India recorded about 455 million online gamers in the year 2023. This was an eight percent growth from the previous year and is likely to reach over 491 million by 2024. About 90 million of these gamers reportedly paid for online games that year.
The global revenue in the 'Online Games' segment of the digital media market was forecast to continuously increase between 2024 and 2027 by in total 4.6 billion U.S. dollars (+16.45 percent). After the fifth consecutive increasing year, the indicator is estimated to reach 32.56 billion U.S. dollars and therefore a new peak in 2027. Find more information concerning Thailand and Singapore. The Statista Market Insights cover a broad range of additional markets.
As per the results of April 2022 survey on online gaming in India by Rakuten Insight, about 72 percent of respondents between 25 and 34 years of age played online games. In comparison, only 38 percent above the age of 55 years played online games in the surveyed time period.
Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online casino gaming began on October 12, 2021. (3) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (4) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of online casino gaming Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter. (5) Payment rate is 18% of Gross Gaming Revenue until September 2026; 20% for all subsequent periods. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (6) MPTN began on-reservation online casino gaming on December 7, 2021, the Mohegan Tribe began on-reservation online casino gaming on May 6, 2022. (7) In July 2024, Mohegan Digital, LLC's online gaming operator identified and reported data latency issues that caused errors in the May 2024 payment calculations submitted to the State of Connecticut. Mohegan Digital, LLC amended their May 2024 return, which resulted in a decrease of $679 in both Wagers and Win/(loss) and a decrease of $104 in Payment. Amended figures are shown above.
Online Gaming Market Size 2025-2029
The online gaming market size is forecast to increase by USD 120.2 million, at a CAGR of 18.8% between 2024 and 2029.
The market is experiencing significant growth, driven by several key trends. The increasing popularity of e-sports is one such factor, with tournaments and leagues attracting large audiences and sponsorships. Another trend is the growth of the free-to-play model, allowing wider access to games and generating revenue through in-game purchases. However, the market also faces challenges, such as the high infrastructural requirements for supporting online gaming, including strong internet connectivity and powerful gaming systems. These factors create opportunities for market participants to innovate and meet the evolving needs of consumers. Online gaming is set to continue its growth trajectory, offering rich opportunities for businesses and gamers alike.
What will be the Size of the Market During the Forecast Period?
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The video games market has experienced significant growth in recent years, with B2C enterprises increasingly focusing on digital video games and online gaming options. This shift towards online games and downloadable content has revolutionized the industry, allowing consumers to access a vast array of titles from various genres on multiple platforms. Online games, including mobile games and those offered through gaming networks, have become a popular choice for consumers due to their convenience and accessibility. According to third-party studies and survey results, consumer spending on digital games reached an all-time high in 2020, with mobile games and esports leading the charge. Game genres such as first-person shooters, sports simulations, and 3D games have gained a massive following, particularly among younger demographics. The integration of in-game chat and voice chat features has further enhanced the online gaming experience, enabling players to communicate and collaborate in real-time.
The proliferation of mobile devices and smartphones has expanded the reach of the video games market, allowing players to enjoy their favorite titles on the go. The internet has become an essential component of the gaming landscape, providing a platform for players to connect, compete, and engage with each other. Personal computers and gaming consoles continue to be popular choices for gamers, offering high-quality graphics and gaming experiences. However, the convenience and accessibility of mobile gaming have made it a formidable competitor in the market. Despite the numerous benefits, online gaming and digital games have also raised concerns regarding addiction and its impact on individuals and society. As the video games market continues to evolve, it is crucial for enterprises to address these concerns while providing innovative and engaging gaming experiences for their customers.
How is this market segmented and which is the largest segment?
The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.
Platform
PC
Console
Mobile
Type
Action
Adventure
Puzzle
Arcade
Others
Geography
APAC
China
India
Japan
South Korea
North America
Canada
US
Europe
Germany
UK
France
Italy
South America
Middle East and Africa
By Platform Insights
The PC segment is estimated to witness significant growth during the forecast period.
The market encompasses various segments, with PC gaming being a significant sector due to its large and dedicated user base. PC gamers value the platform's versatility, high-performance hardware, and extensive game library. The PC gaming market consists of desktop and laptop categories, each catering to distinct preferences. Desktop gaming PCs provide superior components and are popular among enthusiasts seeking high-end capabilities and customizable setups. The market's growth is influenced by factors such as compatibility with various input devices, including keyboards and mice, and the ongoing advancements in technology, like 5G and cloud gaming services. Business models, including monthly fees and free-to-play, cater to diverse consumer needs. Regulated sports betting and data centers support the infrastructure required for seamless gaming experiences through web browsers and streaming services.
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The PC segment was valued at USD 33.10 million in 2019 and showed a gradual increase during the forecast period.
Regional Analysis
APAC is estimated to contribute 44% to the growth of the global market during the forecast period.
Technavio's analysts have elaborately explaine
A September to November 2023 survey found that 80 percent UK gamers aged 16 to 24 years played games online. More than half of gamers aged up to 44 years had ever played games online, and 69 percent of gamers in the United Kingdom had every played online games with or against other players.
In a survey of online gaming in Indonesia conducted in April 2022, 63 percent of respondents stated that they played online games. Many Indonesian online gamers valued the ease of access to such games, and this was predicted to remain as their main preference in the years to come.
The preferences of Indonesian gamers
Convenience and accessibility are some of the key factors when it comes to online gaming. As mobile devices and mobile internet data are getting more affordable, most gamers in Indonesia preferred mobile phones as their favorite device to play games online. Besides, games that implemented a free-to-play payment structure has also been cited as the most frequently played online games, since they completely remove the barrier of entry for prospective gamers.
The future of online gaming
With the growing number of smartphone users, online mobile gaming may continue to dominate the Indonesian gaming market. The relatively high prices for PC components, as well as the lack of next-generation console availability, may further strengthen the popularity of online mobile gaming in the country. Meanwhile, other alternatives such as live streaming game services without consoles may take time to gain a strong foothold in Indonesia, as the costs are a barrier for many gamers from subscribing to the service.
Neurodivergent young gamers in the United States were more likely to talk to their family about what happens when they gamed online than not. A survey between September and October 2023 found that 45 percent of responding teen gamers said that they regularly did so, compared to 20 percent who disagreed with that statement.
A 2021 survey of gaming audiences found that the social side of gaming was very important to many gamers. Overall, 84 percent respondents agreed that video games helped them connect with others who had similar interests. Additionally, 80 percent of responding gamers reported that video games helped them to meet new people.
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The global massive multiplayer online (MMO) games market size reached USD 61.3 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 135.1 Billion by 2033, exhibiting a growth rate (CAGR) of 9.19% during 2025-2033. The growing number of professional players, wide availability of various genres games to attract a large consumer base, and rising popularity of online games among young population represent some of the key factors driving the market.
Report Attribute
|
Key Statistics
|
---|---|
Base Year
|
2024
|
Forecast Years
| 2025-2033 |
Historical Years
| 2019-2024 |
Market Size in 2024
| USD 61.3 Billion |
Market Forecast in 2033
| USD 135.1 Billion |
Market Growth Rate 2025-2033 | 9.19% |
IMARC Group provides an analysis of the key trends in each segment of the global massive multiplayer online (MMO) games market, along with forecasts at the global, regional, and country levels from 2025-2033. Our report has categorized the market based on genre and type.
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[203+ Pages Report] The global cloud gaming market size is expected to grow from USD 1,592.40 million in 2021 to USD 13,333.41 million by 2028, at a CAGR of 42.50% from 2022-2028
According to a survey on online gaming by Oppotus, 13 percent of Malaysian respondents stated that they played online games on all devices in the 1st quarter of 2024. The share of respondents who played online games decreased from 18 percent in the previous quarter.
A September to November 2024 survey found that over six in ten gamers in the United Kingdom ever played games online. This represents an unchanged reach in online gaming from the previous year. Online gaming has always enjoyed popularity among UK gamers but gained a whole new relevance during the COVID-19 pandemic.
According to a survey on online gaming conducted by Rakuten Insight in April 2022, about 87 percent of the respondents from Hong Kong aged between 16 to 24 years stated that they had played online games. The same survey found that about 41 percent of gamers from Hong Kong played online games every day.
A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.
Thanks to developments in gaming technology and the accessibility of many games, the activity has become very popular among both genders and young and old alike. Despite its popularity, the anonymous nature of online gaming leaves some gamers open to harassment and negative experiences. During an August 2023 survey in the United States, 48 percent of female gamers stated that they had suffered abused while online gaming based on their gender. Half of African American gamers stated the same.
According to a survey by Rakuten Insight in April 2022, 82.8 percent of Thai respondents aged between 16 to 24 years stated that they played online games. The survey also explored the frequency of online gaming and it revealed that half of the Thai respondents played online games on a daily basis.
A January 2021 of global gaming markets found that 10.4 percent of gamers aged 18 to 25 years spent an average of more than 20 hours per week on gaming activities. However, gamers in that particular age group only averaged 7.97 weekly hours of gaming. In contrast, 12.6 percent of responding gamers aged 60 years and over spent more than 20 hours a week on gaming.
Video gaming is no longer just a hobby of teenagers - thanks to developments in gaming technology and the accessibility of many games, the activity has become very popular among both genders and young and old alike. Despite its popularity, the anonymous nature of online gaming leaves some gamers open to harassment and negative experiences. During an August 2023 survey in the United States, 67 percent of respondents stated that they had been called offensive names while playing video games. Overall, 76 percent of responding gamers had encountered online harassment, down from 83 percent two years prior.
In a survey of online gaming by Rakuten Insight in April 2022, 69 percent of Indonesian respondents who were aged between 16 and 34 years old stated that they played online games. The same survey found that a large portion of Indonesian gamers played online games daily.
India recorded about 455 million online gamers in the year 2023. This was an eight percent growth from the previous year and is likely to reach over 491 million by 2024. About 90 million of these gamers reportedly paid for online games that year.