The global online gaming industry has been witnessing potential growth coupled with the increasing spending on online gaming and the rising penetration of mobile devices, including smartphones and tablets. In UK, the combined physical and digital games sales generated revenue of nearly $4.9 billion in 2018, exhibit growth of 9.1% over 2017. The sales of digital games sales have reported considerable growth, with the rise of 9.1% to nearly $3.8 billion, while sales of the physical game have shown a decline by 2.1% to $980 million (according to the Association for UK Interactive Entertainment).
The spending on games by UK consumers was valued nearly $7.3 billion in 2018, up 10% from 2017. In 2016, FIFA 17 by Electronic Arts was the best-selling entertainment product in UK, with a sale of 2.5 million units, nearly 9% over Star Wars: The Force Awakens, generated a sale of 2.3 million units. Rising internet and smartphone penetration has led to the adoption of online gaming services in the country. 78% of UK adults own a smartphone, increased from 27% in 2011, as per the Office of Communications (Ofcom). This, in turn, is contributing to increasing adoption of mobile gaming in the country, as it allows smartphone owners to download games on their phones for playing games. Likewise, the inclination towards online gaming has further witnessed across several countries, including the US, Japan, Germany, China, India, and Australia.
Currently, internet providers reported unprecedented gaming traffic amid COVID-19 outbreak. They have struggled to bolster their networks owing to the surging demand. On Verizon’s network, gaming traffic has raised by 75% in one week, as per the Telco. COVID-19 epidemic has led to lockdown among several countries to limit the spread of the virus. This results in the increasing demand for gaming services among adults and children. They are showing interest in playing online battle games, such as Fortnite Battle Royale (Epic Games) and Call of Duty: Warzone (Activision Blizzard, Inc.). Additionally, they are purchasing games, including Nintendo's new Animal Crossing: New Horizons, released on 20th March 2020, which has set a record of nearly 1.9 million physical copies sale over its first three days in Japan.
The study on the impact of COVID-19 on the global online gaming industry is segmented into device type, which includes the console, computer, mobile devices, and others. The increasing trend towards mobile gaming owing to the increasing smartphone penetration and availability of mobile gaming apps is encouraging individuals to use mobile devices (smartphones and tablets) to play online games. Today, iTunes store and Google Play Store has a comprehensive range of exciting mobile gaming apps. In addition, the companies are significantly focusing on the production of quality mobile games, such as Google LLC, Tencent, and NetEase. As mobile devices are largely owned by individuals, it is being significantly adopted by the consumers for gaming purpose.
Geographically, the global online gaming industry is classified into four major regions, including North America, Europe, Asia-Pacific, and Rest of the world. Asia-Pacific online gaming industry has potential impact amid COVID-19 pandemic. Rising demand for mobile gaming amid COVID-19 effect coupled with the presence of some crucial mobile gaming companies, including Tencent, Lingxi Games, NetEase, FunPlus, and Lilith have pushed industrial growth in the country. Due to the spread of coronavirus, people across China faced a challenge of staying indoors, which increased the need for entertainment platforms and thereby led the adoption of online gaming services in the country. In addition, the COVID-19 pandemic has led to a lockdown in India and as a result, the adoption of online gaming is expected to emerge in the country.
The major companies offering online gaming services include Activision Blizzard, Inc., Apple, Inc., Electronic Arts, Inc., Epic Games, Inc., NetEase, Inc., Valve Corp., and Tencent Holdings Ltd. Some of these companies have reported an increase in the number of service users due to lockdown effect. For instance, Steam (Valve Corp.), a digital content platform that offers several games to millions of users across the globe, has shown an all-time rise in the number of users. On 15th March 2020, ithad reported a high of 20.3 million simultaneous users. Further, Telecom Italian SpA has witnessed an increase of more than 70% of internet traffic, as the adults and children are getting stuck into online games, including Fortnite (Epic Games, In.) at home.
Research Methodology
OMR global recently published a report addressing the impact of COVID-19 on the global online gaming industry. The study is incorporated by extensive primary and secondary research conducted by the research team. Secondary research has been conducted to refine the available data. Different approaches have been worked on to derive the market value and market growth rate. In the report, the analysis of the country is provided by analyzing various regional players, laws and policies, consumer behavior and macro-economic factors. The report includes analysis of different regions and countries to study the effects of COVID-19 on the global online gaming industry. Besides, an expected recovery timeline of the industry will also be included with the best- and worst-case scenario which will aid clients to take their future steps in the decision-making process.
Sources Include
The report provides an in-depth analysis on market size, intended quality of the service preferred by consumers. The report will serve as a source for 360-degree analysis of the market thoroughly integrating different models.
The Report Covers
1. Report Summary
1.1. Research Methods and Tools
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendations
2.2.3. Conclusion
3. Industry Overview
3.1. Historical market growth estimation in online gaming industry excluding COVID-19 pandemic effect
3.2. Deviations in the online gaming industry growth rate due to COVID-19 pandemic
4. Segmentation
4.1. By Device Type
4.1.1. Console
4.1.2. Computer
4.1.3. Mobile Devices
4.1.4. Others
5. Regional Analysis
5.1. North America
5.1.1. United States
5.1.2. Canada
5.2. Europe
5.2.1. UK
5.2.2. Germany
5.2.3. Italy
5.2.4. Spain
5.2.5. France
5.2.6. Rest of Europe
5.3. Asia-Pacific
5.3.1. China
5.3.2. India
5.3.3. Japan
5.3.4. Rest of Asia-Pacific
5.4. Rest of the World
5.4.1. Middle East & Africa
5.4.2. Latin America
6. Company Profile
6.1. Activision Blizzard, Inc.
6.2. Apple Inc.
6.3. Electronic Arts Inc.
6.4. Epic Games, Inc.
6.5. Google LLC
6.6. Microsoft Corp.
6.7. NetEase, Inc.
6.8. Nintendo Co., Ltd.
6.9. Rockstar Games, Inc.
6.10. Sony Corp.
6.11. Take-Two Interactive Software, Inc.
6.12. Tencent Holdings Ltd.
6.13. Valve Corp.
6.14. Warner Bros. Entertainment Inc.
1. GLOBAL ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
2. GLOBAL ONLINE GAMING BY CONSOLE INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
3. GLOBAL ONLINE GAMING BY COMPUTER INDUSTRY RESEARCH AND ANALYSIS ,2018-2025 ($ MILLION)
4. GLOBAL ONLINE GAMING BY MOBILE DEVICES INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
5. GLOBAL ONLINE GAMING BY OTHER DEVICES INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
6. GLOBAL ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS BY GEOGRAPHY, 2018-2025 ($ MILLION)
7. NORTH AMERICA ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
8. US ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
9. CANADA ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
10. EUROPE ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
11. UK ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
12. GERMANY ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
13. FRANCE ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
14. SPAIN ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
15. ITALY ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
16. REST OF EUROPE ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
17. ASIA PACIFIC ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
18. CHINA ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
19. JAPAN ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
20. INDIA ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
21. REST OF ASIA PACIFIC ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
22. REST OF WORLD ONLINE GAMING INDUSTRY RESEARCH AND ANALYSIS, 2018-2025 ($ MILLION)
1. GLOBAL ONLINE GAMING INDUSTRY TREND PRE AND POST COVID-19, 2018-2025 (%)
2. NORTH AMERICA ONLINE GAMING INDUSTRY TREND PRE AND POST COVID-19, 2018-2025 (%)
3. EUROPE ONLINE GAMING INDUSTRY TREND PRE AND POST COVID-19, 2018-2025 (%)
4. ASIA PACIFIC ONLINE GAMING INDUSTRY TREND PRE AND POST COVID-19, 2018-2025 (%)
5. REST OF WORLD ONLINE GAMING INDUSTRY TREND PRE AND POST COVID-19, 2018-2025 (%)