Global Gaming Market: Overview and Key Indicators

  • According to Statista, the global gaming market revenue has steadily grown from around USD 276.4 billion (approx. KRW 404.78 trillion) in 2019 to USD 408.7 billion (approx. KRW 598.7 trillion) in 2023, and is projected to reach USD 604.6 billion (approx. KRW 885.67 trillion) by 2028
  • This growth is driven by the expansion of individual sectors including gaming hardware, mobile games, and in-game advertising
  • The most notable aspect is the rapid growth of gaming hardware and in-game advertising, with the gaming hardware sector growing from USD 97.8 billion (approx. KRW 143.28 trillion) in 2019 to USD 161.7 billion (approx. KRW 236.9 trillion) in 2024, and is expected to reach USD 225.6 billion (approx. KRW 330.52 trillion) by 2028
  • In-game advertising has grown rapidly from USD 37.8 billion (approx. KRW 55.38 trillion) in 2019 to USD 94.5 billion (approx. KRW 138.45 trillion) in 2023, and is projected to reach USD 157.5 billion (a pprox. KRW 230.75 trillion) by 2028
  • This is attributed to the rise of advertising revenue models on mobile and online platforms and the advancement of advertising technology
  • On the other hand, the physical game sales sector continues to decline, decreasing from USD 14.1 billion (approx. KRW 20.65 trillion) in 2019 to USD 11.3 billion (approx. 16.55 trillion) in 2023, and is expected to remain stagnant with no significant changes
  • This is because the popularization of digital download-based games has replaced the demand for physical products
  • Overall, the gaming industry continues to grow through technological advancement and platform diversification, with market segmentation and specialization being evaluated as key factors supporting the overall market expansion

The Current State of the Global Gaming Market

1. China and the United States lead the global gaming market revenue

  • As of 2024, the global gaming market is dominated by the United States and China, recording overwhelming market sizes of USD 128.1 billion (approx. KRW 187.67 trillion) and USD 123.6 billion (approx. KRW 181.08 trillion), respectively
  • The United States and China account for the largest share in the global gaming industry, characterized by their massive consumer base and vibrant content ecosystems
  • Japan ranks third with a market size of USD 48 billion (approx. KRW 70.34 trillion), maintaining its position as a traditional gaming powerhouse, with its console-centric gaming environment and popularity of exclusive titles serving as key market drivers

2. The user base is expected to continue to grow

  • According to Newzoo, the number of global game users reached 3.42 billion in 2024, showing a 4.5% increase compared to the previous year
  • This is largely influenced by the growth of PC game users, with PC users expected to exceed 900 million, up 3.9% from the previous year
  • The Asia-Pacific region accounts for 53% of global game users and is expected to record 4.0% growth to 1.8 billion in 2024, mainly contributed by user growth in Central Asia and Southeast Asia markets
  • North America and Europe are expected to maintain relatively moderate growth with annual growth rates of 2.9% and 2.4%, respectively

3. Gaming Device Usage Status: Smartphones Show Overwhelming Dominance at 70%

  • According to a survey conducted by DataReportal and GWI, smartphones account for the highest proportion of gaming devices used by internet users across the globe in Q1 2024
  • Smartphones ranked overwhelmingly first, with 70.1% of all respondents choosing them as their gaming device
  • This was followed by laptops and desktops (35.8%), showing that PC-based gaming environments still maintain an important position
  • Gaming consoles ranked third at 23.7%, indicating strong preference among specific consumer segments for console gaming

Global Gaming Market: Outlook

  • Understanding the diversity of the global gaming market and customized strategies reflecting each country’s characteristics are expected to continue playing an important role
  • In countries where global platforms like Amazon are dominant, accessibility should be strengthened through cooperation with digital stores, while in markets like China and Brazil where local platforms are prominent, localized content and partnerships remain essential
  • It seems effective to expand interaction with young gamers through video reviews and social media campaigns, while utilizing reliable information channels in markets that prefer print media and expert advice
  • Such segmented approaches help reflect consumer preferences in each country
  • Platform convergence and cross-platform utilization also make it possible to target various consumer segments
  • This direction for expansion is expected to grow further in the global gaming market and is anticipated to become a key factor in supporting sustainable corporate growth