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TwitterA 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.
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TwitterA 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.
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TwitterA September to November 2024 survey found that 69 percent of male UK gamers ever played games online. The online gaming reach among female gamers in the United Kingdom was 57 percent, up from 23 percent in 2018. In the most recently measured period, young people were most likely to play games online, with online gaming penetration among those aged 16 to 24 standing at 82 percent.
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TwitterIn a survey on online gaming conducted by Rakuten Insight in January 2025, ** 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.
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TwitterIn 2024, the states with the highest revenue from iGaming were Pennsylvania and Michigan, generating 2.71 and 2.44 billion U.S. dollars in gaming revenue, respectively. Meanwhile, iGaming revenue in New Jersey totaled 2.39 billion U.S. dollars.
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TwitterAs per the results of ************ survey on online gaming in India by Rakuten Insight, a majority of respondents played games daily. This share was highest among respondents between 25 and 34 years old.
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TwitterThe revenue in the 'Online Games' segment of the media market worldwide was modeled to stand at ************* U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************* U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by ************ U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Online Games.
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TwitterA 2024 survey found that ** percent of children in the United Kingdom aged 13 to 15 years played online games such as Fortnite or Minecraft. Online gaming among children has been increasing in popularity over the recent years and made a huge jump during the COVID-19 pandemic.
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TwitterThe revenue in the 'Online Games' segment of the media market in Turkey was modeled to stand at ************** U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************ U.S. dollars since 2017. Between 2024 and 2030, the revenue will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Online Games.
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TwitterIn a survey of online gaming by Rakuten Insight in January 2025, ** percent of Indonesian respondents stated that they played role-playing games, including massive multiplayer role-playing games. The same survey found that a large portion of Indonesian gamers played online games daily.
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TwitterA 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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TwitterAccording to a survey on online gaming conducted by Rakuten Insight in January 2025, about ** 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 ** percent of gamers from Hong Kong played online games every day.
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TwitterIn a survey of online gaming by Rakuten Insight in January 2025, ** percent of Malaysian respondents who were aged between 16 and 24 years old stated that they played online games. The same survey found that a large portion of Malaysian gamers played online games daily.
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TwitterAccording to a survey by Rakuten Insight in January 2025, around ** 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 almost half of the Thai respondents played online games daily.
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TwitterVideo 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.
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TwitterIn 2023, the global online PC gaming market was worth **** billion U.S. dollars and is projected to decline to ** billion U.S. dollars in 2028. PC gaming growth is projected to slow in the next few years due to consumer uptake of console gaming.
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TwitterThe online gaming industry across India was valued at around *** billion Indian rupees in the year 2024, marking a fall from about *** billion rupees in the previous year. The sector was expected to be worth over *** billion Indian rupees by 2026, indicating a compound annual growth of around **** percent.
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TwitterAccording to a survey that was conducted in Japan in August 2024, **** percent of male teenage internet users played online games. The survey showed that a majority of respondents below the age of ** were online gamers.
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TwitterAccording to a survey by Rakuten Insight in January 2025, about ** percent of respondents from Japan stated that they played online games daily. In comparison, around ** percent of respondents from China answered that they played online games three to six days a week.
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TwitterAs of June 2025, approximately *** million people in China had played online games. This represented a penetration rate of ** percent.
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TwitterA 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.