The global Online Game market size was valued at US$ 156510 million in 2024 and is forecast to a readjusted size of USD 343320 million by 2031 with a CAGR of 12.0% during review period.
Online games refer to games that are played over some form of computer network, most often the Internet. Online games can range from simple text-based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously.
Online Game can be classified into Massively Multiplayer Online (MMO), Simulation Games, Action/Adventure, Strategy Games, Sports Games, Role-Playing (RPG) and Educational Games types. The revenue share of Massively Multiplayer Online (MMO) segment is growing fast and took up about 28% of the global market share in 2019.
Based on Age Group, the market is segmented into 18-25 years old, 26-35 years old, 36-45 years old, Above 45 years old and Below 18 years old. 18-25 years old and 26-35 years old are two major consumer groups .
In 2019, Asia-Pacific is anticipated to hold the largest market share in the online game industry, countries such as China, Japan, and South Korea show high potential in the market growth.
United States is the second largest market of online game industry.
Key players in the market are Tencent, Sony, Microsoft, NetEase Games, Activision Blizzard, Electronic Arts, NEXON, Sega, Bandai Namco, Nintendo, Square Enix, Ubisoft, NCSoft, Zynga, etc. Top 5 players occupied more than 55% market share in 2019. Tencent is the largest market player.
This report is a detailed and comprehensive analysis for global Online Game market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Consumer Age Range. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Online Game market size and forecasts, in consumption value ($ Million), 2020-2031
Global Online Game market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Online Game market size and forecasts, by Type and by Consumer Age Range, in consumption value ($ Million), 2020-2031
Global Online Game market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Online Game
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Online Game market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Microsoft, Nintendo, Sony, Tencent, Activision Blizzard, Sega, Electronic Arts, Apple, Ubisoft, Zynga, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
麻豆原创 segmentation
Online Game market is split by Type and by Consumer Age Range. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Consumer Age Range. This analysis can help you expand your business by targeting qualified niche markets.
麻豆原创 segment by Type
Massively Multiplayer Online (MMO)
Simulation Games
Action/Adventure
Strategy Games
Sports Games
Role-Playing (RPG)
Educational Games
麻豆原创 segment by Consumer Age Range
Below 18 years old
18-25 years old
26-35 years old
36-45 years old
Above 45 years old
麻豆原创 segment by players, this report covers
Microsoft
Nintendo
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Apple
Ubisoft
Zynga
Square Enix
NetEase Games
NEXON
NCSoft
Bandai Namco Holdings
麻豆原创 segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Online Game product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Online Game, with revenue, gross margin, and global market share of Online Game from 2020 to 2025.
Chapter 3, the Online Game competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Consumer Age Range, with consumption value and growth rate by Type, by Consumer Age Range, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Online Game market forecast, by regions, by Type and by Consumer Age Range, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Online Game.
Chapter 13, to describe Online Game research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 麻豆原创 Overview
1.1 Product Overview and Scope
1.2 麻豆原创 Estimation Caveats and Base Year
1.3 Classification of Online Game by Type
1.3.1 Overview: Global Online Game 麻豆原创 Size by Type: 2020 Versus 2024 Versus 2031
1.3.2 Global Online Game Consumption Value 麻豆原创 Share by Type in 2024
1.3.3 Massively Multiplayer Online (MMO)
1.3.4 Simulation Games
1.3.5 Action/Adventure
1.3.6 Strategy Games
1.3.7 Sports Games
1.3.8 Role-Playing (RPG)
1.3.9 Educational Games
1.4 Global Online Game 麻豆原创 by Consumer Age Range
1.4.1 Overview: Global Online Game 麻豆原创 Size by Consumer Age Range: 2020 Versus 2024 Versus 2031
1.4.2 Below 18 years old
1.4.3 18-25 years old
1.4.4 26-35 years old
1.4.5 36-45 years old
1.4.6 Above 45 years old
1.5 Global Online Game 麻豆原创 Size & Forecast
1.6 Global Online Game 麻豆原创 Size and Forecast by Region
1.6.1 Global Online Game 麻豆原创 Size by Region: 2020 VS 2024 VS 2031
1.6.2 Global Online Game 麻豆原创 Size by Region, (2020-2031)
1.6.3 North America Online Game 麻豆原创 Size and Prospect (2020-2031)
1.6.4 Europe Online Game 麻豆原创 Size and Prospect (2020-2031)
1.6.5 Asia-Pacific Online Game 麻豆原创 Size and Prospect (2020-2031)
1.6.6 South America Online Game 麻豆原创 Size and Prospect (2020-2031)
1.6.7 Middle East & Africa Online Game 麻豆原创 Size and Prospect (2020-2031)
2 Company Profiles
2.1 Microsoft
2.1.1 Microsoft Details
2.1.2 Microsoft Major Business
2.1.3 Microsoft Online Game Product and Solutions
2.1.4 Microsoft Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.1.5 Microsoft Recent Developments and Future Plans
2.2 Nintendo
2.2.1 Nintendo Details
2.2.2 Nintendo Major Business
2.2.3 Nintendo Online Game Product and Solutions
2.2.4 Nintendo Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.2.5 Nintendo Recent Developments and Future Plans
2.3 Sony
2.3.1 Sony Details
2.3.2 Sony Major Business
2.3.3 Sony Online Game Product and Solutions
2.3.4 Sony Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.3.5 Sony Recent Developments and Future Plans
2.4 Tencent
2.4.1 Tencent Details
2.4.2 Tencent Major Business
2.4.3 Tencent Online Game Product and Solutions
2.4.4 Tencent Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.4.5 Tencent Recent Developments and Future Plans
2.5 Activision Blizzard
2.5.1 Activision Blizzard Details
2.5.2 Activision Blizzard Major Business
2.5.3 Activision Blizzard Online Game Product and Solutions
2.5.4 Activision Blizzard Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.5.5 Activision Blizzard Recent Developments and Future Plans
2.6 Sega
2.6.1 Sega Details
2.6.2 Sega Major Business
2.6.3 Sega Online Game Product and Solutions
2.6.4 Sega Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.6.5 Sega Recent Developments and Future Plans
2.7 Electronic Arts
2.7.1 Electronic Arts Details
2.7.2 Electronic Arts Major Business
2.7.3 Electronic Arts Online Game Product and Solutions
2.7.4 Electronic Arts Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.7.5 Electronic Arts Recent Developments and Future Plans
2.8 Apple
2.8.1 Apple Details
2.8.2 Apple Major Business
2.8.3 Apple Online Game Product and Solutions
2.8.4 Apple Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.8.5 Apple Recent Developments and Future Plans
2.9 Ubisoft
2.9.1 Ubisoft Details
2.9.2 Ubisoft Major Business
2.9.3 Ubisoft Online Game Product and Solutions
2.9.4 Ubisoft Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.9.5 Ubisoft Recent Developments and Future Plans
2.10 Zynga
2.10.1 Zynga Details
2.10.2 Zynga Major Business
2.10.3 Zynga Online Game Product and Solutions
2.10.4 Zynga Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.10.5 Zynga Recent Developments and Future Plans
2.11 Square Enix
2.11.1 Square Enix Details
2.11.2 Square Enix Major Business
2.11.3 Square Enix Online Game Product and Solutions
2.11.4 Square Enix Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.11.5 Square Enix Recent Developments and Future Plans
2.12 NetEase Games
2.12.1 NetEase Games Details
2.12.2 NetEase Games Major Business
2.12.3 NetEase Games Online Game Product and Solutions
2.12.4 NetEase Games Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.12.5 NetEase Games Recent Developments and Future Plans
2.13 NEXON
2.13.1 NEXON Details
2.13.2 NEXON Major Business
2.13.3 NEXON Online Game Product and Solutions
2.13.4 NEXON Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.13.5 NEXON Recent Developments and Future Plans
2.14 NCSoft
2.14.1 NCSoft Details
2.14.2 NCSoft Major Business
2.14.3 NCSoft Online Game Product and Solutions
2.14.4 NCSoft Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.14.5 NCSoft Recent Developments and Future Plans
2.15 Bandai Namco Holdings
2.15.1 Bandai Namco Holdings Details
2.15.2 Bandai Namco Holdings Major Business
2.15.3 Bandai Namco Holdings Online Game Product and Solutions
2.15.4 Bandai Namco Holdings Online Game Revenue, Gross Margin and 麻豆原创 Share (2020-2025)
2.15.5 Bandai Namco Holdings Recent Developments and Future Plans
3 麻豆原创 Competition, by Players
3.1 Global Online Game Revenue and Share by Players (2020-2025)
3.2 麻豆原创 Share Analysis (2024)
3.2.1 麻豆原创 Share of Online Game by Company Revenue
3.2.2 Top 3 Online Game Players 麻豆原创 Share in 2024
3.2.3 Top 6 Online Game Players 麻豆原创 Share in 2024
3.3 Online Game 麻豆原创: Overall Company Footprint Analysis
3.3.1 Online Game 麻豆原创: Region Footprint
3.3.2 Online Game 麻豆原创: Company Product Type Footprint
3.3.3 Online Game 麻豆原创: Company Product Application Footprint
3.4 New 麻豆原创 Entrants and Barriers to 麻豆原创 Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations
4 麻豆原创 Size Segment by Type
4.1 Global Online Game Consumption Value and 麻豆原创 Share by Type (2020-2025)
4.2 Global Online Game 麻豆原创 Forecast by Type (2026-2031)
5 麻豆原创 Size Segment by Consumer Age Range
5.1 Global Online Game Consumption Value 麻豆原创 Share by Consumer Age Range (2020-2025)
5.2 Global Online Game 麻豆原创 Forecast by Consumer Age Range (2026-2031)
6 North America
6.1 North America Online Game Consumption Value by Type (2020-2031)
6.2 North America Online Game 麻豆原创 Size by Consumer Age Range (2020-2031)
6.3 North America Online Game 麻豆原创 Size by Country
6.3.1 North America Online Game Consumption Value by Country (2020-2031)
6.3.2 United States Online Game 麻豆原创 Size and Forecast (2020-2031)
6.3.3 Canada Online Game 麻豆原创 Size and Forecast (2020-2031)
6.3.4 Mexico Online Game 麻豆原创 Size and Forecast (2020-2031)
7 Europe
7.1 Europe Online Game Consumption Value by Type (2020-2031)
7.2 Europe Online Game Consumption Value by Consumer Age Range (2020-2031)
7.3 Europe Online Game 麻豆原创 Size by Country
7.3.1 Europe Online Game Consumption Value by Country (2020-2031)
7.3.2 Germany Online Game 麻豆原创 Size and Forecast (2020-2031)
7.3.3 France Online Game 麻豆原创 Size and Forecast (2020-2031)
7.3.4 United Kingdom Online Game 麻豆原创 Size and Forecast (2020-2031)
7.3.5 Russia Online Game 麻豆原创 Size and Forecast (2020-2031)
7.3.6 Italy Online Game 麻豆原创 Size and Forecast (2020-2031)
8 Asia-Pacific
8.1 Asia-Pacific Online Game Consumption Value by Type (2020-2031)
8.2 Asia-Pacific Online Game Consumption Value by Consumer Age Range (2020-2031)
8.3 Asia-Pacific Online Game 麻豆原创 Size by Region
8.3.1 Asia-Pacific Online Game Consumption Value by Region (2020-2031)
8.3.2 China Online Game 麻豆原创 Size and Forecast (2020-2031)
8.3.3 Japan Online Game 麻豆原创 Size and Forecast (2020-2031)
8.3.4 South Korea Online Game 麻豆原创 Size and Forecast (2020-2031)
8.3.5 India Online Game 麻豆原创 Size and Forecast (2020-2031)
8.3.6 Southeast Asia Online Game 麻豆原创 Size and Forecast (2020-2031)
8.3.7 Australia Online Game 麻豆原创 Size and Forecast (2020-2031)
9 South America
9.1 South America Online Game Consumption Value by Type (2020-2031)
9.2 South America Online Game Consumption Value by Consumer Age Range (2020-2031)
9.3 South America Online Game 麻豆原创 Size by Country
9.3.1 South America Online Game Consumption Value by Country (2020-2031)
9.3.2 Brazil Online Game 麻豆原创 Size and Forecast (2020-2031)
9.3.3 Argentina Online Game 麻豆原创 Size and Forecast (2020-2031)
10 Middle East & Africa
10.1 Middle East & Africa Online Game Consumption Value by Type (2020-2031)
10.2 Middle East & Africa Online Game Consumption Value by Consumer Age Range (2020-2031)
10.3 Middle East & Africa Online Game 麻豆原创 Size by Country
10.3.1 Middle East & Africa Online Game Consumption Value by Country (2020-2031)
10.3.2 Turkey Online Game 麻豆原创 Size and Forecast (2020-2031)
10.3.3 Saudi Arabia Online Game 麻豆原创 Size and Forecast (2020-2031)
10.3.4 UAE Online Game 麻豆原创 Size and Forecast (2020-2031)
11 麻豆原创 Dynamics
11.1 Online Game 麻豆原创 Drivers
11.2 Online Game 麻豆原创 Restraints
11.3 Online Game Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
12 Industry Chain Analysis
12.1 Online Game Industry Chain
12.2 Online Game Upstream Analysis
12.3 Online Game Midstream Analysis
12.4 Online Game Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
Microsoft
Nintendo
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Apple
Ubisoft
Zynga
Square Enix
NetEase Games
NEXON
NCSoft
Bandai Namco Holdings
听
听
*If Applicable.