IMARC Group's latest report, titled "Gaming Market Report by Device Type (Consoles, Mobiles and Tablets, Computers), Platform (Online, Offline), Revenue (In-Game Purchase, Game Purchase, Advertising), Type (Adventure/Role Playing Games, Puzzles, Social Games, Strategy, Simulation, and Others), Age Group (Adult, Children), and Region 2025-2033," finds that the global gaming market size reached USD 241.1 Billion in 2024. Gaming involves playing video games on electronic devices such as gaming consoles, computers, mobile phones, and arcade machines. It enhances the gamer's hand-eye coordination, mental and physical health, ability to multitask, and problem-solving skills. Video games help entertain and relax the player and the viewer while stimulating the mind and body. It improves cognitive ability, develops specific skills in children, and assists teachers in the classroom. The gaming sector has significantly evolved due to the development of advanced graphical engines and information technology. Currently, gaming is gaining immense traction among the masses as a major source of entertainment across the globe.
Global Gaming Market Trends:
The rising penetration of the internet and smartphones and the easy availability of online games in different genres, such as simulation, strategy, and action, represent the primary factors driving the market growth. Moreover, the development of 5G technology and the introduction of advanced network connectivity enable cloud gaming and allow consumers to stream high-end games across any mobile device while eliminating the requirement for a traditional gaming console. This, in turn, is positively influencing the market growth. Additionally, the rising investments by gamers in online games, including Fortnite, World of Warcraft, League of Legends, PUBG, and Minecraft, have catalyzed market growth. Besides this, numerous games allow players to explore and seek quests, such as Grand Theft Auto and Batman: Arkham Knight, thereby propelling the market growth. Furthermore, recent technological advancements in software and hardware, including augmented reality (AR) and virtual reality (VR), are contributing to market growth. Apart from this, the shifting consumer inclination toward gaming, as it relieves stress, provides the experience of working in a team, and gives a sense of achievement to players, is another major growth-inducing factor. Other factors, including the growing popularity of e-sports and multiplayer video game competition between professional and amateur players, improving internet connectivity, increasing adoption of mobile and browser games, and inflating consumer disposable incomes, are also anticipated to drive the market further. Looking forward, IMARC Group expects the market value to reach USD 535.3 Billion by 2033, expanding at a CAGR of 8.3% during 2025-2033.
Market Summary:
Report Features | Details |
---|---|
Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Segment Coverage | Process, Raw Material, Application, End-User, Region |
Region Covered | Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Countries Covered | United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico |
Companies Covered | Behran Oil Company, Central Romana Corporation Ltd., Hongye Holding Group Corporation Limited, Illovo Sugar Ltd. (Associated British Foods plc), KRBL Limited, Lenzing Aktiengesellschaft, Linzi Organic Chemical Inc. Ltd., Pennakem LLC, Shandong Crownchem Industries Co. Ltd, Silvateam S.p.a., Tanin d.d., Sevnica, TransFurans Chemicals bvba and Xian Welldon Trading Co. Ltd |
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) |
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