eGaming

eGaming Market: Global Opportunity and Trend Analysis, 2020-2030 [Upcoming Report]

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Our estimates suggest that the global eGaming market is likely to be worth USD 170 billion in 2020, and this value is projected to reach USD 518 billion by 2030, growing at a CAGR of 11.8% during the forecast period. Electronic gaming (eGaming) encompasses video games played on devices, such as consoles and personal computer, mobiles and online portals. The eGaming industry is presently flourishing owing to the rapidly growing gaming population. According to Statista, more than 3.0 billion individuals are estimated to actively be engaged in eGaming in 2023. Specifically, there was a significant rise in the number of gamers in 2020, due to the ongoing pandemic and the resultant lockdown, which compelled people to stay at home, allowing them to discover / indulge more actively in online games. Social media and multiplayer games (available on several app stores) became extremely popular during this period. Among casual players, portable gaming devices, such as smartphones and laptops, were preferred, while PCs and standalone consoles became popular among serious gamers.  

The growing internet penetration and availability of addictive games on multiple devices are some of the factors driving the eGaming market. Further, rise in popularity of social media games, increasing number of free-to-play and multiplayer online games are further propelling the market growth. In addition, online streaming services, such as Amazon’s Twitch, are attracting millions of fans to watch their favorite gamers compete and pick up some tricks for their personal gaming arsenal. However, the growing gaming addiction is anticipated to impact the mental health of players. To curb the addiction, many regional governments, such as Japan and China, have restricted the time during which a player can play games, specifically for kids. For instance, in November 2019, the Chinese government had imposed ban on the online gaming hours for minors. According to the ban, minors are not allowed to play online games between 10 PM and 8 AM; further, all minors were allowed to play electronic games only for 90 minutes per week and three hours on weekends and holidays. Such initiatives are likely to hinder the growth of this industry. 

In addition, the pandemic has impacted the value chain of the gaming industry. For instance, the gaming hardware manufacturers faced production challenges due to the closure of their factories. In February 2020, Nintendo had to stop the production of its popular gaming console, Switch due to the COVID-19 pandemic, as the company primarily relies on China for the production of hardware. Manufacturing of other products of the company, such as the Joy-Con controller and Ring Fit Adventure, was also affected. Production delays further resulted in shortage of switch consoles, accessories and games in the market. It is worth mentioning that the production of Switch console was resumed in August 2020, after the lockdown was uplifted. Similarly, several sports events got cancelled and stadiums in the US were shut down after the onset of the pandemic. However, this created a lucrative opportunity for the online gaming market, as many sports competitions were shifted to online entertainment portals.

In our report, the global eGaming market has been segmented across four key regions, namely North America, Europe, Asia-Pacific and the rest of the world. Currently, based on geography, Asia Pacific holds the largest share of the overall eGaming market; this can be attributed to the high number of gamers, game developers and publishers in this region.

Scope of the Report

The “eGaming Market: Global Opportunity and Trend Analysis, 2020-2030” report features an extensive study of the current landscape of industry players of the eGaming sector. Amongst other elements, the report features:

  • A detailed, quantitative analysis of the current and future market opportunity over the period 2020-2030
  • A qualitative analysis of key market trends, growth drivers and constraints, as well as upcoming opportunity areas, within the eGaming market 
  • Informed insights into the competitive market landscape

Segmentation

Distribution by Type of Gaming Device

  • Console
  • Mobile
  • PC
  • Laptop

Distribution by Type of Technology 

  • File Streaming
  • Video Streaming

Distribution by Geography 

  • North America
  • Europe
  • Asia Pacific
  • Rest of World (RoW)

The research covers profiles of key players (mentioned below) that offer eGaming products and services:

  • Sony Interactive Entertainment
  • Nintendo
  • Microsoft
  • Activision Blizzard
  • Samsung 
  • Electronic Arts
  • Sega
  • Tencent

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