Gaming Software Market

Gaming Software Market Size, Share & Trends Analysis Report by Type (PC Games, Browser Games, Console Games, and Smart Phone/ Tablet Games), and by Purchase Type (Box/ CD Game, Shareware, Freeware, In-App Purchases (IAPs), Digital Download, and Others), Forecast Period (2023-2030)
    Update Available - Forecast 2024-2030   

Published: Oct 2023 | Report Code: OMR2027872 | Category : Software & Solutions | Delivery Format: /

Gaming software market is anticipated to grow at a CAGR of 13.1% during the forecast period (2023-2030). The market’s growth is attributed to increased internet gaming access. As advancements in technology and faster internet speeds have made online gaming more accessible, the gaming software market has grown, owing to a larger player base and increased demand for gaming experiences. According to the National Institute of Health (gov.), in June 2022, internet gaming has become popular globally owing to advancements in technology and improved internet speeds. It has been associated with various socioeconomic characteristics and has been linked with addiction, that can lead to social, psychological, and physical consequences. It is suggested that higher levels of internet gaming disorder are linked to impulsivity, low social acceptance, lower academic achievement, higher aggressive tendencies, troubled parental relationships, and a higher risk of depression. Furthermore, in a review conducted by Gentile et al, the prevalence of internet gaming disorder (IGD) among children and adolescents was reported to vary between 1.0% and 9.0%. A subsequent study conducted in China with 6,379 adolescents aged between 15 and 25 years reported a prevalence of 17%. Similarly, a smaller-scale Brazilian study involving 555 students aged between 14 and 25 reported a prevalence of 38.2%, with 18.2% of the students classified as gamers at risk of developing IGD.

Prevalence of Internet Gaming Disorder (IGD) among Children and Adolescents (%)

prevalence of internet gaming disorder (igd) among children and adolescents

Source: National Institute of Health (gov.)

Range: 1% to 9%

o Chinese Study (6379 adolescents aged 15 to 25)

Prevalence: 17%

o Brazilian Study (555 students aged 14 to 25)

Prevalence: 38.2%

o Gamers at Risk of Developing IGD: 18.2%

Segmental Outlook 

The global gaming software market is segmented on the type, and purchase type. Based on the type, the market is sub-segmented into PC games, browser games, console games, and smart phone/tablet games. Furthermore, on the basis of purchase type, the market is sub-segmented into box/CD game, shareware, freeware, IAPs, digital download, and others. Among which, the box/CD game subcategory is expected to capture a significant portion of the market share within the purchase type segment. This is attributed to the premium price of home box/CD games and related accessories can inhibit box/CD game growth during the anticipated period.

The Smart Phone/Tablet Games Sub-Segment is Anticipated to Hold a Considerable Share of the Global Gaming Software Market

Among the purchase type, the smart phone/tablet games sub-segment is expected to hold a considerable share of the global gaming software market. The segmental growth is attributed to rise in mobile gaming. Mobile gaming has seen an increase in the global gaming sector, with an increasing number of individuals resorting to their smartphones for gaming. The move has increased demand for mobile-optimized gaming software. For instance, in June 2022, Arm launched new chip technology for smartphone games. The most recent products are graphics processing units, or GPUs, that are most commonly utilized for visual processing in gaming.

Regional Outlook

The global gaming software market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to advanced technical infrastructure is one of the primary driver of gaming software market growth.

Global Gaming Software Market Growth by Region 2023-2030

global gaming software market growth by region

The Asia-Pacific Region is Expected to Grow at a Significant CAGR in the Global Gaming Software Market

Among all regions, the Asia-Pacific regions is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to the rising monetization strategies. As the Chinese gaming company expands, there are chances for earning money in gaming software through various monetization strategies such as in-game purchases, subscriptions, and advertising. According to the National Institute of Health (gov.), in January 2023, China Internet Network Information Center (CNNIC) latest report, by the end of December 2021, the number of internet users in China had reached 1.032 billion, and over 517.9 million netizens engaged in online gaming activities, accounting for 52.4% of the total number of internet users. Research has found that playing video games may improve basic attentional functions, however, it is important to note that its inappropriate use can be a serious public health concern. Long duration of gaming can result in dry-eye disease, obesity, poor sleep quality, psychological distress, and IGD.

Furthermore, the preference of computer games and mobile phone games helps guide the development of gaming software, taking into consideration the need for higher-quality audio and visuals for computer games and ensuring accessibility for mobile gaming. According to the National Institute of Health (gov.) survey published in January 2023, 62.5% of underage internet users in China enjoy playing online games. Of these, 28.9% prefer computer games while 56.4% prefer mobile phone games. Both computer games and mobile phone games are popular forms of entertainment, with computer games providing higher-quality sound and visual effects, and mobile phone games being more easily accessible. During the coronavirus pandemic, the popularity of online games has grown significantly.

Market Players Outlook

The major companies serving the global gaming software market include Intel Corp., Lenovo, Logitech Europe S.A., Microsoft, NEXON Co., Ltd., and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in February 2023, Microsoft and NVIDIA signed an agreement for 10-year to bring Xbox PC games to the NVIDIA GeForce NOW cloud gaming service.

The Report Covers

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global gaming software market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies. Competitive strategies by identifying ‘who-stands-where’ in the market.

1. Report Summary

Current Industry Analysis and Growth Potential Outlook

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

1.2.2. By Region

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. Competitive Landscape

3.1. Key Company Analysis

3.2. Alzheimer’s Association

3.2.1. Overview

3.2.2. Financial Analysis 

3.2.3. SWOT Analysis

3.2.4. Recent Developments

3.3. Electronic Arts Inc. 

3.3.1. Overview

3.3.2. Financial Analysis 

3.3.3. SWOT Analysis

3.3.4. Recent Developments

3.4. Gameloft SE

3.4.1. Overview

3.4.2. Financial Analysis 

3.4.3. SWOT Analysis

3.4.4. Recent Developments

3.5. Key Strategy Analysis

4. Market Segmentation

4.1. Global Gaming Software Market by Type

4.1.1. PC Games

4.1.2. Browser Games

4.1.3. Console Games

4.1.4. Smart Phone/ Tablet Games

4.2. Global Gaming Software Market by Purchase Type

4.2.1. Box/ CD Game

4.2.2. Shareware

4.2.3. Freeware

4.2.4. In-App Purchases (IAPs)

4.2.5. Digital Download

4.2.6. Others (Subscription Type, and DLC (Downloadable Content))

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. South Korea

5.3.5. Rest of Asia-Pacific 

5.4. Rest of the World

6. Company Profiles 

6.1. Intel Corp.

6.2. Lenovo

6.3. Logitech Europe S.A. 

6.4. Microsoft

6.5. NEXON Co., Ltd. 

6.6. Nintendo

6.7. NVIDIA Corp.

6.8. Rockstar Games, Inc.

6.9. Sony Corp.

6.10. Ubisoft, Inc.,

6.11. Valve Corp.

6.12. ZeniMax Europe Ltd. 

1. GLOBAL GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)

2. GLOBAL PC GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

3. GLOBAL BROWSER GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

4. GLOBAL CONSOLE GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

5. GLOBAL SMART PHONE/ TABLET GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

6. GLOBAL GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY PURCHASE TYPE, 2022-2030 ($ MILLION)

7. GLOBAL GAMING SOFTWARE BY BOX/CD MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

8. GLOBAL GAMING SOFTWARE BY SHAREWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

9. GLOBAL GAMING SOFTWARE BY FREEWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

10. GLOBAL GAMING SOFTWARE BY IN-APP PURCHASES MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

11. GLOBAL GAMING SOFTWARE BY DIGITAL DOWNLOAD MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

12. GLOBAL GAMING SOFTWARE BY OTHER PURCHASE TYPES MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

13. GLOBAL GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030 ($ MILLION)

14. NORTH AMERICAN GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)

15. NORTH AMERICAN GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)

16. NORTH AMERICAN GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY PURCHASE TYPE, 2022-2030 ($ MILLION)

17. EUROPEAN GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)

18. EUROPEAN GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)

19. EUROPEAN GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY PURCHASE TYPE, 2022-2030 ($ MILLION)

20. ASIA-PACIFIC GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030 ($ MILLION)

21. ASIA-PACIFIC GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)

22. ASIA-PACIFIC GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY PURCHASE TYPE, 2022-2030 ($ MILLION)

23. REST OF THE WORLD GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY TYPE, 2022-2030 ($ MILLION)

24. REST OF THE WORLD GAMING SOFTWARE MARKET RESEARCH AND ANALYSIS BY PURCHASE TYPE, 2022-2030 ($ MILLION)

1. GLOBAL GAMING SOFTWARE MARKET SHARE BY TYPE, 2022 VS 2030 (%)

2. GLOBAL PC GAMING SOFTWARE MARKET SHARE BY REGION, 2022 VS 2030 (%)

3. GLOBAL BROWSER GAMING SOFTWARE MARKET SHARE BY REGION, 2022 VS 2030 (%)

4. GLOBAL CONSOLE GAMING SOFTWARE MARKET SHARE BY REGION, 2022 VS 2030 (%)

5. GLOBAL SMART PHONE/TABLET GAMING SOFTWARE MARKET SHARE BY REGION, 2022 VS 2030 (%)

6. GLOBAL GAMING SOFTWARE MARKET SHARE BY PURCHASE TYPE, 2022 VS 2030 (%)

7. GLOBAL GAMING SOFTWARE BY BOX/CD MARKET SHARE BY REGION, 2022 VS 2030 (%)

8. GLOBAL RESPITE GAMING SOFTWARE BY SHAREWARE MARKET SHARE BY REGION, 2022 VS 2030 (%)

9. GLOBAL RESPITE GAMING SOFTWARE BY FREEWARE MARKET SHARE BY REGION, 2022 VS 2030 (%)

10. GLOBAL RESPITE GAMING SOFTWARE BY IN-APP PURCHASES MARKET SHARE BY REGION, 2022 VS 2030 (%)

11. GLOBAL RESPITE GAMING SOFTWARE BY DIGITAL DOWNLOAD MARKET SHARE BY REGION, 2022 VS 2030 (%)

12. GLOBAL RESPITE GAMING SOFTWARE BY OTHER PURCHASE TYPES MARKET SHARE BY REGION, 2022 VS 2030 (%)

13. GLOBAL GAMING SOFTWARE MARKET SHARE BY REGION, 2022 VS 2030 (%)

14. US GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

15. CANADA GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

16. UK GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

17. FRANCE GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

18. GERMANY GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

19. ITALY GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

20. SPAIN GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

21. REST OF EUROPE GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

22. INDIA GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

23. CHINA GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

24. JAPAN GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

25. SOUTH KOREA GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

26. REST OF ASIA-PACIFIC GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)

27. REST OF THE WORLD GAMING SOFTWARE MARKET SIZE, 2022-2030 ($ MILLION)