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市場調查報告書
商品編碼
1655748

線上遊戲市場:全球產業分析、市場規模、佔有率、成長、趨勢和未來預測(2025-2032)

Online Gaming Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2025 - 2032

出版日期: | 出版商: Persistence Market Research | 英文 182 Pages | 商品交期: 2-5個工作天內

價格
簡介目錄

Persistence Market Research 最近發布了一份關於全球線上遊戲市場的綜合報告。該報告對市場促進因素、趨勢、機會、促進因素和挑戰等關鍵市場動態進行了全面的評估,並對市場結構提供了詳細的見解。該報告提供了獨家資料和統計數據,概述了 2025 年至 2032 年全球線上遊戲市場的預期成長軌跡。

關鍵見解

  • 線上遊戲市場規模(2025年):295億美元
  • 市場規模預測(以金額為準,2032 年):592 億美元
  • 全球市場成長率(CAGR,2025-2032):10.5%

線上遊戲市場:分析範圍

近年來,受技術進步、網路普及率提高和手機遊戲日益流行的推動,網路遊戲市場經歷了顯著成長。該市場包括大型多人線上遊戲 (MMO)、電子競技、雲端遊戲和虛擬實境遊戲等多個細分市場。社交遊戲的日益普及、遊戲內收費以及遊戲平台的擴展等因素正在推動市場擴張。

市場促進因素:

全球線上遊戲市場受到幾個關鍵因素的推動,包括智慧型手機的普及率不斷提高、雲端遊戲技術的改進以及遊戲基礎設施的投資不斷增加。電子競技和直播平台的興起吸引了新的玩家和觀眾,進一步推動了參與度。此外,AI與VR技術的融合將使遊戲體驗更具沉浸感和互動性。 5G 網路的擴展還有望透過減少延遲和提高遊戲品質來徹底改變線上遊戲。

市場限制:

儘管線上遊戲市場正在快速成長,但它面臨多重挑戰,包括對資料隱私、網路威脅和遊戲成癮的擔憂。 AAA 級遊戲的高開發成本以及對戰利品箱等遊戲內貨幣化模式的監管審查構成了重大障礙。此外,新興國家網路擁塞和基礎設施限制問題可能會阻礙市場成長。

市場機會:

網路遊戲市場提供了龐大的商機,尤其是在數位化進程不斷推進的新興國家。雲端遊戲服務預計將變得流行,因為它允許用戶無需使用昂貴的硬體即可玩高階遊戲。區塊鏈技術在遊戲中的應用日益廣泛,包括邊玩邊賺模式和基於 NFT 的資產,正在重塑產業格局。此外,遊戲公司和娛樂品牌之間的夥伴關係正在透過跨平台內容整合創造新的收益來源。

本報告回答的關鍵問題

  • 推動全球線上遊戲市場成長的關鍵因素有哪些?
  • 各地區流行哪些遊戲平台與經營模式?
  • 科技進步如何改變網路遊戲產業的競爭格局?
  • 哪些主要企業貢獻?他們採用了什麼策略來維持市場競爭力?
  • 全球網路遊戲市場有哪些新趨勢和未來前景?

目錄

第1章執行摘要

第2章 市場概況

  • 市場範圍和定義
  • 市場動態
    • 驅動程式
    • 限制因素
    • 機會
    • 任務
    • 主要趨勢
  • 線上遊戲市場:價值鏈
    • 主要企業名單
  • COVID-19影響分析
  • 預測因子:相關性和影響力

第3章 加值分析

  • 主要法規、潔淨標示、標準
  • 產品賣點/特點
  • 關鍵市場策略
  • PESTLE分析
  • 波特五力分析

第4章 價格趨勢分析(2019-2032)

  • 影響價格的關鍵因素
  • 按類別/遊戲類型定價

第5章 全球線上遊戲市場展望:過去(2019-2024)與預測(2025-2032)

  • 市場規模分析及預測(以金額為準(十億美元))
    • 歷史市場規模分析(以金額為準(十億美元),2019-2024)
    • 目前市場規模分析及預測(以金額為準(十億美元),2025-2032)
  • 全球網路遊戲市場類型展望
    • 簡介/主要發現
    • 按類型分類的歷史市場規模分析(金額(十億美元)和數量,2019 年至 2024 年)
    • 當前市場規模分析及按類型預測(金額(十億美元)和數量,2025-2032)
      • 手機遊戲
      • 付費遊戲
      • 免費遊戲
      • 按次付費收費
    • 按類型分析市場吸引力
  • 全球網路遊戲市場(依遊戲類型)前景
    • 簡介/主要發現
    • 按遊戲類型分類的歷史市場規模分析(金額(十億美元)和數量,2019 年至 2024 年)
    • 目前市場規模分析及遊戲類型預測(金額(十億美元)和數量,2025-2032)
      • 行動
      • 冒險
      • 遊樂場
      • 運動的
      • 其他
    • 市場吸引力分析:按遊戲類型
  • 全球線上遊戲市場(按平台)前景
    • 簡介/主要發現
    • 按平台分類的歷史市場規模分析(金額(十億美元)和數量,2019 年至 2024 年)
    • 當前市場規模分析及平台預測(金額(十億美元)和數量,2025-2032)
      • PC
      • 遊戲機
      • 行動裝置
      • 其他
    • 按平台進行市場吸引力分析
  • 按玩家數量預測全球線上遊戲市場
    • 簡介/主要發現
    • 按玩家數量分類的歷史市場規模分析(金額(十億美元)和數量,2019 年至 2024 年)
    • 目前市場規模分析及以參與者數預測(金額(十億美元)及數量基礎,2025 年至 2032 年)
      • 單人遊戲
      • 多人遊戲
      • MMO
      • 其他
    • 按參與者人數進行市場吸引力分析

第6章 全球網路遊戲市場區域展望

  • 主要亮點
  • 按地區分類的歷史市場規模分析(金額(十億美元)和數量,2019 年至 2024 年)
  • 目前市場規模分析及各地區預測(金額(十億美元)及數量,2025-2032)
    • 北美洲
    • 歐洲
    • 東亞
    • 南亞和大洋洲
    • 拉丁美洲
    • 中東和非洲
  • 按地區分析市場吸引力

第 7 章。

第 8 章 歐洲線上遊戲市場展望:歷史(2019-2024)與預測(2025-2032)

第9章 東亞網路遊戲市場展望:過去(2019-2024)與預測(2025-2032)

第 10 章 南亞和大洋洲線上遊戲市場展望:過去(2019-2024 年)和預測(2025-2032 年)

第 11 章拉丁美洲線上遊戲市場展望:歷史(2019-2024 年)與預測(2025-2032 年)

第 12 章 中東和非洲線上遊戲市場展望:歷史(2019-2024 年)和預測(2025-2032 年)

第13章 競爭格局

  • 市場佔有率分析(2025年)
  • 市場結構
    • 競爭力地圖:按市場
    • 競爭儀錶板
  • 公司簡介(詳情:概述、財務狀況、策略、最新發展)
    • Peak Games
    • Gree
    • Electronics Arts
    • Bwin
    • Party Digital Entertainment
    • King Digital Entertainment
    • Arkadium
    • Playdom
    • Fun Technologies
    • Riot Games
    • NCSOFT
    • GungHo Online
    • Giant Interactive
    • Zynga
    • Wargaming
    • Tencent
    • Microsoft
    • Sony Corp.
    • Activision Blizzard
    • Ubisoft
    • Sega
    • Konami
    • Valve
    • Others

第14章 附錄

  • 分析方法
  • 分析前提條件
  • 首字母縮寫和簡稱
簡介目錄
Product Code: PMRREP23314

Persistence Market Research has recently released a comprehensive report on the worldwide market for online gaming. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure. This research publication presents exclusive data and statistics outlining the anticipated growth trajectory of the global online gaming market from 2025 to 2032.

Key Insights:

  • Online Gaming Market Size (2025E): US$ 29.5 Bn
  • Market Value Forecast (2032F): US$ 59.2 Bn
  • Projected Growth (CAGR 2025 to 2032): 10.5%

Online Gaming Market - Report Scope:

The online gaming market has witnessed remarkable growth in recent years, driven by technological advancements, increasing internet penetration, and the rising adoption of mobile gaming. The market encompasses various segments, including multiplayer online games, esports, cloud gaming, and virtual reality gaming. Factors such as the growing popularity of social gaming, in-game purchases, and the expansion of gaming platforms contribute to market expansion.

Market Growth Drivers:

The global online gaming market is propelled by several key factors, including the proliferation of smartphones, improvements in cloud gaming technology, and increasing investments in gaming infrastructure. The rise of esports and live streaming platforms has further fueled engagement, attracting new players and viewers alike. Additionally, the integration of AI and VR technologies enhances the gaming experience, making it more immersive and interactive. The expansion of 5G networks is also expected to revolutionize online gaming by reducing latency and improving gameplay quality.

Market Restraints:

Despite its rapid growth, the online gaming market faces several challenges, including concerns related to data privacy, cyber threats, and gaming addiction. High development costs for AAA titles and regulatory scrutiny over in-game monetization models, such as loot boxes, pose significant hurdles. Moreover, issues related to network congestion and infrastructure limitations in emerging economies could hinder market growth.

Market Opportunities:

The online gaming market presents substantial opportunities, particularly in emerging economies with increasing digital adoption. Cloud gaming services are expected to gain traction, allowing users to play high-end games without expensive hardware. The growing adoption of blockchain technology in gaming, including play-to-earn models and NFT-based assets, is reshaping the industry landscape. Furthermore, partnerships between gaming companies and entertainment brands are creating new revenue streams through cross-platform content integration.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the online gaming market globally?
  • Which gaming platforms and business models are gaining popularity across different regions?
  • How are technological advancements reshaping the competitive landscape of the online gaming industry?
  • Who are the key players contributing to the online gaming market, and what strategies are they employing to maintain market relevance?
  • What are the emerging trends and future prospects in the global online gaming market?

Competitive Intelligence and Business Strategy:

Leading players in the global online gaming market, including Tencent Games, Activision Blizzard, Electronic Arts, Sony Interactive Entertainment, and Microsoft, are focusing on innovation, strategic partnerships, and new content development to enhance player engagement. These companies are investing in cloud gaming, AI-driven gaming experiences, and cross-platform integrations to maintain a competitive edge. Additionally, subscription-based gaming models, such as Xbox Game Pass and PlayStation Now, are reshaping monetization strategies in the online gaming ecosystem. As the market continues to evolve, companies emphasizing user experience, content diversification, and security measures will drive future growth in the industry.

Key Companies Profiled:

  • Peak Games
  • Gree
  • Electronics Arts
  • Bwin
  • Party Digital Entertainment
  • King Digital Entertainment
  • Arkadium
  • Playdom
  • Fun Technologies
  • Riot Games
  • NCSOFT
  • GungHo Online
  • Giant Interactive
  • Zynga
  • Wargaming
  • Tencent
  • Microsoft
  • Sony Corp.
  • Activision Blizzard
  • Ubisoft
  • Sega
  • Konami
  • Valve

Online Gaming Market Segmentation

By Type

  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games

By Games Type

  • Action
  • Adventure
  • Arcade
  • Sports
  • Puzzle

By Platform

  • PC
  • Console
  • Mobile

By Player Count

  • Single Player
  • Multiplayer
  • MMO

By Region

  • North America
  • Europe
  • East Asia
  • South Asia and Oceania
  • Middle East and Africa
  • Latin America

Table of Contents

1. Executive Summary

  • 1.1. Global Online Gaming Market Snapshot, 2025 - 2032
  • 1.2. Market Opportunity Assessment, 2025 - 2032, US$ Bn
  • 1.3. Key Market Trends
  • 1.4. Future Market Projections
  • 1.5. Industry Developments and Key Market Events
  • 1.6. PMR Analysis and Recommendations

2. Market Overview

  • 2.1. Market Scope and Definition
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Opportunity
    • 2.2.4. Challenges
    • 2.2.5. Key Trends
  • 2.3. Online Gaming Market: Value Chain
    • 2.3.1. List of key players
  • 2.4. Forecast Factors - Relevance and Impact
  • 2.5. Covid-19 Impact Assessment

3. Value Added Insights

  • 3.1. Key Regulations, Clean Labels, Standards
  • 3.2. Product USPs / Features
  • 3.3. Key Market Strategies
  • 3.4. PESTLE Analysis
  • 3.5. Porter Five Force's Analysis

4. Price Trend Analysis, 2019 - 2032

  • 4.1. Key Factors Impacting Prices
  • 4.2. Prices by Type/Games Type

5. Global Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 5.1. Market Size (US$ Bn) Analysis and Forecast
    • 5.1.1. Historical Market Size Analysis, 2019 - 2024
    • 5.1.2. Current Market Size Forecast, 2025 - 2032
  • 5.2. Global Online Gaming Market Outlook: Type
    • 5.2.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Type, 2019 - 2024
    • 5.2.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
      • 5.2.2.1. Mobile Games
      • 5.2.2.2. Pay-to-Play Games
      • 5.2.2.3. Free-to-Play Games
      • 5.2.2.4. Pay-in-Play Games
    • 5.2.3. Market Attractiveness Analysis: Type
  • 5.3. Global Online Gaming Market Outlook: Games Type
    • 5.3.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Games Type, 2019 - 2024
    • 5.3.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
      • 5.3.2.1. Action
      • 5.3.2.2. Adventure
      • 5.3.2.3. Arcade
      • 5.3.2.4. Sports
      • 5.3.2.5. Puzzle
      • 5.3.2.6. Others
    • 5.3.3. Market Attractiveness Analysis: Games Type
  • 5.4. Global Online Gaming Market Outlook: Platform
    • 5.4.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Platform, 2019 - 2024
    • 5.4.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
      • 5.4.2.1. PC
      • 5.4.2.2. Console
      • 5.4.2.3. Mobile
      • 5.4.2.4. Others
    • 5.4.3. Market Attractiveness Analysis: Platform
  • 5.5. Global Online Gaming Market Outlook: Player Count
    • 5.5.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Player Count, 2019 - 2024
    • 5.5.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
      • 5.5.2.1. Single Player
      • 5.5.2.2. Multiplayer
      • 5.5.2.3. MMO
      • 5.5.2.4. Others
    • 5.5.3. Market Attractiveness Analysis: Player Count

6. Global Online Gaming Market Outlook: Region

  • 6.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Region, 2019 - 2024
  • 6.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Region, 2025 - 2032
    • 6.2.1. North America
    • 6.2.2. Europe
    • 6.2.3. East Asia
    • 6.2.4. South Asia and Oceania
    • 6.2.5. Latin America
    • 6.2.6. Middle East & Africa
  • 6.3. Market Attractiveness Analysis: Region

7. North America Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 7.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 7.1.1. By Country
    • 7.1.2. By Type
    • 7.1.3. By Games Type
    • 7.1.4. By Platform
    • 7.1.5. By Player Count
  • 7.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 7.2.1. U.S.
    • 7.2.2. Canada
  • 7.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 7.3.1. Powder Mobile Games
    • 7.3.2. Pay-to-Play Games
    • 7.3.3. Free-to-Play Games
    • 7.3.4. Pay-in-Play Games
  • 7.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 7.4.1. Action
    • 7.4.2. Adventure
    • 7.4.3. Arcade
    • 7.4.4. Sports
    • 7.4.5. Puzzle
    • 7.4.6. Others
  • 7.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 7.5.1. PC
    • 7.5.2. Console
    • 7.5.3. Mobile
    • 7.5.4. Others
  • 7.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 7.6.1. Single Player
    • 7.6.2. Multiplayer
    • 7.6.3. MMO
    • 7.6.4. Others
  • 7.7. Market Attractiveness Analysis

8. Europe Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 8.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 8.1.1. By Country
    • 8.1.2. By Type
    • 8.1.3. By Games Type
    • 8.1.4. By Platform
    • 8.1.5. By Player Count
  • 8.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 8.2.1. Germany
    • 8.2.2. France
    • 8.2.3. U.K.
    • 8.2.4. Italy
    • 8.2.5. Spain
    • 8.2.6. Russia
  • 8.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 8.3.1. Mobile Games
    • 8.3.2. Pay-to-Play Games
    • 8.3.3. Free-to-Play Games
    • 8.3.4. Pay-in-Play Games
  • 8.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 8.4.1. Action
    • 8.4.2. Adventure
    • 8.4.3. Arcade
    • 8.4.4. Sports
    • 8.4.5. Puzzle
    • 8.4.6. Others
  • 8.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 8.5.1. PC
    • 8.5.2. Console
    • 8.5.3. Mobile
    • 8.5.4. Others
  • 8.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 8.6.1. Single Player
    • 8.6.2. Multiplayer
    • 8.6.3. MMO
    • 8.6.4. Others
  • 8.7. Market Attractiveness Analysis

9. East Asia Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 9.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 9.1.1. By Country
    • 9.1.2. By Type
    • 9.1.3. By Games Type
    • 9.1.4. By Platform
    • 9.1.5. By Player Count
  • 9.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 9.2.1. China
    • 9.2.2. Japan
    • 9.2.3. South Korea
  • 9.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 9.3.1. Mobile Games
    • 9.3.2. Pay-to-Play Games
    • 9.3.3. Free-to-Play Games
    • 9.3.4. Pay-in-Play Games
  • 9.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 9.4.1. Action
    • 9.4.2. Adventure
    • 9.4.3. Arcade
    • 9.4.4. Sports
    • 9.4.5. Puzzle
    • 9.4.6. Others
  • 9.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 9.5.1. PC
    • 9.5.2. Console
    • 9.5.3. Mobile
    • 9.5.4. Others
  • 9.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 9.6.1. Single Player
    • 9.6.2. Multiplayer
    • 9.6.3. MMO
    • 9.6.4. Others
  • 9.7. Market Attractiveness Analysis

10. South Asia & Oceania Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 10.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 10.1.1. By Country
    • 10.1.2. By Type
    • 10.1.3. By Games Type
    • 10.1.4. By Platform
    • 10.1.5. By Player Count
  • 10.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 10.2.1. India
    • 10.2.2. Southeast Asia
    • 10.2.3. ANZ
    • 10.2.4. Rest of South Asia & Oceania
  • 10.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 10.3.1. Mobile Games
    • 10.3.2. Pay-to-Play Games
    • 10.3.3. Free-to-Play Games
    • 10.3.4. Pay-in-Play Games
  • 10.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 10.4.1. Action
    • 10.4.2. Adventure
    • 10.4.3. Arcade
    • 10.4.4. Sports
    • 10.4.5. Puzzle
    • 10.4.6. Others
  • 10.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 10.5.1. PC
    • 10.5.2. Console
    • 10.5.3. Mobile
    • 10.5.4. Others
  • 10.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 10.6.1. Single Player
    • 10.6.2. Multiplayer
    • 10.6.3. MMO
    • 10.6.4. Others
  • 10.7. Market Attractiveness Analysis

11. Latin America Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 11.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 11.1.1. By Country
    • 11.1.2. By Type
    • 11.1.3. By Games Type
    • 11.1.4. By Platform
    • 11.1.5. By Player Count
  • 11.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 11.2.1. Brazil
    • 11.2.2. Mexico
  • 11.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 11.3.1. Mobile Games
    • 11.3.2. Pay-to-Play Games
    • 11.3.3. Free-to-Play Games
    • 11.3.4. Pay-in-Play Games
  • 11.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 11.4.1. Action
    • 11.4.2. Adventure
    • 11.4.3. Arcade
    • 11.4.4. Sports
    • 11.4.5. Puzzle
    • 11.4.6. Others
  • 11.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 11.5.1. PC
    • 11.5.2. Console
    • 11.5.3. Mobile
    • 11.5.4. Others
  • 11.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 11.6.1. Single Player
    • 11.6.2. Multiplayer
    • 11.6.3. MMO
    • 11.6.4. Others
  • 11.7. Market Attractiveness Analysis

12. Middle East & Africa Online Gaming Market Outlook: Historical (2019 - 2024) and Forecast (2025 - 2032)

  • 12.1. Historical Market Size (US$ Bn) and Volume (Tons) Analysis By Market, 2019 - 2024
    • 12.1.1. By Country
    • 12.1.2. By Type
    • 12.1.3. By Games Type
    • 12.1.4. By Platform
    • 12.1.5. By Player Count
  • 12.2. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Country, 2025 - 2032
    • 12.2.1. GCC
    • 12.2.2. South Africa
    • 12.2.3. Northern Africa
  • 12.3. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Type, 2025 - 2032
    • 12.3.1. Mobile Games
    • 12.3.2. Pay-to-Play Games
    • 12.3.3. Free-to-Play Games
    • 12.3.4. Pay-in-Play Games
  • 12.4. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Games Type, 2025 - 2032
    • 12.4.1. Action
    • 12.4.2. Adventure
    • 12.4.3. Arcade
    • 12.4.4. Sports
    • 12.4.5. Puzzle
    • 12.4.6. Others
  • 12.5. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Platform, 2025 - 2032
    • 12.5.1. PC
    • 12.5.2. Console
    • 12.5.3. Mobile
    • 12.5.4. Others
  • 12.6. Current Market Size (US$ Bn) and Volume (Tons) Forecast By Player Count, 2025 - 2032
    • 12.6.1. Single Player
    • 12.6.2. Multiplayer
    • 12.6.3. MMO
    • 12.6.4. Others
  • 12.7. Market Attractiveness Analysis

13. Competition Landscape

  • 13.1. Market Share Analysis, 2025
  • 13.2. Market Structure
    • 13.2.1. Competition Dashboard
    • 13.2.2. Tier Structure Analysis
    • 13.2.3. Regional Presence Analysis
  • 13.3. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
    • 13.3.1. Peak Games
      • 13.3.1.1. Overview
      • 13.3.1.2. Segments and Products
      • 13.3.1.3. Key Financials
      • 13.3.1.4. Market Developments
      • 13.3.1.5. Market Strategy
    • 13.3.2. Gree
    • 13.3.3. Electronics Arts
    • 13.3.4. Bwin
    • 13.3.5. Party Digital Entertainment
    • 13.3.6. King Digital Entertainment
    • 13.3.7. Arkadium
    • 13.3.8. Playdom
    • 13.3.9. Fun Technologies
    • 13.3.10. Riot Games
    • 13.3.11. NCSOFT
    • 13.3.12. GungHo Online
    • 13.3.13. Giant Interactive
    • 13.3.14. Zynga
    • 13.3.15. Wargaming
    • 13.3.16. Tencent
    • 13.3.17. Microsoft
    • 13.3.18. Sony Corp.
    • 13.3.19. Activision Blizzard
    • 13.3.20. Ubisoft
    • 13.3.21. Sega
    • 13.3.22. Konami
    • 13.3.23. Valve
    • 13.3.24. Others

14. Appendix

  • 14.1. Research Methodology
  • 14.2. Research Assumptions
  • 14.3. Acronyms and Abbreviations