• 04 Feb, 2025

Gaming Market to Grow by USD 100.8 Billion from 2025-2029, Growing Adoption of AR and VR Games Boost the Market, Report on How AI is Driving Market Transformation - Technavio

Gaming Market to Grow by USD 100.8 Billion from 2025-2029, Growing Adoption of AR and VR Games Boost the Market, Report on How AI is Driving Market Transformation - Technavio

NEW YORK, Feb. 4, 2025 -- Report with the AI impact on market trends - The global gaming market size is estimated to grow by USD 100.8 billion from 2025-2029, according to Technavio. The market is estimated to grow at a CAGR of  8.4%  during the forecast period. Growing adoption of AR and VR games is driving market growth, with a trend towards increasing emergence of cloud gaming. However, regulation of loot boxes  poses a challenge. Key market players include Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlero Corp., Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp, NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co., Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment SA, and Zeptolab UK Ltd..

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Gaming Market Scope

Report Coverage

Details

Base year

2024

Historic period

2019 - 2023

Forecast period

2025-2029

Growth momentum & CAGR

Accelerate at a CAGR of 8.4%

Market growth 2025-2029

USD 100.8 billion

Market structure

Fragmented

YoY growth 2022-2023 (%)

7.8

Regional analysis

APAC, North America, Europe, Middle East and Africa, and South America

Performing market contribution

APAC at 52%

Key countries

China, US, Japan, South Korea, and Canada

Key companies profiled

Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlero Corp., Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp, NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co., Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment SA, and Zeptolab UK Ltd.

Market Driver

The gaming market is experiencing significant growth, driven by the increasing demand for home entertainment during the pandemic. Video games provide joy and self-satisfaction for people of all ages, including kids and older adults. Entertainment trends show that gaming is a popular form of stress relief and teamwork activity. The sense of achievement and intense gameplay are major draws for the youth population. Mobile games, fueled by 4G connectivity and smartphones, have gained massive traction. However, addiction issues are a concern. New genres like hypercasual games and education courses on tablets and mobile phones are also popular. Game developers are leveraging technology advancements, such as 5G, cloud gaming services, and improved graphics, to create game worlds. Virtual reality (VR) and augmented reality (AR) are new frontiers in gaming, offering tactical missions, attractive weapons, and multiplayer functionality. The game creation process is becoming more accessible with cloud platforms and online gaming platforms. Storytelling, graphics, and gameplay are key focus areas for game designers. The gaming industry continues to evolve, offering a wide range of genres from shooter and action to sports, role-playing, and 3D realistic graphics. 

Cloud gaming allows users to access and play games hosted on remote servers via Internet-connected devices. This tecices. Grid computing enables content streaming through wired or wireless broadband connections. Cloud gaming's advantages include fewer hassles and the ability to play games on various deviceshnology eliminates the need for new hardware or complicated setups, such as game discs, installations, or patches. Its cost-effective pricing structure makes it an attractive option for non-core gamers who primarily use social media and mobile dev, making it a convenient alternative to traditional console gaming. 

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 Market Challenges

•         The gaming market is a thriving industry that provides entertainment through video games, catering to various demographics including kids, older adults, and the youth population. Games offer stress relief, teamwork, a sense of achievement, self-satisfaction, and joy. With advancements in home entertainment systems and 4G connectivity, mobile games on smartphones have gained significant traction. However, challenges such as addiction issues, intense gaming, and social anxiety are concerns. Games come in various genres like shooter, action, sports, role playing, and new genres with 3D realistic graphics and tactical missions. Game developers leverage cloud platforms and online gaming platforms to create game worlds, education courses, and improved graphics. Virtual reality (VR) and augmented reality (AR) are emerging trends. The game creation process involves game design, storytelling, and graphics. Technology advancements, including 5G and cloud gaming services, are shaping the future of mobile gaming. Hypercasual games on Android and iOS apps, such as Tencent's offerings, dominate the market.

•         The global gaming market faces a significant challenge with the regulation of loot boxes. Loot boxes are virtual items purchasable with real money, granting randomized in-game rewards. While they can improve gaming experience for some, critics argue they promote gambling and exploit vulnerable individuals, including children. Regulators in countries like Belgium, Australia, and the Netherlands have responded, banning or regulating loot boxes. These actions may necessitate modifications to game developers' and publishers' business models.

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Segment Overview 

This gaming market report extensively covers market segmentation by  

  • Type
    • Casual Gaming
    • Professional Gaming
  • Platform
    • Online
    • Offline
  • Device
    • Mobile Gaming
    • Console Gaming
    • PC Gaming
  • Geography
    • APAC
    • North America
    • Europe
    • Middle East And Africa
    • South America

1.1 Casual gaming-  The casual gaming market refers to the segment of video games that do not necessitate a substantial time commitment or financial investment. Casual gamers engage with games without dedicating extensive hours to play and win. A casual gaming service provider earns revenue by licensing gaming software to end-users. The adoption of mobile gaming is driving the growth of this market. Casual gamers generally do not invest in gaming peripherals. They prefer mobile devices over PCs and consoles due to the convenience of accessing games. Many casual gamers opt for online mobile gaming, enabling them to play their preferred games from anywhere at any time. The casual gaming sector's popularity is fueled by its accessibility, as games are easy to learn and play on various devices, including smartphones, tablets, and PCs. Additionally, social interaction is a significant factor driving the casual gaming segment. Many casual games are designed for multiplayer experiences, either locally or online, adding an extra layer of enjoyment and engagement. For instance, Player Unknown's Battlegrounds (PUBG) is a popular online multiplayer battle royale game. Its social interaction feature, such as voice chat, facilitates strategy coordination and teamwork among players, enhancing the overall gaming experience. This social element is particularly appealing when playing with friends, allowing for both entertainment and catching up on each other's lives. Thus, the social interaction model contributes to a better gaming experience, driving the casual gaming market in the forecast period.

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Research Analysis

The gaming market continues to thrive as a major form of home entertainment, providing joy and relaxation for people of all ages. Video games offer a sense of achievement, self-satisfaction, and traction that can help alleviate stress. They cater to various demographics, including kids, older adults, and the youth population, providing a wide range of genres such as action, shooter, sports, role-playing, and educational courses. With advancements in technology, games now offer 3D realistic graphics and tactical missions, making the experience more than ever. Home entertainment systems, tablets, mobile phones, and iPads are popular platforms for gaming. The market is expected to grow further with the advent of 5G technology and the increasing popularity of mobile gaming. According to the GSMA report, the gaming industry is projected to reach new heights, offering endless opportunities for entertainment and social connection.

Market Research Overview

The gaming market is a vibrant and ever-evolving industry that offers a world of entertainment for people of all ages. From kids to older adults, video games provide a sense of joy, self-satisfaction, and a much-needed escape from the stresses of daily life. With advancements in technology, gaming has become a versatile form of home entertainment, accessible through various home systems, smartphones, tablets, and even cloud gaming services. The youth population is a significant demographic in the gaming market, with mobile games and 4G connectivity leading the way. However, gaming is not just about addiction and intense play. It also offers opportunities for teamwork, education, and social interaction. New genres, such as role-playing, shooter, action, sports, and strategy games, continue to capture the imagination of gamers with their attractive weapons, tactical missions, and game worlds. Moreover, technology advancements, such as virtual reality (VR) and augmented reality (AR), are revolutionizing the gaming experience, offering new levels of immersion and interactivity. Game designers are constantly pushing the boundaries of storytelling and graphics, creating engaging experiences that resonate with players. The game creation process has become more accessible than ever, with cloud platforms and online gaming platforms enabling indie developers to bring their ideas to life. Overall, the gaming market is a dynamic and exciting space, offering endless opportunities for entertainment, education, and social connection.

Table of Contents:

1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation

  • Type
    • Casual Gaming
    • Professional Gaming
  • Platform
    • Online
    • Offline
  • Device
    • Mobile Gaming
    • Console Gaming
    • PC Gaming
  • Geography
    • APAC
    • North America
    • Europe
    • Middle East And Africa
    • South America


7 Customer Landscape
8 Geographic Landscape
9 Drivers, Challenges, and Trends
10 Company Landscape
11 Company Analysis
12 Appendix

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/

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