This report contains market size and forecasts of Online Gaming in Global, including the following market information:
Global Online Gaming Market Revenue, 2016-2021, 2022-2027, ($ millions)
Global top five companies in 2020 (%)
The global Online Gaming market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Online Gaming companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Online Gaming Market, By Type, 2016-2021, 2022-2027 ($ millions)
Global Online Gaming Market Segment Percentages, By Type, 2020 (%)
Smartphones Online Gaming
PCs Online Gaming
Others
China Online Gaming Market, By Application, 2016-2021, 2022-2027 ($ millions)
China Online Gaming Market Segment Percentages, By Application, 2020 (%)
Child
Adult
Global Online Gaming Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)
Global Online Gaming Market Segment Percentages, By Region and Country, 2020 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Total Online Gaming Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)
Total Online Gaming Market Competitors Revenues Share in Global, by Players 2020 (%)
Further, the report presents profiles of competitors in the market, including the following:
Blizzard
Electronic Arts
Giant Interactive Group
GungHo Online Entertainment
King Digital Entertainment
Microsoft
NCSOFT
Sony
Take-Two Interactive Software
Tencent
Zynga
Table of Contents
1 Introduction to Research & Analysis Reports
1.1 Online Gaming Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Online Gaming Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Online Gaming Overall Market Size
2.1 Global Online Gaming Market Size: 2021 VS 2027
2.2 Global Online Gaming Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Online Gaming Players in Global Market
3.2 Top Global Online Gaming Companies Ranked by Revenue
3.3 Global Online Gaming Revenue by Companies
3.4 Top 3 and Top 5 Online Gaming Companies in Global Market, by Revenue in 2020
3.5 Global Companies Online Gaming Product Type
3.6 Tier 1, Tier 2 and Tier 3 Online Gaming Players in Global Market
3.6.1 List of Global Tier 1 Online Gaming Companies
3.6.2 List of Global Tier 2 and Tier 3 Online Gaming Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Online Gaming Market Size Markets, 2021 & 2027
4.1.2 Smartphones Online Gaming
4.1.3 PCs Online Gaming
4.1.4 Others
4.2 By Type - Global Online Gaming Revenue & Forecasts
4.2.1 By Type - Global Online Gaming Revenue, 2016-2021
4.2.2 By Type - Global Online Gaming Revenue, 2022-2027
4.2.3 By Type - Global Online Gaming Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Online Gaming Market Size, 2021 & 2027
5.1.2 Child
5.1.3 Adult
5.2 By Application - Global Online Gaming Revenue & Forecasts
5.2.1 By Application - Global Online Gaming Revenue, 2016-2021
5.2.2 By Application - Global Online Gaming Revenue, 2022-2027
5.2.3 By Application - Global Online Gaming Revenue Market Share, 2016-2027
6 Sights by Region
6.1 By Region - Global Online Gaming Market Size, 2021 & 2027
6.2 By Region - Global Online Gaming Revenue & Forecasts
6.2.1 By Region - Global Online Gaming Revenue, 2016-2021
6.2.2 By Region - Global Online Gaming Revenue, 2022-2027
6.2.3 By Region - Global Online Gaming Revenue Market Share, 2016-2027
6.3 North America
6.3.1 By Country - North America Online Gaming Revenue, 2016-2027
6.3.2 US Online Gaming Market Size, 2016-2027
6.3.3 Canada Online Gaming Market Size, 2016-2027
6.3.4 Mexico Online Gaming Market Size, 2016-2027
6.4 Europe
6.4.1 By Country - Europe Online Gaming Revenue, 2016-2027
6.4.2 Germany Online Gaming Market Size, 2016-2027
6.4.3 France Online Gaming Market Size, 2016-2027
6.4.4 U.K. Online Gaming Market Size, 2016-2027
6.4.5 Italy Online Gaming Market Size, 2016-2027
6.4.6 Russia Online Gaming Market Size, 2016-2027
6.4.7 Nordic Countries Online Gaming Market Size, 2016-2027
6.4.8 Benelux Online Gaming Market Size, 2016-2027
6.5 Asia
6.5.1 By Region - Asia Online Gaming Revenue, 2016-2027
6.5.2 China Online Gaming Market Size, 2016-2027
6.5.3 Japan Online Gaming Market Size, 2016-2027
6.5.4 South Korea Online Gaming Market Size, 2016-2027
6.5.5 Southeast Asia Online Gaming Market Size, 2016-2027
6.5.6 India Online Gaming Market Size, 2016-2027
6.6 South America
6.6.1 By Country - South America Online Gaming Revenue, 2016-2027
6.6.2 Brazil Online Gaming Market Size, 2016-2027
6.6.3 Argentina Online Gaming Market Size, 2016-2027
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Online Gaming Revenue, 2016-2027
6.7.2 Turkey Online Gaming Market Size, 2016-2027
6.7.3 Israel Online Gaming Market Size, 2016-2027
6.7.4 Saudi Arabia Online Gaming Market Size, 2016-2027
6.7.5 UAE Online Gaming Market Size, 2016-2027
7 Players Profiles
7.1 Blizzard
7.1.1 Blizzard Corporate Summary
7.1.2 Blizzard Business Overview
7.1.3 Blizzard Online Gaming Major Product Offerings
7.1.4 Blizzard Online Gaming Revenue in Global (2016-2021)
7.1.5 Blizzard Key News
7.2 Electronic Arts
7.2.1 Electronic Arts Corporate Summary
7.2.2 Electronic Arts Business Overview
7.2.3 Electronic Arts Online Gaming Major Product Offerings
7.2.4 Electronic Arts Online Gaming Revenue in Global (2016-2021)
7.2.5 Electronic Arts Key News
7.3 Giant Interactive Group
7.3.1 Giant Interactive Group Corporate Summary
7.3.2 Giant Interactive Group Business Overview
7.3.3 Giant Interactive Group Online Gaming Major Product Offerings
7.3.4 Giant Interactive Group Online Gaming Revenue in Global (2016-2021)
7.3.5 Giant Interactive Group Key News
7.4 GungHo Online Entertainment
7.4.1 GungHo Online Entertainment Corporate Summary
7.4.2 GungHo Online Entertainment Business Overview
7.4.3 GungHo Online Entertainment Online Gaming Major Product Offerings
7.4.4 GungHo Online Entertainment Online Gaming Revenue in Global (2016-2021)
7.4.5 GungHo Online Entertainment Key News
7.5 King Digital Entertainment
7.5.1 King Digital Entertainment Corporate Summary
7.5.2 King Digital Entertainment Business Overview
7.5.3 King Digital Entertainment Online Gaming Major Product Offerings
7.5.4 King Digital Entertainment Online Gaming Revenue in Global (2016-2021)
7.5.5 King Digital Entertainment Key News
7.6 Microsoft
7.6.1 Microsoft Corporate Summary
7.6.2 Microsoft Business Overview
7.6.3 Microsoft Online Gaming Major Product Offerings
7.6.4 Microsoft Online Gaming Revenue in Global (2016-2021)
7.6.5 Microsoft Key News
7.7 NCSOFT
7.7.1 NCSOFT Corporate Summary
7.7.2 NCSOFT Business Overview
7.7.3 NCSOFT Online Gaming Major Product Offerings
7.4.4 NCSOFT Online Gaming Revenue in Global (2016-2021)
7.7.5 NCSOFT Key News
7.8 Sony
7.8.1 Sony Corporate Summary
7.8.2 Sony Business Overview
7.8.3 Sony Online Gaming Major Product Offerings
7.8.4 Sony Online Gaming Revenue in Global (2016-2021)
7.8.5 Sony Key News
7.9 Take-Two Interactive Software
7.9.1 Take-Two Interactive Software Corporate Summary
7.9.2 Take-Two Interactive Software Business Overview
7.9.3 Take-Two Interactive Software Online Gaming Major Product Offerings
7.9.4 Take-Two Interactive Software Online Gaming Revenue in Global (2016-2021)
7.9.5 Take-Two Interactive Software Key News
7.10 Tencent
7.10.1 Tencent Corporate Summary
7.10.2 Tencent Business Overview
7.10.3 Tencent Online Gaming Major Product Offerings
7.10.4 Tencent Online Gaming Revenue in Global (2016-2021)
7.10.5 Tencent Key News
7.11 Zynga
7.11.1 Zynga Corporate Summary
7.11.2 Zynga Business Overview
7.11.3 Zynga Online Gaming Major Product Offerings
7.11.4 Zynga Online Gaming Revenue in Global (2016-2021)
7.11.5 Zynga Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
List of Tables
Table 1. Online Gaming Market Opportunities & Trends in Global Market
Table 2. Online Gaming Market Drivers in Global Market
Table 3. Online Gaming Market Restraints in Global Market
Table 4. Key Players of Online Gaming in Global Market
Table 5. Top Online Gaming Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Online Gaming Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Online Gaming Revenue Share by Companies, 2016-2021
Table 8. Global Companies Online Gaming Product Type
Table 9. List of Global Tier 1 Online Gaming Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Online Gaming Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type
Blizzard
Electronic Arts
Giant Interactive Group
GungHo Online Entertainment
King Digital Entertainment
Microsoft
NCSOFT
Sony
Take-Two Interactive Software
Tencent
Zynga