Market overview
The global online gaming market is worth USD 180 bn in 2026 and is forecast to reach USD 338 bn by 2036, growing at a 6.5% CAGR. China is the largest country market and Mobile is the largest by platform segment.
| Scope | Consumer spending on online video games played over the internet on mobile, PC and console, including in-game purchases, subscriptions and paid downloads; excludes real-money gambling. |
|---|---|
| Industry | Travel and Tourism |
| Value 2025 | USD 170 bn |
| Value 2026 | USD 180 bn |
| Value 2036 | USD 338 bn |
| CAGR 2026-2036 | 6.5% |
| Volume 2026 | 1,371 million paying players |
| Volume 2036 | 2,449 million paying players |
| Average price 2026 | USD 131 per paying player |
| Report price | Starts from USD 1,999 |
| Published | November 2026 |
Request a free sample of this report
Online Gaming market size and forecast, 2026-2036
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| Year | Market value |
|---|---|
| 2026 | USD 180 bn |
| 2027 | USD 192 bn |
| 2028 | USD 204 bn |
| 2029 | USD 218 bn |
| 2030 | USD 232 bn |
| 2031 | USD 247 bn |
| 2032 | USD 263 bn |
| 2033 | USD 280 bn |
| 2034 | USD 298 bn |
| 2035 | USD 318 bn |
| 2036 | USD 338 bn |
Online Gaming market segmentation
By platform
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Mobile | 50.0% | 49.1% | USD 90.1 bn | 6.3% |
| PC | 24.0% | 21.5% | USD 43.2 bn | 5.3% |
| Console | 26.0% | 29.4% | USD 46.9 bn | 7.8% |
By revenue model
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| In-game purchases | 58.0% | 56.3% | USD 105 bn | 6.2% |
| Paid games and downloads | 24.0% | 21.2% | USD 43.2 bn | 5.2% |
| Subscriptions and cloud | 12.0% | 16.1% | USD 21.6 bn | 9.7% |
| Advertising-supported | 6.0% | 6.4% | USD 10.8 bn | 7.2% |
By genre
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Shooter and action | 28.0% | 27.2% | USD 50.5 bn | 6.2% |
| Role-playing and strategy | 30.0% | 30.5% | USD 54.1 bn | 6.7% |
| Casual and puzzle | 18.0% | 16.7% | USD 32.4 bn | 5.7% |
| Sports and racing | 12.0% | 11.6% | USD 21.6 bn | 6.2% |
| Other genres | 12.0% | 14.0% | USD 21.6 bn | 8.2% |
By player type
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Casual players | 58.0% | 54.0% | USD 105 bn | 5.7% |
| Mid-core players | 26.0% | 28.0% | USD 46.9 bn | 7.3% |
| Hardcore and competitive players | 16.0% | 18.0% | USD 28.8 bn | 7.8% |
By age group
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Under 18 | 14.0% | 12.0% | USD 25.2 bn | 4.9% |
| 18 to 34 | 48.0% | 46.0% | USD 86.5 bn | 6.0% |
| 35 and over | 38.0% | 42.0% | USD 68.5 bn | 7.6% |
Top 25 countries for online gaming by revenue
Countries are ranked by revenue earned from sales in the country, not by where the product is made. The ten largest hold 71.5% of 2026 revenue and the 25 countries below together hold 91.5%.
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| # | Country | Value 2026 | Share 2026 | Value 2036 | CAGR 2026-36 |
|---|---|---|---|---|---|
| 1 | China | USD 41.4 bn | 23.0% | USD 83.2 bn | 7.2% |
| 2 | United States | USD 39.6 bn | 22.0% | USD 69.0 bn | 5.7% |
| 3 | Japan | USD 12.6 bn | 7.0% | USD 20.0 bn | 4.7% |
| 4 | South Korea | USD 7.2 bn | 4.0% | USD 12.5 bn | 5.7% |
| 5 | Germany | USD 6.3 bn | 3.5% | USD 10.8 bn | 5.5% |
| 6 | United Kingdom | USD 6.3 bn | 3.5% | USD 10.8 bn | 5.5% |
| 7 | France | USD 4.5 bn | 2.5% | USD 7.8 bn | 5.6% |
| 8 | Canada | USD 3.6 bn | 2.0% | USD 6.4 bn | 6.0% |
| 9 | Brazil | USD 3.6 bn | 2.0% | USD 8.5 bn | 8.9% |
| 10 | Spain | USD 3.6 bn | 2.0% | USD 6.4 bn | 6.0% |
| 11 | India | USD 3.5 bn | 1.9% | USD 6.9 bn | 7.0% |
| 12 | Russia | USD 3.5 bn | 1.9% | USD 6.9 bn | 7.0% |
| 13 | Indonesia | USD 3.5 bn | 1.9% | USD 6.9 bn | 7.0% |
| 14 | Turkey | USD 3.5 bn | 1.9% | USD 6.9 bn | 7.0% |
| 15 | Italy | USD 3.4 bn | 1.9% | USD 6.8 bn | 7.4% |
| 16 | Australia | USD 3.0 bn | 1.6% | USD 6.1 bn | 7.4% |
| 17 | Mexico | USD 2.6 bn | 1.5% | USD 5.4 bn | 7.4% |
| 18 | Taiwan | USD 2.4 bn | 1.3% | USD 4.8 bn | 7.4% |
| 19 | Poland | USD 2.1 bn | 1.2% | USD 4.3 bn | 7.5% |
| 20 | Thailand | USD 1.9 bn | 1.0% | USD 3.8 bn | 7.4% |
| 21 | Netherlands | USD 1.7 bn | 0.9% | USD 3.4 bn | 7.4% |
| 22 | Sweden | USD 1.5 bn | 0.8% | USD 3.0 bn | 7.4% |
| 23 | Saudi Arabia | USD 1.3 bn | 0.7% | USD 2.9 bn | 8.1% |
| 24 | Vietnam | USD 1.2 bn | 0.7% | USD 2.6 bn | 8.2% |
| 25 | Philippines | USD 1.0 bn | 0.6% | USD 2.3 bn | 8.1% |
| Rest of world | USD 15.4 bn | 8.6% | USD 29.9 bn | 6.8% |
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
Competitive landscape
Group 1: Global leaders
- Tencent
- Sony Interactive Entertainment
- Microsoft
- NetEase
- Electronic Arts
- Roblox
- Nintendo
- Epic Games
- Valve
- Sea Limited
Group 2: Regional and specialist players
- Nexon
- Krafton
- Take-Two Interactive
- Supercell
- Playtika
- Moon Active
- Ubisoft
- Scopely
- Riot Games
- Netmarble
Group 3: Emerging and niche players
- Playrix
- HoYoverse
- Habby
- Wargaming
- Lilith Games
- Voodoo
- Century Games
- Smilegate
Research methodology
Every figure on this page comes from the research framework that we apply to all of the markets we cover. The 2025 base for the online gaming market is built from the volume sold and the price that buyers pay, and is cross-checked against the size of the wider industry the market belongs to. Where a market can be sized in more than one way, the routes are compared before a figure is set.
The forecast runs year by year from the 2025 base to 2036. Growth in each year reflects demand from the industries that buy the product, adoption of new technology, pricing, regulation and replacement cycles. Volume and price are modelled together, so revenue in each year equals volume multiplied by average price. The 2026 to 2036 compound annual growth rate of 6.5% is calculated from the resulting values.
The market is divided by platform, by revenue model, by genre, by player type, by age group. The 25 largest countries are ranked by revenue earned from sales to buyers in each country, not by where the product is made. Segment values and country values add up to the market total in every year, and every report is checked for consistency before it is published.
Companies are placed in three groups: global leaders, regional and specialist players, and emerging and niche players. The groups describe how companies compete in the market. They are not a ranking and they are not market shares.
Our analysts also carry out primary research. Customized reports add interviews with key opinion leaders, such as senior executives, technical specialists and buyers, to test the assumptions behind the numbers for the question being asked.
Frequently asked questions
How big is the online gaming market?
The global online gaming market is estimated at USD 170 bn in 2025 and USD 180 bn in 2026.
How fast will the online gaming market grow?
It is forecast to reach USD 338 bn by 2036, a compound annual growth rate of 6.5% from 2026, an increase of USD 158 bn.
Which country is the largest market for online gaming?
China is the largest market by revenue at USD 41.4 bn in 2026, 23.0% of the global total. The three largest countries together hold 52.0%.
Which country is growing fastest?
Among the ten largest markets, Brazil is growing fastest at 8.9% a year from 2026 to 2036.
Which online gaming segment is largest?
In the by platform split, Mobile is the largest segment with 50.0% of 2026 revenue.
Who are the leading online gaming companies?
Global leaders include Tencent, Sony Interactive Entertainment, Microsoft, NetEase.
Need the full report?
Request a sample to see the structure, tables and country detail.
Request a free sampleRelated markets in Travel and Tourism
- Vacation RentalUSD 184 bn · 7.5% CAGR
- Port OperationsUSD 172 bn · 4.5% CAGR
- Short Term RentalUSD 172 bn · 7.0% CAGR
- Beauty SalonUSD 189 bn · 4.5% CAGR
- Wildlife TourismUSD 162 bn · 7.5% CAGR
- Business HotelUSD 200 bn · 5.5% CAGR
- ResortUSD 200 bn · 5.6% CAGR
- Luxury HotelUSD 160 bn · 6.2% CAGR