), 2025-2033
  • Table 3: Global: Gaming Market Forecast: Breakup by Platform (in Million USD), 2025-2033
  • Table 4: Global: Gaming Market Forecast: Breakup by Revenue Type (in Million USD), 2025-2033
  • Table 5: Global: Gaming Market Forecast: Breakup by Type (in Million USD), 2025-2033
  • Table 6: Global: Gaming Market Forecast: Breakup by Age Group (in Million USD), 2025-2033
  • Table 7: Global: Gaming Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 8: Global: Gaming Market: Competitive Structure
  • Table 9: Global: Gaming Market: Key Players