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.
Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2023 survey, 25 percent of video game players still come from the 27 to 42 years age demographic, and 19 percent are 59 years and older. Time spent gaming In 2023, Americans aged between 15 to 19 years spent 98.4 minutes on gaming or leisurely computer use during an average day. The age demographic which devoted the least amount of time to gaming was the 55 to 64 years category. Members of this age demographic spent an average of just 17.4 minutes playing on the computer during an average day.
In 2023, white Americans spent an average 31.2 daily minutes on playing games and using computers for leisure on weekdays and 40.2 minutes on such activities during the weekend and holidays. The Hispanic population averaged 36 minutes on playing games and computer use for leisure during the weekend and holidays.
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Board Game Statistics: ​Board games have experienced a notable resurgence, becoming a preferred pastime for diverse demographics. In the United States, 43% of board game enthusiasts engage in gameplay several times per week, while 25% play weekly. Demographically, 47% of board game players are aged between 18 and 34, with individuals aged 55 and above comprising 18% of the player base. Gender representation is balanced, with women accounting for 51% and men 49% of board game enthusiasts. Regarding game collections, 43% of gamers own more than 25 board and/or card games.
The average playing time for most board games ranges from one to two hours, though this can vary significantly depending on the game's complexity. These statistics underscore the enduring appeal and diverse engagement within the board gaming community.​
A March 2024 survey found that 28 percent of adults in the United States played video games on a console at least once per week. Weekly console gaming was highest among respondents aged 35 to 54 years, with more than four in ten of respondents in this age group confirming that they did so.
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 the increasing popularity of e-sports and the widespread adoption of the free-to-play business model. The rise of e-sports has transformed gaming from a solitary pastime into a social and competitive experience, attracting millions of viewers and participants worldwide. The free-to-play model, which allows users to access games without upfront costs, has made online gaming more accessible than ever before, expanding the market's reach and increasing engagement. However, the market also faces challenges, primarily due to the high infrastructural requirements for supporting the massive user base and complex games.
Ensuring seamless gameplay, low latency, and uninterrupted connectivity necessitates substantial investments in server capacity, network infrastructure, and data centers. Companies must navigate these challenges to provide an optimal gaming experience and retain their user base, making strategic partnerships, technological innovations, and operational efficiency crucial for success.
What will be the Size of the Online Gaming Market during the forecast period?
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The market continues to evolve, with dynamic market dynamics shaping its various sectors. User experience is paramount, with graphics settings and user interface optimized for seamless gameplay. Game engines, such as Unreal, drive innovation in game design, offering advanced features for esports tournaments and virtual reality gaming. Community management and player engagement are crucial, with cloud gaming and esports players relying on reliable network connections and low latency. Data security and cloud computing are essential for game accessibility and player data protection. Esports teams and leagues leverage game analytics and player behavior analysis for game optimization and performance improvement.
Influencer marketing and social media marketing are integral to game marketing strategies, while game design elements like game mechanics, level design, and character design require continuous refinement for player retention. Game content remains king, with game development teams striving for game balance and game server infrastructure ensuring optimal frame rates. Accessibility features cater to diverse player needs, while augmented reality and battle royale games push the boundaries of the immersive gaming experience. Competitive gaming and account security are top priorities, with game analytics and player data essential for maintaining fair play and ensuring player privacy. The market's continuous evolution underscores its adaptability and resilience, with ongoing advancements in technology and player preferences shaping its future.
How is this Online Gaming Industry segmented?
The online gaming industry 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
North America
US
Canada
Europe
France
Germany
Italy
UK
APAC
China
India
Japan
South Korea
Rest of World (ROW)
.
By Platform Insights
The pc segment is estimated to witness significant growth during the forecast period.
The market encompasses various entities that shape its dynamics and trends. The subscription model allows gamers unlimited access to a vast library of games, fostering a dedicated user base. User experience is paramount, with graphics settings and user interface customization enhancing immersion. Game engines like Unreal power visually stunning experiences, while influencer marketing fuels community engagement. Network latency and game optimization ensure seamless gameplay, and in-game economies offer unique virtual goods and services. Cloud computing, game streaming, and virtual reality expand accessibility, while game design elements, such as frame rate, game balance, and character design, captivate players. Data security safeguards sensitive user information, and game analytics provide valuable insights into player behavior.
Esports tournaments, leagues, and teams foster competitive gaming, and social media marketing amplifies game exposure. Game development, optimization, and performance are crucial for maintaining player retention. Accessibility features cater to diverse user needs, and game content caters to various genres and preferences. Game marketing strategies, including level
In 2024, about 34 percent of gamers in the United States were highly engaged super gamers who played video games as their primary source of entertainment. Avid gamers (those who played video games as one of a few equivalent sources of entertainment) accounted for the biggest share of gaming audiences in the United States.
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In 2023, the Video Gaming Market reached a value of USD 229.70 billion, and it is projected to surge to USD 460.33 billion by 2030.
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Gaming Market is Segmented by Gaming Platform (Mobile Games, PC Games (Downloaded/Box & Browser), Console Games, and More), by Revenue Model (Free-To-Play (F2P), Pay-To-Play / Premium and More), by Genre (Action/Adventure, Shooter and Battle Royale and More) and Geography. The Market Forecasts are Provided in Terms of Value (USD).
This quality report relates to the UK Betting and Gaming Statistics National Statistics. The purpose is to provide users with information about the quality of the outputs as set out by the Code of Practice for Official Statistics.
The UK Betting and Gaming Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):
Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.
Archived quality reports for the ‘Betting and Gaming bulletin’ are available at the https://webarchive.nationalarchives.gov.uk/20210508000626/https://www.gov.uk/government/collections/hmrc-quality-reports-statistics" class="govuk-link">National Archives.
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Includes 24 hour recall data that children were instructed to fill-out describing the previous day’s activities at baseline, weeks 2 and 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks). Includes accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks. Includes demographic data such as weight, height, gender, race, ethnicity, and birth year. Includes relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10. Includes questionnaire data regarding exercise self-efficacy using the Children’s Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG). Resources in this dataset:Resource Title: 24 Hour Recall Data. File Name: 24 hour recalldata.xlsxResource Description: Children were instructed to fill out questions describing the previous day's activities at baseline, week 2, and week 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks).Resource Title: Actigraph activity data. File Name: actigraph activity data.xlsxResource Description: Accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks.Resource Title: Liking Data. File Name: liking data.xlsxResource Description: Relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10.Resource Title: Demographics. File Name: Demographics (Birthdate-Year).xlsxResource Description: Includes demographic data such as weight, height, gender, race, ethnicity, and year of birth.Resource Title: Questionnaires. File Name: questionnaires.xlsxResource Description: Questionnaire data regarding exercise self-efficacy using the Children's Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG).
Augmented Reality (AR) Gaming Market Size 2025-2029
The augmented reality (ar) gaming market size is forecast to increase by USD 118.32 billion, at a CAGR of 54.2% between 2024 and 2029.
The market is experiencing significant growth, driven by escalating investments in AR technology and the increasing popularity of AR games. The immersive nature of AR games, which overlays digital information onto the real world, is capturing the attention of consumers and driving demand. However, the high cost associated with developing and implementing AR gaming applications poses a significant challenge for market players. Companies must navigate this obstacle by exploring cost-effective solutions and partnerships to bring AR gaming experiences to a broader audience. To capitalize on this market's potential, businesses should focus on creating engaging and innovative AR gaming applications, while also addressing affordability concerns to ensure long-term success.
What will be the Size of the Augmented Reality (AR) Gaming Market during the forecast period?
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Request Free SampleThe market continues to evolve, driven by advancements in network infrastructure, frame rate, head-mounted displays (HMDs), and sensor fusion technology. These innovations enable more immersive experiences, enhancing player engagement across various sectors. Real-time rendering, game engines, and environmental mapping are crucial components, ensuring seamless integration of AR SDKs, spatial computing, computer vision, and data analytics. Haptic feedback, graphics rendering, and AR headsets offer new dimensions to gaming, merging digital and physical worlds. Motion tracking, cross-platform compatibility, and GPS integration broaden accessibility, while monetization strategies, such as subscription models, virtual currency, and in-app purchases, fuel market growth.
Security protocols, churn rate, and game development are essential aspects, with cloud computing and performance optimization playing a significant role in enhancing the overall user experience. Gesture recognition, depth sensing, and voice recognition add to the interactive nature of AR gaming, creating a dynamic and ever-evolving market landscape.
How is this Augmented Reality (AR) Gaming Industry segmented?
The augmented reality (ar) gaming industry 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. TypeMobile devicesHMDsSmart glassesComponentHardwareSoftwareGenreAdventureShooterPuzzleSports and fitnessBusiness SegmentFree-to-playPremiumSubscriptionGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyUKAPACChinaIndiaJapanSouth KoreaRest of World (ROW)
By Type Insights
The mobile devices segment is estimated to witness significant growth during the forecast period.The market is experiencing significant growth, with mobile devices leading the way. In 2024, mobile devices held the largest market share due to their convenience, reliability, and portability. AR gaming companies are increasingly investing in AR technology, making games available on mobile devices such as smartphones and laptops. The affordability and accessibility of these games are driving market growth. Subscription models and virtual currencies are popular monetization strategies in AR gaming. Player engagement is enhanced through motion tracking, cross-platform compatibility, environmental mapping, real-time rendering, and game engine technology. Data privacy and accessibility features are essential for maintaining user trust. GPS integration, social features, and avatar customization add to the immersive gaming experience. Cloud computing, gesture recognition, performance optimization, and network infrastructure ensure seamless gameplay. Frame rate, head-mounted displays (HMDs), and PC integration offer improved graphics rendering and user experience. Security protocols and churn rate management are crucial for maintaining user retention. SLAM technology, augmented reality SDKs, and spatial computing enable advanced features like object recognition and level design. Multiplayer gaming, in-app purchases, and advertising revenue are essential revenue streams. Computer vision, data analytics, haptic feedback, and voice recognition enhance the overall gaming experience. AR headsets and overlays provide a more immersive experience. Depth sensing and sensor fusion offer advanced motion tracking capabilities. Overall, the AR gaming market is evolving rapidly, with continuous innovation in technology and business models.
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The Mobile devices segment was valued at USD 2.82 billion in 2019 and showed a gradual increase during t
As of June 2024, 28 percent of video gamers in the United States were aged 30 to 39 years, making this age group the biggest gamer demographic. Additionally, 24 percent of U.S. gaming audiences were aged 20 to 29 years.
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This chart provides a detailed overview of the number of Games online retailers by Monthly Product Sold. Most Games stores' Monthly Product Sold are Less than 100, there are 39.06K stores, which is 76.05% of total. In second place, 8.34K stores' Monthly Product Sold are 100 to 1K, which is 16.24% of total. Meanwhile, 2.48K stores' Monthly Product Sold are 1K to 10K, which is 4.83% of total. This breakdown reveals insights into Games stores distribution, providing a comprehensive picture of the performance and efficient of online retailer.
Online Smartphone And Tablet Games Market Size 2024-2028
The online smartphone and tablet games market size is forecast to increase by USD 42.6 billion at a CAGR of 14.74% between 2023 and 2028.
The market is witnessing significant growth due to several key trends. The increasing adoption of mobile gaming among the youth demographic is driving market growth. Moreover, the surge in popularity of cloud-based gaming applications allows users to access high-quality games without the need for expensive computer hardware. However, concerns around data security remain a challenge for the market. The implementation of blockchain technology and artificial intelligence can help mitigate these concerns.
Additionally, the integration of augmented reality and virtual reality in games is expected to further boost market growth. As machine learning algorithms improve, games are becoming more immersive and interactive, providing a more engaging experience for users.
Despite these growth factors, the lack of social interaction in online games is a potential challenge that needs to be addressed to retain user engagement. Overall, the market is poised for continued growth, with innovative technologies and consumer demand driving the industry forward.
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The market represents a significant segment of the global interactive entertainment systems industry. With the proliferation of mobile devices such as smartphones and tablets, the market has experienced exponential growth in recent years. Smartphone game providers continue to innovate, offering user-friendly interfaces and advanced mobile development platforms that cater to diverse gaming genres, including augmented reality, multiplayer games, location-based games, simulation games, action, and virtual reality. These digital games are accessible via app stores and online platforms, enabling seamless integration with console-based gaming experiences.
Encryption-based security measures ensure the protection of user data and financial transactions. The market's size and direction reflect the increasing popularity of mobile gaming, which is poised to surpass traditional console gaming in terms of user engagement and revenue generation.
How is this Online Smartphone And Tablet Games Industry segmented and which is the largest segment?
The online smartphone and tablet games industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.
Device
Smartphone
Tablet
Geography
APAC
China
Japan
South Korea
North America
US
Europe
Germany
Middle East and Africa
South America
By Device Insights
The smartphone segment is estimated to witness significant growth during the forecast period.
The global market for online smartphone and tablet games is experiencing significant growth, driven by the increasing prevalence of mobile devices as primary Internet access points. With each new smartphone release, devices become more advanced and powerful, enabling users to easily access and play a wide range of interactive entertainment systems, including casual, social, first-person shooter, role-playing, and multiplayer games. Cloud gaming and 5G networks enable seamless gameplay, while encryption-based security and user-friendly interfaces prioritize data privacy and security concerns. Mobile development platforms, such as Android, support the creation and distribution of games through app stores and online platforms. The iGaming industry, including mobile slots and in-app purchases, is a major contributor to market revenue.
As data privacy and storage become increasingly important, machine learning and artificial intelligence technologies are being integrated into gaming apps to enhance user experiences. However, concerns around crypto crime and digital games' impact on youth remain areas of focus for regulators and industry experts.
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The Smartphone segment was valued at USD 27.20 billion in 2018 and showed a gradual increase during the forecast period.
Regional Analysis
APAC is estimated to contribute 57% to the growth of the global market during the forecast period.
Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
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The market in APAC is projected to experience significant growth in 2023, driven by the expansion of 5G networks and increasing penetration of key companies.
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Macau Gaming: Gross Revenue: Games of Fortune: 3-Card Poker data was reported at 55.000 MOP mn in Jun 2018. This records a decrease from the previous number of 59.000 MOP mn for Mar 2018. Macau Gaming: Gross Revenue: Games of Fortune: 3-Card Poker data is updated quarterly, averaging 44.000 MOP mn from Mar 2005 (Median) to Jun 2018, with 54 observations. The data reached an all-time high of 64.000 MOP mn in Mar 2014 and a record low of 13.000 MOP mn in Dec 2008. Macau Gaming: Gross Revenue: Games of Fortune: 3-Card Poker data remains active status in CEIC and is reported by Gaming Inspection and Coordination Bureau. The data is categorized under Global Database’s Macau – Table MO.Q017: Gaming Statistics.
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Key Mobile Game Demographics StatisticsMobile Game Age Demographics by CategoryGame Gender Demographics by CategoryGames are the most popular app category on both app stores, accounting for about 59...
According 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.
Tabletop Games Market Size 2025-2029
The tabletop games market size is forecast to increase by USD 4.76 billion at a CAGR of 12.3% between 2024 and 2029.
The market is experiencing significant growth, driven by the increasing popularity of tabletop game cafes and the integration of digital elements into traditional games. The number of tabletop game cafes has been on the rise, providing a social and interactive space for players to enjoy their favorite games. This trend is expected to continue, as these cafes offer unique experiences that cannot be replicated through digital platforms. Another key driver in the market is the integration of digital elements into tabletop games. This trend is gaining traction, as companies seek to enhance the gaming experience by adding digital features such as virtual components, augmented reality, and online connectivity.
This not only makes the games more engaging but also opens up new opportunities for collaboration and competition among players. However, the market also faces challenges, with the increasing threat from alternate gaming platforms being a significant concern. The console and PC games, as well as mobile games, are increasingly competing for the attention of potential customers. To remain competitive, tabletop game companies must find ways to differentiate their offerings and provide unique experiences that cannot be replicated through digital platforms. For instance, they could focus on creating immersive and social gaming experiences that cater to the growing demand for face-to-face interaction and community building.
In conclusion, the market is experiencing robust growth, driven by the rise of tabletop game cafes and the integration of digital elements into traditional games. However, companies must also contend with the increasing threat from alternate gaming platforms and find ways to differentiate their offerings to remain competitive. By focusing on creating unique and immersive gaming experiences, tabletop game companies can capitalize on market opportunities and navigate challenges effectively.
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The market continues to evolve, with various sectors experiencing dynamic shifts. STEM education integrates tabletop games into classrooms, fostering critical thinking and problem-solving skills among students. Retail distribution channels expand, with online retailers gaining traction against brick-and-mortar stores. Game ratings influence consumer choices, with science fiction and mystery games garnering high ratings. Mobile gaming and hardcore gamers push the boundaries of competitive gaming, while virtual tabletop platforms offer immersive experiences. Deductive reasoning and narrative games engage players, and graphic design elevates the visual appeal. Gaming trends favor cooperative games, themed events, and inclusive gaming.
Game development sees an influx of indie game developers, and game mechanics evolve to cater to diverse demographics. Game balance and strategy remain crucial for strategy gamers, while puzzle games stimulate critical thinking. Fan communities thrive on game analysis, feedback loops, and fan art. Role-playing games offer character development and social interaction, while game engines drive innovation in game design. Board games, card games, and historical games retain their popularity, catering to family gamers and casual gamers alike. Escape rooms, game nights, and gaming lounges provide opportunities for social interaction. Sound design, music composition, and spatial awareness add depth to the gaming experience.
Horror games and game publishing cater to niche audiences, while game accessibility ensures inclusivity. Overall, the market is a dynamic and ever-evolving landscape, with continuous innovation and applications across various sectors.
How is this Tabletop Games Industry segmented?
The tabletop games industry 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.
Type
Monopoly
Scrabble
Chess
Ludo
Others
Distribution Channel
Offline
Online
Player Age
Children
Teens
Adults
Play Format
Competitive
Cooperative
Solo
Geography
North America
US
Mexico
Europe
France
Germany
Italy
Norway
UK
Middle East and Africa
UAE
APAC
Australia
China
India
Japan
South Korea
South America
Brazil
Rest of World (ROW)
By Type Insights
The monopoly segment is estimated to witness significant growth during the forecast period.
Tabletop games, including board games, card games, and role-playing games, continue to captivate audiences with their immersiv
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Dataset obtained from nba_api endpoints. Includes all players statistics (also advanced statistics and ranks) from all games of 2024-25 NBA regular season until the last update (12/12/2024).
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.