Gaming Market to Grow by USD 100.8 Billion from 2025 to 2029, Driven by AR and VR Game Adoption, Report on AI's Redefining Market Landscape - Technavio

14.02.25 16:06 Uhr

NEW YORK, Feb. 14, 2025 /PRNewswire/ -- Report with market evolution powered by AI - The gaming market and it is set to grow by USD 100.8 billion from 2025 to 2029. However, the growth momentum will progressing at a CAGR of 8.4% during the forecast period, according to Technavio. The gaming market is fragmented, and the vendors are seeking strong partnerships with automotive, industrial, and commercial companies to compete in the market.  Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlero Corp., Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp, NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co., Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment SA, and Zeptolab UK Ltd. Are some of the major market participants -. 

Technavio has announced its latest market research report titled Global Gaming Market 2025-2029

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Gaming Market 2025-2029: Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. The gaming market report covers the following areas:

The gaming market is fragmented, and the degree of fragmentation will accelerate. The growing adoption of ar and vr games will offer immense growth opportunities. However, the Regulation of loot boxes will hamper the market growth

Gaming Market 2025-2029: Drivers & Challenges

AR and VR gaming involves merging digital content with the real world in real time. The growing popularity of AR gaming is expected to boost the adoption of AR/VR devices among gamers. Consequently, game developers are increasingly turning to AR and VR technologies, abandoning traditional gaming devices. Major companies like Sony and Microsoft are investing in advanced 3D technologies to create gaming platforms. For instance, Microsoft's HoloLens 2, launched in India in January 2022, offers sensors for head and eye tracking, enabling users to engage with holograms. This trend is set to continue, with the forecast period witnessing increased usage of AR/VR devices in gaming.

The global gaming market faces a significant challenge with the regulation of loot boxes. Loot boxes are virtual items purchasable with real money, granting randomized in-game rewards. While they can improve gaming experience for some, critics argue they promote gambling and exploit vulnerable individuals, including children. Regulators in countries like Belgium, Australia, and the Netherlands have responded, banning or regulating loot boxes. These actions may necessitate modifications to game developers' and publishers' business models.

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Segment Overview 

This gaming market report extensively covers market segmentation by  

  • Type
    • Casual Gaming
    • Professional Gaming
  • Platform
    • Online
    • Offline
  • Device
    • Mobile Gaming
    • Console Gaming
    • PC Gaming
  • Geography
    • APAC
    • North America
    • Europe
    • Middle East And Africa
    • South America

1.1 Casual gaming-  The casual gaming market refers to the segment of video games that do not necessitate a substantial time commitment or financial investment. Casual gamers engage with games without dedicating extensive hours to play and win. A casual gaming service provider earns revenue by licensing gaming software to end-users. The adoption of mobile gaming is driving the growth of this market. Casual gamers generally do not invest in gaming peripherals. They prefer mobile devices over PCs and consoles due to the convenience of accessing games. Many casual gamers opt for online mobile gaming, enabling them to play their preferred games from anywhere at any time. The casual gaming sector's popularity is fueled by its accessibility, as games are easy to learn and play on various devices, including smartphones, tablets, and PCs. Additionally, social interaction is a significant factor driving the casual gaming segment. Many casual games are designed for multiplayer experiences, either locally or online, adding an extra layer of enjoyment and engagement. For instance, Player Unknown's Battlegrounds (PUBG) is a popular online multiplayer battle royale game. Its social interaction feature, such as voice chat, facilitates strategy coordination and teamwork among players, enhancing the overall gaming experience. This social element is particularly appealing when playing with friends, allowing for both entertainment and catching up on each other's lives. Thus, the social interaction model contributes to a better gaming experience, driving the casual gaming market in the forecast period.

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Gaming Market 2025-2029: Key Highlights

  • CAGR of the market during the forecast period 2025-2029
  • Detailed information on factors that will assist gaming market growth during the next five years
  • Estimation of the gaming market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the gaming market across APAC, North America, Europe, Middle East and Africa, and South America
  • Analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gaming market vendors

Gaming Market Scope

Report Coverage

Details

Base year

2024

Historic period

2017-2021

Forecast period

2025-2029

Growth momentum & CAGR

Accelerate at a CAGR of 8.4%

Market growth 2025-2029

USD 100.8 billion

Market structure

Fragmented

YoY growth 2022-2023 (%)

7.8

Regional analysis

APAC, North America, Europe, Middle East and Africa, and South America

Performing market contribution

APAC at 52%

Key countries

China, US, Japan, South Korea, and Canada

Competitive landscape

Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks

Key companies profiled

Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlero Corp., Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp, NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co., Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment SA, and Zeptolab UK Ltd.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

About US
Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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Global Gaming Market 2025-2029

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SOURCE Technavio