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Online Games - Worldwide

Worldwide
  • Revenue in the Online Games market in the world is projected to reach US$29.48bn in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 4.87%, resulting in a projected market volume of US$35.66bn by 2029.
  • In the Online Games market in the world, the number of users is expected to amount to 1.3bn users by 2029.
  • User penetration will be 15.3% in 2025 and is anticipated to increase to 16.2% by 2029.
  • In a global comparison, the majority of revenue will be generated China, with an expected revenue of US$6.90bn in 2025.
  • The average revenue per user (ARPU) in the Online Games market in the world is projected to be US$24.59 in 2025.
  • The worldwide online games market is increasingly prioritizing immersive experiences and social connectivity, reflecting a shift towards community-driven gaming platforms.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.
In-Scope
  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)
Out-Of-Scope
  • Sale of physical video games
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis
Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Analyst Opinion

    The Online Games Market within the global Media Market is witnessing moderate growth, influenced by factors such as evolving consumer preferences, advancements in technology, and the increasing popularity of mobile gaming, which enhances accessibility and engagement.

    Customer preferences:
    Consumers are increasingly gravitating towards immersive gaming experiences that blend social interaction with entertainment, driving the growth of multiplayer and co-op games. The rise of streaming platforms has also fueled interest in eSports, with younger demographics particularly drawn to competitive gaming events. Additionally, the demand for diverse narratives and representation in games reflects broader cultural movements, prompting developers to create content that resonates with varied audiences and lifestyles. This shift underscores the importance of inclusivity in game design.

    Trends in the market:
    In the worldwide Online Games Market, there is a noticeable shift towards mobile gaming, with users favoring accessible, on-the-go experiences that integrate seamlessly into their daily lives. In Asia, cloud gaming is gaining momentum, enabling high-quality gaming on lower-end devices and expanding the player base. In North America, the popularity of live streaming and content creation is fostering communities around games, while in Europe, subscription models are emerging, allowing players to access diverse game libraries. These trends highlight the need for developers to innovate and adapt, ensuring they meet evolving consumer preferences in an increasingly competitive landscape.

    Local special circumstances:
    In Mainland China, regulatory restrictions on gaming time for minors are shaping the online games market, prompting developers to create engaging content that adheres to these guidelines. In the United States, diverse gaming preferences fueled by a strong influencer culture drive the rise of multiplayer and battle royale games, fostering vibrant online communities. Japan's unique blend of traditional and modern gaming culture encourages innovative storytelling and character-driven experiences. Meanwhile, the United Kingdom's focus on esports and competitive gaming is attracting significant investment, influencing game design and community engagement.

    Underlying macroeconomic factors:
    The Online Games Market within the Games Market is significantly influenced by macroeconomic factors such as evolving consumer spending patterns, technological advancements, and regulatory frameworks. Global economic trends, including the rise of disposable income and increased internet penetration, are fueling the demand for online gaming across various demographics. National economic health, reflected in GDP growth and employment rates, plays a crucial role in shaping consumer confidence and spending in gaming. Additionally, fiscal policies aimed at encouraging innovation and investment in technology sectors are fostering a competitive landscape, enabling developers to create diverse and engaging online gaming experiences that cater to a global audience.

    Users

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Jan 2025

    Source: Statista Market Insights

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