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Global Digital Gaming Market Outlook, 2030

Digital gaming market will reach $325.3 billion by 2026, growing by 11.9% annually over 2020-2026.

The global digital gaming market is experiencing swift changes and significant growth, fueled by advancements in technology, changing consumer preferences, and the incorporation of immersive experiences across different platforms. From 2020 to 2026, the market is anticipated to see explosive growth as traditional gaming merges with new technologies like virtual reality (VR), augmented reality (AR), and cloud gaming. These breakthroughs are transforming user experiences by providing seamless, highdefinition gameplay accessible on various devices, including smartphones, consoles, PCs, and even wearable gadgets. The growth of highspeed internet infrastructure and the widespread adoption of 5G networks have further speeded up digital gaming, allowing gamers to enjoy realtime interactions and competitive online play without delays. Furthermore, the emergence of social media and streaming platforms has turned gaming into a social phenomenon, with live streaming, eSports tournaments, and influencerdriven content enhancing engagement and fostering communities around popular titles. This digital evolution has drawn considerable investments from both established game developers and new players aiming to capitalize on the profitable market potentials. Moreover, the digital gaming ecosystem has widened revenue streams through ingame purchases, subscriptions, and microtransactions, enabling companies to profit from games long after their debut.

Digital gaming market will reach $325.3 billion by 2026, growing by 11.9% annually over 2020-2026. The surge in mobile gaming, in particular, has played a vital role in market growth, as millions of users worldwide have adopted casual and hypercasual games as part of their everyday lives. Simultaneously, the eSports segment is continuing to gain momentum, driven by rising sponsorship deals, media rights, and dedicated leagues, further solidifying gaming as a mainstream entertainment form. Regional markets like North America, Europe, and AsiaPacific are spearheading the digital gaming transformation, each offering distinct cultural impacts and consumer behaviors that influence game development and distribution strategies. While North America and Europe benefit from high disposable incomes and advanced technological infrastructure, AsiaPacific distinguishes itself with its vast, digitallysavvy user population and rapidly expanding mobile gaming industry. Despite challenges such as cybersecurity threats, regulatory hurdles, and market saturation in developed regions, the overall outlook remains positive, with ongoing innovations and adaptable business models expected to tackle these challenges. As artificial intelligence and machine learning are increasingly woven into game design and personalization, players can anticipate richer narratives, more dynamic ingame environments, and highly customized experiences. Ultimately, the global digital gaming market is not only an entertainment juggernaut but also a driver of technological innovation and economic growth, preparing for a future where digital play surpasses traditional boundaries and becomes a fundamental aspect of daily life.

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Tablets also provide a consistent contribution as consumers increasingly utilize largerscreen mobile devices for gaming, while other mobile devices—including hybrid handhelds—attract niche audiences. PC gaming persists as a stable foundation of the industry, with both physical and digital games consistently producing significant revenue. Browserbased PC games, despite being a smaller segment, still engage users with adsupported formats and ease of access, adding to a diversified revenue source. Consolebased gaming continues to draw core gamers looking for immersive, highquality experiences, supported by nextgen consoles and exclusive titles that elevate annual revenue. Offline gaming remains favored by conventional gamers who prefer installed titles, with revenue primarily generated from onetime purchases and physical media. Despite the prevalence of digital distribution, offline gaming continues to maintain its niche among users in areas with limited internet connectivity or those who prefer retro and indie games. Conversely, cloud gaming is emerging as a revolutionary platform that utilizes highspeed internet and data centers to provide consolequality experiences on various devices without heavy hardware demands. This segment has experienced rapid revenue growth as major tech firms and gaming platforms invest in infrastructure and subscription models that support instant play and seamless updates. At the same time, online gaming includes multiplayer experiences that depend on continuous internet connectivity and social interaction. This platform serves as the backbone of competitive eSports, massively multiplayer online games (MMOs), and live service titles that earn revenue through microtransactions, subscriptions, and downloadable content (DLC). The online gaming segment benefits from elevated engagement rates and communitydriven content, resulting in consistent revenue growth each year. Together, these platformbased segments demonstrate the market’s adaptability, as traditional offline models coexist with innovative cloud solutions and flourishing online ecosystems.

The business model segmentation of the global digital gaming market from 2019 to 2026 includes a variety of monetization models such as paymium, freemium, subscription, advertising, playertoplayer (P2P) transactions, and microtransactions, each producing unique revenue streams. The paymium model, where users pay upfront for games and have the option for additional ingame purchases, appeals to traditional gamers and guarantees immediate revenue per sale, though it attracts a smaller user base compared to freetoplay models. Subscriptions have emerged as a strong revenue source, providing gamers with unlimited access to a library of titles for a monthly fee this strategy encourages recurring revenue and strengthens customer loyalty. Advertising continues to be a key component, particularly in freetoplay titles, where wellplaced ads generate income without directly charging users. The playertoplayer (P2P) model allows gamers to trade, sell, or auction ingame items, fostering a vibrant secondary market that adds to developers' income. The global digital gaming market is segmented across different channels, mainly divided into retail and online channels, each bringing unique revenue profiles from 2019 to 2026. Conventional retail channels comprising physical stores, specialty gaming shops, and large retail chains—continue to be important in the gaming ecosystem. These channels serve consumers who prefer direct interaction and physical media, including boxed games, collector’s items, and exclusive instore promotions. Though retail channels encounter challenges from the trend towards digital, they still produce considerable revenue, especially for premium or limitededition products and in areas with robust brickandmortar retail cultures. Conversely, online channels have seen remarkable growth, fueled by the rise of digital downloads, cloud gaming, and directtoconsumer (DTC) models. Ecommerce platforms, digital marketplaces, and subscription services have become the leading revenue sources for contemporary gaming, providing convenience, immediate access, and customized content recommendations. Major platforms such as Steam, the PlayStation Store, Xbox Live, and mobile app stores dominate this sector, enabling smooth transactions and worldwide distribution. The digital transition in gaming has empowered developers to circumvent traditional retail channels, thus lowering overhead costs and expanding their audience reach. The collaboration between these channels where physical retail enhances brand visibility and exclusivity while online channels promote volume and ongoing engagement—creates a dynamic distribution environment.

Considered in this report
• Historic Year: 2019
• Base year: 2024
• Estimated year: 2025
• Forecast year: 2030

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Anuj Mulhar

Anuj Mulhar

Industry Research Associate



Aspects covered in this report
• Global Digital Gaming Market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation

Based on Device, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
Mobile Devices Based Gaming
• Smartphones
• Tablets
• Other Mobile Devices
PC Based Gaming
• Boxed and Downloaded PC Games
• Browser PC Games
Console Units Based Gaming
Other Devices Based Gaming

Based on Platform, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Offline Gaming
• Cloud Gaming
• Online Gaming

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Anuj Mulhar


Based on Audience, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Social Gamers
• Serious Gamers
• Core Gamers

Based on Business Mode, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Paymium
• Freemium
• Subscription
• Advertising
• Player to Player
• Microtransaction

Based on Distribution Channel, the global market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section.
• Retail Channels
• Online Channels
The approach of the report:
This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and listing out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, annual report of companies, analyzing the government generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducted trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers in regional aspects, tier aspects, age group, and gender. Once we have primary data with us we have started verifying the details obtained from secondary sources.

Intended audience
This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to agriculture industry, government bodies and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.

Table of Contents

  • 1 Introduction 9
  • 1.1 Industry Definition and Research Scope 9
  • 1.1.1 Industry Definition 9
  • 1.1.2 Research Scope 10
  • 1.2 Research Methodology 13
  • 1.2.1 Overview of Market Research Methodology 13
  • 1.2.2 Market Assumption 14
  • 1.2.3 Secondary Data 14
  • 1.2.4 Primary Data 14
  • 1.2.5 Data Filtration and Model Design 16
  • 1.2.6 Market Size/Share Estimation 17
  • 1.2.7 Research Limitations 18
  • 1.3 Executive Summary 19
  • 2 Market Overview and Dynamics 22
  • 2.1 Market Size and Forecast 22
  • 2.1.1 Impact of COVID-19 on the Market 24
  • 2.2 Major Growth Drivers 26
  • 2.3 Market Restraints and Challenges 29
  • 2.4 Emerging Opportunities and Market Trends 32
  • 2.5 Porter’s Fiver Forces Analysis 36
  • 3 Segmentation of Global Market by Device 40
  • 3.1 Market Overview by Device 40
  • 3.2 Mobile Devices Based Gaming 42
  • 3.2.1 Smartphones 44
  • 3.2.2 Tablets 45
  • 3.2.3 Other Mobile Devices 46
  • 3.3 PC Based Gaming 47
  • 3.3.1 Boxed and Downloaded PC Games 48
  • 3.3.2 Browser PC Games 49
  • 3.4 Console Units Based Gaming 50
  • 3.5 Other Devices Based Gaming 51
  • 4 Segmentation of Global Market by Platform 52
  • 4.1 Market Overview by Platform 52
  • 4.2 Offline Gaming 54
  • 4.3 Cloud Gaming 55
  • 4.4 Online Gaming 56
  • 5 Segmentation of Global Market by Audience 57
  • 5.1 Market Overview by Audience 57
  • 5.2 Social Gamers 59
  • 5.3 Serious Gamers 60
  • 5.4 Core Gamers 61
  • 6 Segmentation of Global Market by Business Mode 62
  • 6.1 Market Overview by Business Mode 62
  • 6.2 Paymium 64
  • 6.3 Freemium 65
  • 6.4 Subscription 66
  • 6.5 Advertising 67
  • 6.6 Player to Player 68
  • 6.7 Microtransaction 69
  • 7 Segmentation of Global Market by Distribution Channel 70
  • 7.1 Market Overview by Distribution Channel 70
  • 7.2 Retail Channels 72
  • 7.3 Online Channels 73
  • 8 Segmentation of Global Market by Region 74
  • 8.1 Geographic Market Overview 2019-2026 74
  • 8.2 North America Market 2019-2026 by Country 78
  • 8.2.1 Overview of North America Market 78
  • 8.2.2 U.S. 81
  • 8.2.3 Canada 85
  • 8.2.4 Mexico 87
  • 8.3 European Market 2019-2026 by Country 89
  • 8.3.1 Overview of European Market 89
  • 8.3.2 UK 92
  • 8.3.3 France 94
  • 8.3.4 Germany 96
  • 8.3.5 Spain 98
  • 8.3.6 Italy 100
  • 8.3.7 Russia 102
  • 8.3.8 Rest of European Market 104
  • 8.4 Asia-Pacific Market 2019-2026 by Country 106
  • 8.4.1 Overview of Asia-Pacific Market 106
  • 8.4.2 China 109
  • 8.4.3 Japan 111
  • 8.4.4 India 114
  • 8.4.5 Australia 116
  • 8.4.6 South Korea 118
  • 8.4.7 Rest of APAC Region 120
  • 8.5 South America Market 2019-2026 by Country 122
  • 8.5.1 Argentina 125
  • 8.5.2 Brazil 127
  • 8.5.3 Columbia 129
  • 8.5.4 Rest of South America Market 131
  • 8.6 MEA Market 2019-2026 by Country 132
  • 8.6.1 UAE 135
  • 8.6.2 Saudi Arabia 137
  • 8.6.3 Egypt 139
  • 8.6.4 Other National Markets 141
  • 9 Competitive Landscape 142
  • 9.1 Overview of Key Vendors 142
  • 9.2 New Product Launch, Partnership, Investment, and M&A 145
  • 9.3 Company Profiles 146
  • APAR GAMES 146
  • Apple Inc 148
  • Electronic Arts Inc 149
  • Facebook Inc 150
  • Google Inc 151
  • International Business Machines Corp 152
  • Kabam 153
  • King Digital Entertainment Plc 154
  • Microsoft Corporation 155
  • NetEase Inc 156
  • Nintendo Co., Ltd. 157
  • NVidia Corporation 158
  • Rockstar Games Inc 159
  • Rolocule 160
  • Samsung Electronics Co Ltd 161
  • Sega Games Co. Ltd 162
  • Sony Corporation 163
  • Supercell Oy 164
  • Tapinator, Inc 165
  • Tencent Holdings Ltd 166
  • Ubisoft Inc 167
  • Visa Inc 168
  • Zatun 169
  • Zynga Inc. 170
  • 10 Investing in Global Market: Risk Assessment and Management 171
  • 10.1 Risk Evaluation of Global Market 171
  • 10.2 Critical Success Factors (CSFs) 174
  • Related Reports and Products 177

Table 1. Snapshot of Global Digital Gaming Market, 2019-2026 20
Table 2. Main Product Trends and Market Opportunities in Global Digital Gaming Market 32
Table 3. Global Digital Gaming Market by Device, 2015-2026, $ bn 40
Table 4. Global Digital Gaming Market: Mobile Devices Based Gaming by Segment, 2015-2026, $ bn 43
Table 5. Global Digital Gaming Market: PC Based Gaming by Segment, 2015-2026, $ bn 47
Table 6. Global Digital Gaming Market by Platform, 2015-2026, $ bn 52
Table 7. Global Digital Gaming Market by Audience, 2015-2026, $ bn 57
Table 8. Global Digital Gaming Market by Business Mode, 2015-2026, $ bn 62
Table 9. Global Digital Gaming Market by Distribution Channel, 2015-2026, $ bn 70
Table 10. Global Digital Gaming Market by Region, 2015-2026, $ bn 75
Table 11. Leading National Digital Gaming Market, 2019 and 2026, $ bn 77
Table 12. North America Digital Gaming Market by Country, 2015-2026, $ bn 80
Table 13. U.S. Digital Gaming Market by Device, 2015-2026, $ bn 83
Table 14. U.S. Digital Gaming Market by Platform, 2015-2026, $ bn 83
Table 15. U.S. Digital Gaming Market by Business Mode, 2015-2026, $ bn 83
Table 16. Canada Digital Gaming Market by Device, 2015-2026, $ bn 86
Table 17. Canada Digital Gaming Market by Platform, 2015-2026, $ bn 86
Table 18. Canada Digital Gaming Market by Business Mode, 2015-2026, $ bn 86
Table 19. Mexico Digital Gaming Market by Device, 2015-2026, $ bn 88
Table 20. Mexico Digital Gaming Market by Platform, 2015-2026, $ bn 88
Table 21. Mexico Digital Gaming Market by Business Mode, 2015-2026, $ bn 88
Table 22. Europe Digital Gaming Market by Country, 2015-2026, $ bn 91
Table 23. UK Digital Gaming Market by Device, 2015-2026, $ bn 93
Table 24. UK Digital Gaming Market by Platform, 2015-2026, $ bn 93
Table 25. UK Digital Gaming Market by Business Mode, 2015-2026, $ bn 93
Table 26. France Digital Gaming Market by Device, 2015-2026, $ bn 95
Table 27. France Digital Gaming Market by Platform, 2015-2026, $ bn 95
Table 28. France Digital Gaming Market by Business Mode, 2015-2026, $ bn 95
Table 29. Germany Digital Gaming Market by Device, 2015-2026, $ bn 97
Table 30. Germany Digital Gaming Market by Platform, 2015-2026, $ bn 97
Table 31. Germany Digital Gaming Market by Business Mode, 2015-2026, $ bn 97
Table 32. Spain Digital Gaming Market by Device, 2015-2026, $ bn 99
Table 33. Spain Digital Gaming Market by Platform, 2015-2026, $ bn 99
Table 34. Spain Digital Gaming Market by Business Mode, 2015-2026, $ bn 99
Table 35. Italy Digital Gaming Market by Device, 2015-2026, $ bn 101
Table 36. Italy Digital Gaming Market by Platform, 2015-2026, $ bn 101
Table 37. Italy Digital Gaming Market by Business Mode, 2015-2026, $ bn 101
Table 38. Russia Digital Gaming Market by Device, 2015-2026, $ bn 103
Table 39. Russia Digital Gaming Market by Platform, 2015-2026, $ bn 103
Table 40. Russia Digital Gaming Market by Business Mode, 2015-2026, $ bn 103
Table 41. Digital Gaming Market in Rest of Europe by Country, 2015-2026, $ bn 105
Table 42. APAC Digital Gaming Market by Country, 2015-2026, $ bn 108
Table 43. China Digital Gaming Market by Device, 2015-2026, $ bn 110
Table 44. China Digital Gaming Market by Platform, 2015-2026, $ bn 110
Table 45. China Digital Gaming Market by Business Mode, 2015-2026, $ bn 110
Table 46. Japan Digital Gaming Market by Device, 2015-2026, $ bn 113
Table 47. Japan Digital Gaming Market by Platform, 2015-2026, $ bn 113
Table 48. Japan Digital Gaming Market by Business Mode, 2015-2026, $ bn 113
Table 49. India Digital Gaming Market by Device, 2015-2026, $ bn 115
Table 50. India Digital Gaming Market by Platform, 2015-2026, $ bn 115
Table 51. India Digital Gaming Market by Business Mode, 2015-2026, $ bn 115
Table 52. Australia Digital Gaming Market by Device, 2015-2026, $ bn 117
Table 53. Australia Digital Gaming Market by Platform, 2015-2026, $ bn 117
Table 54. Australia Digital Gaming Market by Business Mode, 2015-2026, $ bn 117
Table 55. South Korea Digital Gaming Market by Device, 2015-2026, $ bn 119
Table 56. South Korea Digital Gaming Market by Platform, 2015-2026, $ bn 119
Table 57. South Korea Digital Gaming Market by Business Mode, 2015-2026, $ bn 119
Table 58. Digital Gaming Market in Rest of APAC by Country, 2015-2026, $ bn 121
Table 59. South America Digital Gaming Market by Country, 2015-2026, $ bn 124
Table 60. Argentina Digital Gaming Market by Device, 2015-2026, $ bn 126
Table 61. Argentina Digital Gaming Market by Platform, 2015-2026, $ bn 126
Table 62. Argentina Digital Gaming Market by Business Mode, 2015-2026, $ bn 126
Table 63. Brazil Digital Gaming Market by Device, 2015-2026, $ bn 128
Table 64. Brazil Digital Gaming Market by Platform, 2015-2026, $ bn 128
Table 65. Brazil Digital Gaming Market by Business Mode, 2015-2026, $ bn 128
Table 66. Columbia Digital Gaming Market by Device, 2015-2026, $ bn 130
Table 67. Columbia Digital Gaming Market by Platform, 2015-2026, $ bn 130
Table 68. Columbia Digital Gaming Market by Business Mode, 2015-2026, $ bn 130
Table 69. MEA Digital Gaming Market by Country, 2015-2026, $ bn 134
Table 70. UAE Digital Gaming Market by Device, 2015-2026, $ bn 136
Table 71. UAE Digital Gaming Market by Platform, 2015-2026, $ bn 136
Table 72. UAE Digital Gaming Market by Business Mode, 2015-2026, $ bn 136
Table 73. Saudi Arabia Digital Gaming Market by Device, 2015-2026, $ bn 138
Table 74. Saudi Arabia Digital Gaming Market by Platform, 2015-2026, $ bn 138
Table 75. Saudi Arabia Digital Gaming Market by Business Mode, 2015-2026, $ bn 138
Table 76. Egypt Digital Gaming Market by Device, 2015-2026, $ bn 140
Table 77. Egypt Digital Gaming Market by Platform, 2015-2026, $ bn 140
Table 78. Egypt Digital Gaming Market by Business Mode, 2015-2026, $ bn 140
Table 79. APAR GAMES: Company Snapshot 146
Table 80. APAR GAMES: Business Segmentation 146
Table 81. APAR GAMES: Product Portfolio 147
Table 82. APAR GAMES: Revenue, 2016-2018, $ bn 147
Table 83. APAR GAMES: Recent Developments 147
Table 84. Risk Evaluation for Investing in Global Market, 2019-2026 172
Table 85. Critical Success Factors and Key Takeaways 175

Figure 1. Research Method Flow Chart 13
Figure 2. Breakdown of Primary Research 15
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation 17
Figure 4. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2026 19
Figure 5. Global Digital Gaming Market, 2019-2026, $ bn 22
Figure 6. Global Total Gamers, 2019-2026, billion 23
Figure 7. Primary Drivers and Impact Factors of Global Digital Gaming Market 26
Figure 8. Primary Restraints and Impact Factors of Global Digital Gaming Market 29
Figure 9. Investment Opportunity Analysis 33
Figure 10. Porter’s Fiver Forces Analysis of Global Digital Gaming Market 36
Figure 11. Breakdown of Global Digital Gaming Market by Device, 2019-2026, % of Revenue 40
Figure 12. Contribution to Global 2020-2026 Cumulative Revenue by Device, Value ($ bn) and Share (%) 41
Figure 13. Global Digital Gaming Market: Mobile Devices Based Gaming, 2015-2026, $ bn 42
Figure 14. Global Digital Gaming Market: Smartphones, 2015-2026, $ bn 44
Figure 15. Global Digital Gaming Market: Tablets, 2015-2026, $ bn 45
Figure 16. Global Digital Gaming Market: Other Mobile Devices, 2015-2026, $ bn 46
Figure 17. Global Digital Gaming Market: PC Based Gaming, 2015-2026, $ bn 47
Figure 18. Global Digital Gaming Market: Boxed and Downloaded PC Games, 2015-2026, $ bn 48
Figure 19. Global Digital Gaming Market: Browser PC Games, 2015-2026, $ bn 49
Figure 20. Global Digital Gaming Market: Console Units Based Gaming, 2015-2026, $ bn 50
Figure 21. Global Digital Gaming Market: Other Devices Based Gaming, 2015-2026, $ bn 51
Figure 22. Breakdown of Global Digital Gaming Market by Platform, 2019-2026, % of Revenue 52
Figure 23. Contribution to Global 2020-2026 Cumulative Revenue by Platform, Value ($ bn) and Share (%) 53
Figure 24. Global Digital Gaming Market: Offline Gaming, 2015-2026, $ bn 54
Figure 25. Global Digital Gaming Market: Cloud Gaming, 2015-2026, $ bn 55
Figure 26. Global Digital Gaming Market: Online Gaming, 2015-2026, $ bn 56
Figure 27. Breakdown of Global Digital Gaming Market by Audience, 2019-2026, % of Revenue 57
Figure 28. Contribution to Global 2020-2026 Cumulative Revenue by Audience, Value ($ bn) and Share (%) 58
Figure 29. Global Digital Gaming Market: Social Gamers, 2015-2026, $ bn 59
Figure 30. Global Digital Gaming Market: Serious Gamers, 2015-2026, $ bn 60
Figure 31. Global Digital Gaming Market: Core Gamers, 2015-2026, $ bn 61
Figure 32. Breakdown of Global Digital Gaming Market by Business Mode, 2019-2026, % of Revenue 62
Figure 33. Contribution to Global 2020-2026 Cumulative Revenue by Business Mode, Value ($ bn) and Share (%) 63
Figure 34. Global Digital Gaming Market: Paymium, 2015-2026, $ bn 64
Figure 35. Global Digital Gaming Market: Freemium, 2015-2026, $ bn 65
Figure 36. Global Digital Gaming Market: Subscription, 2015-2026, $ bn 66
Figure 37. Global Digital Gaming Market: Advertising, 2015-2026, $ bn 67
Figure 38. Global Digital Gaming Market: Player to Player, 2015-2026, $ bn 68
Figure 39. Global Digital Gaming Market: Microtransaction, 2015-2026, $ bn 69
Figure 40. Breakdown of Global Digital Gaming Market by Distribution Channel, 2019-2026, % of Revenue 70
Figure 41. Contribution to Global 2020-2026 Cumulative Revenue by Distribution Channel, Value ($ bn) and Share (%) 71
Figure 42. Global Digital Gaming Market: Retail Channels, 2015-2026, $ bn 72
Figure 43. Global Digital Gaming Market: Online Channels, 2015-2026, $ bn 73
Figure 44. Global Market Snapshot by Region 74
Figure 45. Geographic Spread of Worldwide Digital Gaming Market, 2019-2026, % of Revenue 75
Figure 46. Contribution to Global 2020-2026 Cumulative Revenue by Region, Value ($ bn) and Share (%) 76
Figure 47. North American Digital Gaming Market, 2015-2026, $ bn 79
Figure 48. Breakdown of North America Digital Gaming Market by Country, 2019 and 2026, % of Revenue 79
Figure 49. Contribution to North America 2020-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 80
Figure 50. U.S. Digital Gaming Market, 2015-2026, $ bn 82
Figure 51. Canada Digital Gaming Market, 2015-2026, $ bn 85
Figure 52. Digital Gaming Market in Mexico, 2015-2026, $ bn 87
Figure 53. European Digital Gaming Market, 2015-2026, $ bn 90
Figure 54. Breakdown of European Digital Gaming Market by Country, 2019 and 2026, % of Revenue 90
Figure 55. Contribution to Europe 2020-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 91
Figure 56. Digital Gaming Market in UK, 2015-2026, $ bn 92
Figure 57. Digital Gaming Market in France, 2015-2026, $ bn 94
Figure 58. Digital Gaming Market in Germany, 2015-2026, $ bn 96
Figure 59. Digital Gaming Market in Spain, 2015-2026, $ bn 98
Figure 60. Digital Gaming Market in Italy, 2015-2026, $ bn 100
Figure 61. Digital Gaming Market in Russia, 2015-2026, $ bn 102
Figure 62. Digital Gaming Market in Rest of Europe, 2015-2026, $ bn 104
Figure 63. Asia-Pacific Digital Gaming Market, 2015-2026, $ bn 107
Figure 64. Breakdown of APAC Digital Gaming Market by Country, 2019 and 2026, % of Revenue 107
Figure 65. Contribution to APAC 2020-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 108
Figure 66. Digital Gaming Market in China, 2015-2026, $ bn 109
Figure 67. Digital Gaming Market in Japan, 2015-2026, $ bn 112
Figure 68. Digital Gaming Market in India, 2015-2026, $ bn 114
Figure 69. Digital Gaming Market in Australia, 2015-2026, $ bn 116
Figure 70. Digital Gaming Market in South Korea, 2015-2026, $ bn 118
Figure 71. Digital Gaming Market in Rest of APAC, 2015-2026, $ bn 120
Figure 72. South America Digital Gaming Market, 2015-2026, $ bn 123
Figure 73. Breakdown of South America Digital Gaming Market by Country, 2019 and 2026, % of Revenue 123
Figure 74. Contribution to South America 2020-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 124
Figure 75. Digital Gaming Market in Argentina, 2015-2026, $ bn 125
Figure 76. Digital Gaming Market in Brazil, 2015-2026, $ bn 127
Figure 77. Digital Gaming Market in Columbia, 2015-2026, $ bn 129
Figure 78. Digital Gaming Market in Rest of South America, 2015-2026, $ bn 131
Figure 79. Digital Gaming Market in Middle East and Africa (MEA), 2015-2026, $ bn 133
Figure 80. Breakdown of MEA Digital Gaming Market by Country, 2019 and 2026, % of Revenue 133
Figure 81. Contribution to MEA 2020-2026 Cumulative Revenue by Country, Value ($ bn) and Share (%) 134
Figure 82. Digital Gaming Market in UAE, 2015-2026, $ bn 135
Figure 83. Digital Gaming Market in Saudi Arabia, 2015-2026, $ bn 137
Figure 84. Digital Gaming Market in Egypt, 2015-2026, $ bn 139
Figure 85. Growth Stage of Global Digital Gaming Industry over the Forecast Period 142
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