Gaming Market

Detailed market report on the gaming market, featuring industry analysis, size, and forecast from 2025 to 2030.

Gaming Market is Segmented by Gaming Platform (Mobile Games, PC Games (Downloaded/Box & Browser), Console Games, and More), by Revenue Model (Free-To-Play (F2P), Pay-To-Play / Premium and More), by Genre (Action/Adventure, Shooter and Battle Royale and More) and Geography. The Market Forecasts are Provided in Terms of Value (USD).

Gaming Market Size and Share

Gaming Market (2025 - 2030)
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Gaming Market Analysis by Mordor Intelligence

The gaming market size stands at USD 265.88 billion in 2025 and is projected to reach USD 435.44 billion by 2030, reflecting a brisk 10.37% CAGR during the forecast period. Rapid mobile adoption, the spread of 5G, and cloud streaming are drawing new participants into every part of the value chain, accelerating revenue diversification and platform convergence. Publishers are deepening live-service features to extend product lifecycles while device makers position gaming as a showcase for next-generation silicon. Subscription catalogues, cloud delivery, and cross-play are broadening access, reinforcing a “play anywhere” mindset that pulls casual and core audiences into the same content universe. At the same time, stricter privacy rules and regional licensing hurdles are forcing companies to refine data strategies and localisation pipelines to protect margins.

Key Report Takeaways

  • By gaming platform, mobile accounted for 49% of the gaming market share in 2024, while cloud gaming is forecast to expand at a 34% CAGR to 2030
  • By revenue model, free-to-play held 52% of the gaming market size in 2024; subscriptions are advancing at an 18.2% CAGR through 2030.
  • By genre, action/adventure led with 22% of gaming market share in 2024, whereas battle-royale titles are growing at 12.4% CAGR to 2030
  • By player age, the 18-35 cohort commanded 54% share of the gaming market size in 2024; the over-50 segment is expanding at 6.7% CAGR.
  • By geography, Asia-Pacific contributed 46% revenue in 2024, and the Middle East and Africa region is on track for a 7.8% CAGR between 2025-2030.
  • Microsoft, Sony, Tencent, Nintendo, and NetEase together controlled 43% of 2024 revenues, underscoring a moderately.

Segment Analysis

By Gaming Platform: Cloud access resets distribution models

Cloud services are expanding at a 34% CAGR, making them the fastest-rising slice of the gaming market. Operators stream 4K assets from edge servers, enabling blockbuster sessions on mid-priced phones and Chromebooks. Mobile still contributes the largest revenue at 49% of the gaming market share in 2024, thanks to near-universal smartphone reach across Asia and Latin America.[3]Nadiia Marchynska, “Mobile Gaming in APAC: Opportunities and Challenges,” Global Games Forum, globalgamesforum.com PC and console remain relevant for premium visual quality, but GPU shortages and high upfront costs steer late-adopters toward cloud catalogues bundled with data plans.

The interplay between 5G, cloud rendering, and cross-play makes platform boundaries porous, fostering a single content pipeline that feeds every screen size. Microsoft recorded 150 million hours of Xbox cloud play in one quarter, underscoring adoption momentum. Edge compute costs drop 15% annually, widening margins for hyperscalers that license turnkey solutions to publishers. For the next decade, analysts expect handheld devices powered by streamed compute to anchor subscription uptake, sustaining structural demand for the gaming market.

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Note: Segment shares of all individual segments available upon report purchase

By Revenue Model: Subscriptions recalibrate spending habits

Free-to-play formats dominated 2024 with 52% of gaming market size, pairing zero entry fees with cosmetic microtransactions that remain culturally acceptable in most regions. Subscriptions are scaling fastest at 18.2% CAGR as players trade ownership for access to curated catalogues. Xbox Game Pass generated record revenues and lifted PC subscriptions by over 30%, evidencing demand depth. The coexistence of both models highlights consumer segmentation rather than cannibalisation.

Publishers now test tiered passes offering day-one AAA releases, retro libraries, and cloud streaming extras. ScienceDirect research confirms console subs lift lifetime hardware and software spending, extending ecosystem value. Hybridisation emerges as a hedge: hits launch with an upfront premium on PC or console, then pivot to live-service passes after the initial sales curve flattens. This flexibility anchors predictable cash flows for investors tracking the gaming market.

By Genre: Battle-royale ignites multiplayer engagement

Action/adventure titles led 2024 revenue with 22% gaming market share, fuelled by evergreen IP and cross-media marketing. Meanwhile battle-royale continues its breakneck 12.4% CAGR run, as low barrier-to-entry gameplay and spectator-friendly dynamics lock in esports viewers. Multiplayer modes now dominate Steam charts, emphasising social persistence over linear campaigns.

RPG/MMORPG communities maintain durable monetisation via cosmetic drops and seasonal passes that refresh class builds. Sports franchises pivot toward live-rosters and Ultimate Team-style card economies that monetise fandom year-round. Development toolchains allow genre mash-ups; survival elements blend with city-builders to produce fresh loops. This constant experimentation ensures genre diversity, enriching the gaming market and insulating publishers against fatigue cycles.

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Note: Segment shares of all individual segments available upon report purchase

By Player Age Group: Silver gamers spur inclusive design

Players aged 18-35 supply 54% spending power yet juggle multiple entertainment choices, nudging studios to add quick-match formats and cross-save features. Under-18s face stricter session caps in China, limiting paid conversions. As a result, teen-centric monetisation leans on cosmetics instead of randomised loot boxes to comply with youth safeguards.

Gamers over 50 represent the swiftest-growing slice at 6.7% CAGR as studies cite cognitive and social benefits from digital play. Interface tweaks—larger fonts, simplified control schemes, adjustable difficulty curves—ease onboarding. Puzzle, simulation, and narrative adventures rank high among this cohort. Dedicated design wins brand affinity and opens healthcare-adjacent revenue opportunities that further enlarge the gaming market.

Geography Analysis

Asia-Pacific generated 46% of 2024 revenue, making it the principal engine for the gaming market. China anchors volumes, Japan and Korea set monetisation benchmarks, and India’s smartphone boom fuels first-time spenders. Regional publishers leverage manga, K-pop, and local payment wallets to deepen engagement.

North America ranks second, combining high ARPU with early cloud-gaming uptake. Microsoft disclosed USD 5.721 billion in quarterly gaming sales, 94% of which stemmed from content and services rather than consoles, underscoring a pivot to recurring revenue [2] Derek Strickland, “PC Game Pass Revenue Up 45%, Xbox Games Now Reach 500 Million MAUs,” TweakTown, tweaktown.com . Esports arenas and collegiate leagues institutionalise competitive pathways, raising sponsorship inflows.

Europe mirrors North American patterns but places sharper scrutiny on data privacy and loot-box mechanics, prompting self-regulation. High-speed fibre coverage and niche hardware PC culture sustain premium price points.

The Middle East and Africa post the fastest regional expansion at 7.8% CAGR. Sovereign wealth funds in Saudi Arabia and the United Arab Emirates invest in esports parks and publishing hubs to diversify beyond hydrocarbons. Localisation teams ensure Arabic voice-overs and culturally resonant skins, driving retention. Latin America edges up, with Brazil as a springboard for Spanish-language rollouts that broaden the gaming market footprint in emerging economies.

Gaming Market
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Competitive Landscape

Industry powerhouses continue to consolidate IP. Microsoft’s USD 69 billion acquisition of Activision Blizzard thrust it to the top of publisher rankings, adding Call of Duty and King mobile titles to Game Pass. Sony counters by porting first-party hits like The Last of Us to PC, boosting reach without sacrificing hardware loyalty.

NetEase and Tencent extend overseas by investing in European studios and securing minority stakes in console-focused teams, a hedge against domestic regulatory churn. Nintendo maintains premium hardware margins through evergreen IP and successful hybrid console design. Emerging firms exploit AI pipelines to cut environment-art costs by 30%, accelerating indie schedules and injecting fresh creativity into the gaming market.

Privacy reforms and skyrocketing user-acquisition costs tilt the advantage toward companies with strong brands and first-party channels. Apple’s services revenue bump after AT&T illustrates how platform owners monetise policy control, compelling advertisers to rebound on contextual signals. Meanwhile, location-based XR outfits strike licensing pacts with Hollywood to transform vacant retail space into experiential playgrounds, diversifying competitive narratives.

Gaming Industry Leaders

  1. Tencent Holdings Ltd.

  2. Sony Group Corp.

  3. Apple Inc. (App Store gaming)

  4. Microsoft Corp.

  5. NetEase Inc.

  6. *Disclaimer: Major Players sorted in no particular order
Gaming Market Concentration
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Recent Industry Developments

  • May 2025: LEXRA launched to standardise and scale out-of-home XR operations, signalling rising institutional support for location-based gaming .
  • May 2025: Microsoft’s PC Game Pass revenue climbed 45% YoY, helping the firm post its strongest Q3 at USD 5.721 billion in gaming .
  • March 2025: Netflix shuttered its Southern California AAA studio and shifted resources toward mobile-first development aligned with its streaming.
  • January 2025: Xbox Game Pass posted record revenue in fiscal Q2, with PC memberships up more than 30%.

Table of Contents for Gaming Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Mobile-first Monetization Surge
    • 4.2.2 5G-Enabled Cloud Gaming Uptake
    • 4.2.3 AAA IP Trans-media Expansion Boosting Console and PC Revenues
    • 4.2.4 Increase in Live-Service and In-game Advertising Revenues
  • 4.3 Market Restraints
    • 4.3.1 China's Tight Game Approval and Play-time Quota Regime
    • 4.3.2 iOS ATT and Privacy Rules Inflating User-Acquisition Costs
    • 4.3.3 Global AAA Talent Shortage Driving Development Delays
  • 4.4 Technological Outlook
  • 4.5 Porter's Five Forces Analysis
    • 4.5.1 Bargaining Power of Suppliers
    • 4.5.2 Bargaining Power of Buyers
    • 4.5.3 Threat of New Entrants
    • 4.5.4 Threat of Substitutes
    • 4.5.5 Intensity of Competitive Rivalry

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Gaming Platform
    • 5.1.1 Mobile Games
    • 5.1.2 PC Games (Downloaded/Box and Browser)
    • 5.1.3 Console Games
    • 5.1.4 Cloud Gaming
    • 5.1.5 VR/AR Gaming
  • 5.2 By Revenue Model
    • 5.2.1 Free-to-Play (F2P)
    • 5.2.2 Pay-to-Play / Premium
    • 5.2.3 Subscription and Game-Pass
  • 5.3 By Genre
    • 5.3.1 Action/Adventure
    • 5.3.2 Shooter and Battle Royale
    • 5.3.3 Role-Playing (RPG/MMORPG)
    • 5.3.4 Sports and Racing
    • 5.3.5 Others
  • 5.4 By Player Age Group
    • 5.4.1 <18 Years
    • 5.4.2 18-35 Years
    • 5.4.3 36-50 Years
    • 5.4.4 >50 Years
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 Germany
    • 5.5.3.2 United Kingdom
    • 5.5.3.3 France
    • 5.5.3.4 Italy
    • 5.5.3.5 Spain
    • 5.5.3.6 Rest of Europe
    • 5.5.4 Asia-Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 South Korea
    • 5.5.4.4 India
    • 5.5.4.5 Australia
    • 5.5.4.6 New Zealand
    • 5.5.4.7 Rest of Asia-Pacific
    • 5.5.5 Middle East and Africa
    • 5.5.5.1 United Arab Emirates
    • 5.5.5.2 Saudi Arabia
    • 5.5.5.3 South Africa
    • 5.5.5.4 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.3.1 Tencent Holdings Ltd.
    • 6.3.2 Sony Group Corp.
    • 6.3.3 Microsoft Corp.
    • 6.3.4 Apple Inc.
    • 6.3.5 NetEase Inc.
    • 6.3.6 Nintendo Co. Ltd.
    • 6.3.7 Activision Blizzard Inc.
    • 6.3.8 Electronic Arts Inc.
    • 6.3.9 Epic Games Inc.
    • 6.3.10 Sea Ltd. (Garena)
    • 6.3.11 Roblox Corp.
    • 6.3.12 Krafton Inc.
    • 6.3.13 Bandai Namco Holdings Inc.
    • 6.3.14 Take-Two Interactive Software Inc.
    • 6.3.15 Ubisoft Entertainment SA
    • 6.3.16 Square Enix Holdings Co. Ltd.
    • 6.3.17 Valve Corp.
    • 6.3.18 Zynga Inc.
    • 6.3.19 Embracer Group AB
    • 6.3.20 Jam City Inc.
    • 6.3.21 miHoYo Co. Ltd. (HoYoverse)
    • 6.3.22 Com2uS Corp.
    • 6.3.23 ZeptoLab UK Ltd.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment
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Global Gaming Market Report Scope

The gaming industry is defined based on the revenues generated from the gaming types used across the world. The analysis is based on the market insights captured through primary and secondary. The market also covers the major factors impacting gaming industry growth in terms of drivers and restraints. 

The gaming market is segmented by gaming type (mobile games, console games, downloaded/box PC, and e-sports) and key geographies (North America [United States and Canada], Europe [Germany, the United Kingdom, France, Russia, Spain, Italy, and the Rest of Europe], Asia-Pacific [China, Japan, South Korea, India, Taiwan, Indonesia, Australia, and the Rest of Asia-Pacific], Latin America [Brazil, Argentina, Mexico, and the Rest of Latin America], and the Middle East and Africa [the United Arab Emirates, Saudi Arabia, Iran, Egypt, Turkey, Israel, and the Rest of the Middle East and Africa]). The gaming market share, spending and forecasts are provided in terms of value (USD), in addition to gamer demographics such as gender, gamer population, and genre. 

By Gaming Platform Mobile Games
PC Games (Downloaded/Box and Browser)
Console Games
Cloud Gaming
VR/AR Gaming
By Revenue Model Free-to-Play (F2P)
Pay-to-Play / Premium
Subscription and Game-Pass
By Genre Action/Adventure
Shooter and Battle Royale
Role-Playing (RPG/MMORPG)
Sports and Racing
Others
By Player Age Group <18 Years
18-35 Years
36-50 Years
>50 Years
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Australia
New Zealand
Rest of Asia-Pacific
Middle East and Africa United Arab Emirates
Saudi Arabia
South Africa
Rest of Middle East and Africa
By Gaming Platform
Mobile Games
PC Games (Downloaded/Box and Browser)
Console Games
Cloud Gaming
VR/AR Gaming
By Revenue Model
Free-to-Play (F2P)
Pay-to-Play / Premium
Subscription and Game-Pass
By Genre
Action/Adventure
Shooter and Battle Royale
Role-Playing (RPG/MMORPG)
Sports and Racing
Others
By Player Age Group
<18 Years
18-35 Years
36-50 Years
>50 Years
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Australia
New Zealand
Rest of Asia-Pacific
Middle East and Africa United Arab Emirates
Saudi Arabia
South Africa
Rest of Middle East and Africa
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Key Questions Answered in the Report

What is the current Gaming Market size?

In 2025, the Gaming Market size is expected to reach USD 269.06 billion.

Who are the key players in Gaming Market?

Sony Corporation, Microsoft Corporation, Apple Inc., Realnetworks LLC (Gamehouse) and Bandai Namco Holdings Inc are the major companies operating in the Gaming Market.

Which is the fastest growing region in Gaming Market?

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Gaming Market?

In 2025, the Middle East and Africa accounts for the largest market share in Gaming Market.

What years does this Gaming Market cover, and what was the market size in 2024?

In 2024, the Gaming Market size was estimated at USD 241.70 billion. The report covers the Gaming Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Gaming Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

Gaming Market Report Snapshots