Online Gaming Market 2020 Global Industry Analysis by Gaming Type, Age Group, Application, Technology, Trends, Growth, Competitive Strategies & Forecast 2025

The global online gaming market size is expected to reach USD 79 Billion by 2025. This can be attributed to the increased spending on online games and the growing penetration of smartphones & tablets.

Dallas, United States - October 27, 2020 /MarketersMedia/

The global online gaming market size is poised to reach USD 79 billion by 2025. The emergence of the internet of things (IoT) and due to shifting digitization landscape, the online gaming market is experiencing huge demand across all the globe. In addition, swelling penetration of smartphones in countries such as India, China, Japan, and others is resulting in increased demand for online gaming. Moreover, with added premium functionalities or contents, mobile games are becoming popular and attracting players worldwide. For example, Fortnite, PUBG, PokemonGo are some of the major examples of online games that boosted market growth in recent years. Furthermore, numerous major players functioning in the Information & Communication Technology (ICT) sector are investing heavily in advanced gaming technologies, as the demand for online games is escalating globally.

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Being a part of the total global gaming market, online gaming is the major contributor to the entire gaming market. The continuous innovations across various technologies in computers, smartphones, and systems such as processors, graphics, and other hardware, software have led to the growth of the online gaming market.

Cloud-based Games and 5G Proliferation Expand Growth in Online Gaming Market
Online gaming space is being continuously shaped by proliferation of the mobile variant. As smartphone ownership continues to grow at unprecedented levels, millennial inclination towards having an easy access has in recent years transformed online gaming market with mobile integration. The ongoing trend is also well supported by 5G proliferation. Technological milestones such as virtual reality and cloud gaming are expected to further improve personalization element, thus reflecting highly discernable outcome for online gaming market, finds out Adroit Market Research.

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Zynga Acquires Istanbul Online Gaming Company Rollic, Expands Foothold in Hyper Casual Gaming Space
Continuing to rely heavily on corporate collaborations, mergers and acquisitions dominate investors' pysche in online gaming market. To support this trend, leading market player, Zynga has made all vital advances towards acquiring Rollic, a gaming company. The latter is based in Istanbul and is best known for its exquisite mobile gaming options.

According to several international reports, Rollic's hypercasual online games have taken the user vertical by storm, well supported by over 250 million new downloads. The game making company also boasts of bagging the number 1 and 2 positions on the list of downloading games available for free on Apple's App Store. Recently the company witnessed two of its most recent additions, Tangle Master 3D and Knots 3D remains the most downloaded online games in the US.

To refurbish its position in the online gaming space, Zynga has therefore settled the acquisition deal of Rollic by a hefty payment worth $168 million and will therefore be acquiring over 80% of the total stakes in Rollic. Going ahead, Zynga is hopeful of acquiring cent percent ownership in eventual transactions. The development is a highly significant development in online gaming market.

Popular Online Gaming Giant Ubisoft to Add New Offerings, Revealed in an Online Event
Further in online gaming market, leading player Ubisoft has made startling revelations about its upcoming ventures to launch new online games. The announcements were made in an online event unlike the usual physical gala events hosted each year to entice customer engagement. New games added to the arsenal include Far Cry 6,Hyper Scape, and Assassin’s Creed Valhalla amongst others.

The Asia-Pacific dominated the global online gaming market in 2019 and is expected to dominate the market throughout the forecast period 2020–2025. It is expected to have the largest market revenue with 22 billion in 2019. The growth of this region is mainly accredited to the swelling penetration of smartphones and booming numbers of internet users. In addition, the increasing trend for online gaming among teenagers and youngsters is also one of the prime reasons behind the propelled demand for online gaming in Asia-Pacific.

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The major players of the global Online gaming market are Ubisoft, Activision Blizzard, Zynga Inc., Microsoft, Betsson AB, Konami, Sega, Sony Corp., Tencent, and Wargaming. Moreover, the other potential players in the Online gaming market are Giant Interactive Group, King Digital Entertainment, NCSOFT, GungHo Online Entertainment, Take-Two Interactive Software, and others. As of 2019, the online gaming market is consolidated with the existence of recognized domestic and global market players across the globe.

Segment Overview of Global Online Gaming Market
Device Type Overview, 2018-2025 (USD Billion)
• Mobile Devices
• Digital Console
• Computer
• Others
Gaming Type Overview, 2018-2025 (USD Billion)
• Casual Gaming
• MMO Gaming
• Social Gaming
Age Group Overview, 2018-2025 (USD Billion)
• Below 18 Years
• 19-25 Years
• 26-35 Years
• 36-45 Years
• Over 46 Years
Regional Overview, 2018-2025 (USD Billion)
• North America
• U.S.
• Canada
• Europe
• UK
• Germany
• France
• Rest of Europe
• Asia Pacific
• China
• Japan
• India
• Rest of Asia-Pacific
• Middle East and Africa
• UAE
• South Africa
• Middle East and Africa
• South America
• Brazil
• Argentina
• Rest of South America

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Contact Info:
Name: Ryan Johnson
Email: Send Email
Organization: Adroit Market Research
Website: https://www.adroitmarketresearch.com/industry-reports/online-gaming-market

Source URL: https://marketersmedia.com/online-gaming-market-2020-global-industry-analysis-by-gaming-type-age-group-application-technology-trends-growth-competitive-strategies-forecast-2025/88982823

Source: MarketersMedia

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