The global gaming market size reached USD 241.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 535.3 Billion by 2033, exhibiting a growth rate (CAGR) of 8.3% during 2025-2033. The rising popularity of gaming especially among young individuals, the emergence of e-sports and multiplayer video game competitions, and the increasing utilization of smartphones, tablets, and laptops are some of the major factors propelling the growth of the market.
Report Attribute
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Key Statistics
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Base Year
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2024
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Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024
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USD 241.1 Billion |
Market Forecast in 2033
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USD 535.3 Billion |
Market Growth Rate 2025-2033 | 8.3% |
Rising Mobile Gaming
The growing use of smartphones, along with improvements in mobile internet connectivity is making gaming accessible to a broader demographic, which is acting as a major growth-inducing factor in the market. According to industry reports, in just five years, the number of Internet users is expected to increase 47% from 5.35 billion users in 2024 to 7.9 billion users in 2029. The amount of time users spend on the Internet varies by age group, but on average, people spend 6.5 hours on the Internet every day, according to the Global Web Index. However, individuals between the ages of 16 and 24 spend an additional 2.5 hours more time online than those between the ages of 55 and 64. When it comes to having access to the Internet around the world, 75% of those between the ages of 15 and 24 have Internet access, compared to 65% of those ages 25 and over. As of 2024, the Internet is accessible to nearly 95% of the United States population, or about 322, 563, 519 individuals, according to the US Census. This is further driving the gaming market statistics significantly.
Growing Esports and Online Multiplayer Games
The increasing interest and investment in esports, along with the popularity of online multiplayer games, is driving engagement and creating a thriving community of players and spectators, which is boosting the overall gaming industry. For instance, in March 2024, Saudi Arabia’s National Development Fund (NDF) created two venture investment funds worth a combined USD 120 million targeting the gaming and esports sectors. The first fund run by Merak Capital is valued at SR300 million (USD 80 million). It is focused on creating a gaming accelerator to help Saudi companies become leaders in the esports field. The second investment fund managed by Impact46 will have SR150 million (USD 40 million). It will aim to encourage private investment in the local gaming and esports industry.
Significant Technological Advancements
The rising innovations in gaming hardware, such as high-performance consoles, virtual reality (VR), and augmented reality (AR), are influencing the market growth. For instance, in March 2024, Virtuix, the developer of the “Omni One” full-body virtual reality (VR) treadmill and gaming system announced a lineup of 35 games for the Omni One’s consumer launch in the late quarter second of 2024. Omni One is a complete entertainment system that features a proprietary 360-degree treadmill that enables players to physically run around inside virtual reality games while remaining in the same spot in their play space. The system also comes with a customized Pico 4 Enterprise headset, as well as a dedicated game store with titles optimized for Omni One. This is expected to boost the gaming market forecast over the coming years.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the global and regional levels from 2025-2033. Our report has categorized the market based on device type, platform, revenue type, type, and age group.
Breakup by Device Type:
Mobiles and tablets dominate the market share
The report has provided a detailed breakup and analysis of the gaming market based on the device type. This includes consoles, mobiles and tablets, and computers. According to the report, mobiles and tablets represented the largest segment.
The demand for mobile and tablets in gaming is driven by widespread smartphone and tablet adoption, improved mobile internet connectivity, and the convenience of gaming on the go. Enhanced mobile processing power and graphics capabilities enable high-quality gaming experiences are further fueling the growth of the market. In addition to this, a vast array of affordable and free-to-play games, along with social and multiplayer features, attract a diverse audience. The increasing popularity of mobile esports and in-game purchases also contribute to the growing demand for mobile and tablet gaming.
Breakup by Platform:
Offline holds the largest share in the gaming industry
A detailed breakup and analysis of the gaming market based on the platform has also been provided in the report. This includes online and offline. According to the report, offline accounted for the largest market share.
Offline gaming is often associated with single-player experiences, where players can enjoy immersive and narrative-driven games on their own. These games offer rich storytelling, character development, and exploration, allowing players to engage with the game world at their own pace without the need for an internet connection. In addition, offline gaming allows players to enjoy gaming experiences without interruptions or reliance on online services in regions with limited internet access or unstable connections. Moreover, offline gaming is particularly relevant for portable gaming devices, such as handheld consoles or mobile devices. These devices allow players to enjoy gaming experiences while traveling or in situations where an internet connection may not be available, such as during flights or in remote areas.
Breakup by Revenue Type:
In-game purchase exhibits a clear dominance in the market
A detailed breakup and analysis of the gaming market based on the revenue type has also been provided in the report. This includes in-game purchase, game purchase, and advertising. According to the report, in-game purchase accounted for the largest market share.
In-game purchases have proven to be a highly lucrative revenue stream for game developers and publishers. This revenue model has become increasingly prevalent, particularly in free-to-play games, as it allows developers to monetize their games by offering additional content, cosmetic items, virtual currency, or gameplay advantages for a price. Besides, In-game purchases can enhance player engagement and retention. By offering desirable in-game items or content, developers provide incentives for players to continue playing and invest in the game. Moreover, some in-game purchases offer gameplay advantages or power-ups, allowing players to progress faster or gain an edge in multiplayer matches. As a result, the desire to gain a competitive advantage or improve gameplay efficiency can drive players to make in-game purchases, thus increasing the market share of this segment.
Breakup by Type:
Adventure/role-playing games represents the most popular gaming type
A detailed breakup and analysis of the gaming market based on the type has also been provided in the report. This includes adventure/role playing games, puzzles, social games, strategy, simulation, and others. According to the report, adventure/role playing games represented the largest segment.
Adventure/role-playing games are often known for their immersive storytelling and narrative-driven experiences. These games provide players with compelling storylines, well-developed characters, and intricate worlds to explore. The depth of storytelling and the ability for players to shape their character's journey appeal to a wide audience, attracting players who enjoy rich narratives and engaging storytelling experiences. They also offer extensive gameplay with vast open worlds, numerous quests, and a variety of gameplay mechanics. These games can provide hours of content, encouraging players to invest significant time and effort in the game world. Moreover, RPG elements in adventure games allow players to customize their characters, choose their abilities or skills, and progress through a leveling system. This customization and progression offer a sense of achievement and personalization, thus increasing the popularity of this genre.
Breakup by Age Group:
Adults hold the majority of the overall market share
A detailed breakup and analysis of the gaming market based on the age group has also been provided in the report. This includes adults and children. According to the report, adults accounted for the largest market share.
The demand for gaming among adults is driven by advanced, immersive game designs and storytelling that cater to mature audiences. The growth of online multiplayer games and esports provides social and competitive opportunities. Improved accessibility through mobile and console gaming, along with flexible gaming schedules, appeals to adult lifestyles. In addition to this, nostalgia for classic games and stress relief benefits contribute to adult engagement. Increased disposable income also enables adults to invest in gaming hardware, subscriptions, and in-game purchases.
Breakup by Region:
Asia Pacific leads the market, accounting for the largest gaming market share
The report has also provided a comprehensive analysis of all the major regional markets, which include North America, Europe, Asia Pacific, Latin America and the Middle East and Africa. According to the report, Asia Pacific represents the largest regional market for gaming.
The Asia Pacific region is home to a significant portion of the global population, including densely populated countries such as China and India. The region has experienced rapid growth in mobile gaming, driven by the widespread adoption of smartphones and increasing internet connectivity. Esports has gained immense popularity in the Asia Pacific region as countries like South Korea and China are known for their expanding esports scenes, attracting professional players, sponsors, and spectators. For instance, in 2024, South Korea unveils a plan to boost its share in the global console game market. A major focus on the console game sector will be undertaken by South Korea over the next five years as they share details of a new plan to revive and bolster their game industry. As reported by Yonhap News Agency, the Ministry of Culture, Sports and Tourism will work on expanding the country’s share in the global console game market by 2028.
Report Features | Details |
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Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
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Device Types Covered | Consoles, Mobiles and Tablets, Computers |
Platforms Covered | Online, Offline |
Revenue Types Covered | In-Game Purchase, Game Purchase, Advertising |
Types Covered | Adventure/Role Playing Games, Puzzles, Social Games, Strategy, Simulation, Others |
Age Groups Covered | Adult, Children |
Regions Covered | Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Companies Covered | Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd., Bandai Namco Holdings Inc., etc. |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
The global gaming market was valued at USD 241.1 Billion in 2024.
We expect the global gaming market to exhibit a CAGR of 8.3% during 2025-2033.
The rising internet penetration, along with the introduction of 5G technology in facilitating cloud gaming, that allow users to stream high-end games across any handheld devices and eliminate the need for a traditional gaming console, is primarily driving the global gaming market.
The sudden outbreak of the COVID-19 pandemic has led to the increasing adoption of e-sports as a means of indoor entertainment, during the implementation of stringent lockdown regulations across several nations.
Based on the device type, the global gaming market can be segmented into consoles, mobiles and tablets, and computers. Currently, mobiles and tablets hold the majority of the total market share.
Based on the platform, the global gaming market has been divided into online and offline, where offline currently exhibits a clear dominance in the market.
Based on the revenue type, the global gaming market can be categorized into in-game purchase, game purchase, and advertising. Currently, in-game purchase accounts for the majority of the global market share.
Based on the type, the global gaming market has been segregated into adventure/role playing games, puzzles, social games, strategy, simulation, and others. Among these, adventure/role playing games currently hold the largest market share.
Based on the age group, the global gaming market can be bifurcated into adult and children. Currently, adult exhibits a clear dominance in the market.
On a regional level, the market has been classified into Asia Pacific, North America, Europe, Middle East and Africa, and Latin America, where Asia Pacific currently dominates the global market.
Some of the major players in the global gaming market include Tencent Holdings Limited, Sony Corporation, Microsoft Corporation, Apple Inc., Activision Blizzard, Inc., Google LLC, NetEase Inc., Electronic Arts Inc., Nintendo Co., Ltd., and Bandai Namco Holdings Inc.