NEW YORK, March 22, 2023 /PRNewswire/ — The online gaming market is forecasted to grow by USD 46.59 billion from 2021 to 2026. Moreover, the growth momentum will accelerate at a CAGR of 12.27{2c093b5d81185d1561e39fad83afc6c9d2e12fb4cca7fd1d7fb448d4d1554397} during the forecast period, according to Technavio. The rising popularity of e-sports is driving the market growth. Numerous gamers across the world participate in video game competitions such as e-sports tournaments. These tournaments also attract a large number of viewers. Some of the popular e-sports tournaments include The League of Legends World Championship and Federation Internationale de Football Association (FIFA) Interactive World Cup. Each participating country has an association that organizes tournaments. Many people watch these tournaments through online streaming platforms. Most vendors are expected to offer e-sports services, with the rising popularity of e-sports. These factors will fuel the growth of the global online gaming market during the forecast period. To know learn more about the market, request a sample report.
Online gaming market 2022-2026: Scope
The online gaming market report also covers the following areas:
Online gaming market 2022-2026: Segmentation analysis
Online gaming market 2022-2026: Segmentation highlights
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The online gaming market growth by the MMO segment will be significant. The increasing popularity of massively multiplayer online (MMO) games is driving the growth of this segment. MMO games refer to online games that have numerous players, ranging from a few hundred to thousands, playing on the same server. Some popular MMO games include Fortnite and Clash of Clans. In addition, developers of MMO games are creating new genres for this segment. These factors will drive the growth of the MMO segment during the forecast period.
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APAC will account for 51{2c093b5d81185d1561e39fad83afc6c9d2e12fb4cca7fd1d7fb448d4d1554397} of the market’s growth during the forecast period. China, South Korea, and Japan are the key contributors to the online gaming market in APAC. Moreover, market growth in this region will be faster than the growth of the market in other regions. APAC is considered a hub for professional gamers. The increasing penetration of e-sports in developing countries will contribute to the regional market during the forecast period. The popularity of online video games in Southeast Asia and the expansion of broadband connectivity will also drive the online gaming market growth in APAC during the forecast period.
Online gaming market 2022-2026: Market challenges
The infrastructural requirements are likely to impede the growth of the online gaming market during the forecast period. Many developing countries do not have fast and reliable internet connections. Moreover, internet service providers do not find it financially viable to expand into the rural areas of these countries. Therefore, it is difficult to adopt cloud gaming services in such countries. The absence of a high-speed Internet connection can lead to issues such as loss of frames and latency are expected, which can make online multiplayer games unplayable. These factors will pose a threat to the growth of the market during the forecast period.
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Online gaming market 2022-2026: Vendor analysis
Activision Blizzard Inc., Alphabet Inc., Apple Inc., ArkGames, BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S., Capcom Co. Ltd., Electronic Arts Inc., GREE Inc., Microsoft Corp., NetEase Inc., NEXON America Inc., Nintendo Co. Ltd., PopReach Corp., Riot Games Inc., Sega Corp, Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., Ubisoft Entertainment, and ZeptoLab UK Ltd. are some of the major market participants.
Online gaming market 2022-2026: Key Highlights
What are the key data covered in this online gaming market report?
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CAGR of the market during the forecast period 2022-2026
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Detailed information on factors that will drive online gaming market growth during the next five years
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Precise estimation of the online gaming market size and its contribution to the parent market
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Accurate predictions on upcoming trends and changes in consumer behavior
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The growth of the online gaming industry across APAC, MEA, North America, South America, and Europe
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A thorough analysis of the market’s competitive landscape and detailed information on vendors
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Comprehensive details of factors that will challenge the growth of online gaming market vendors
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The mobile gaming market size is predicted to surge by USD 66.43 billion from 2021 to 2026 at an accelerating CAGR of 12.26{2c093b5d81185d1561e39fad83afc6c9d2e12fb4cca7fd1d7fb448d4d1554397}. The popularity of multiplayer mobile games is notably driving the market growth, although factors such as the growth of alternative gaming platforms may impede the market growth. View summary of the report!
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The cloud gaming market size is expected to increase by USD 5.73 billion from 2021 to 2026 at an accelerating CAGR of 31.13{2c093b5d81185d1561e39fad83afc6c9d2e12fb4cca7fd1d7fb448d4d1554397}. The cost savings and quick onboarding is notably driving the market growth, although factors such as infrastructural requirements may impede the market growth. View summary of the report!
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Online Gaming Market Scope |
|
Report Coverage |
Details |
Base year |
2021 |
Forecast period |
2022-2026 |
Growth momentum & CAGR |
Accelerate at a CAGR of 12.27{2c093b5d81185d1561e39fad83afc6c9d2e12fb4cca7fd1d7fb448d4d1554397} |
Market growth 2022-2026 |
USD 46.59 billion |
Market structure |
Fragmented |
YoY growth ({2c093b5d81185d1561e39fad83afc6c9d2e12fb4cca7fd1d7fb448d4d1554397}) |
8.22 |
Regional analysis |
APAC, MEA, North America, South America, and Europe |
Performing market contribution |
APAC at 51{2c093b5d81185d1561e39fad83afc6c9d2e12fb4cca7fd1d7fb448d4d1554397} |
Key consumer countries |
US, China, Japan, South Korea, and Germany |
Competitive landscape |
Leading companies, competitive strategies, consumer engagement scope |
Key companies profiled |
Activision Blizzard Inc., Alphabet Inc., Apple Inc., ArkGames, BANDAI NAMCO ENTERTAINMENT EUROPE S.A.S., Capcom Co. Ltd., Electronic Arts Inc., GREE Inc., Microsoft Corp., NetEase Inc., NEXON America Inc., Nintendo Co. Ltd., PopReach Corp., Riot Games Inc., Sega Corp, Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., Ubisoft Entertainment, and ZeptoLab UK Ltd. |
Market dynamics |
Parent market analysis, market growth inducers and obstacles, fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and market condition analysis for the forecast period |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
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Table of contents:
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Five Forces Analysis
5 Market Segmentation by Type
6 Customer Landscape
7 Geographic Landscape
8 Drivers, Challenges, and Trends
9 Vendor Landscape
10 Vendor Analysis
11 Appendix
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