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Gaming market seen topping $617B by 2030

6 hours ago
By AI, Created 14:30 UTC, Oct 08, 2026, AGP -

The gaming industry is projected to exceed $617 billion by 2030, powered by faster internet, mobile adoption and cloud gaming, according to The Business Research Company. Asia Pacific is expected to be the biggest regional market, while action games lead the fastest-growing segment mix.

Why it matters: - Gaming is set to take an outsized share of the recreation economy, reaching nearly 27% of the broader $2.245 trillion market by 2030. - The forecast points to continued demand for digital entertainment across mobile, console and online platforms. - The shift matters for publishers, hardware makers, ad-supported platforms and esports operators competing for user time and spending.

What happened: - The Business Research Company said the global gaming market is on track to exceed $617 billion by 2030. - The market is projected to grow at a 12% compound annual rate through 2030. - The report said Asia Pacific will be the largest regional market by 2030, valued at $261 billion. - The report also named action games as the biggest game type by 2030, with a projected 26% share, or $158 billion. - Apple Inc. was the top global sales leader in 2025 with a 2% share, according to The Business Research Company.

The details: - Asia Pacific is forecast to rise from $130 billion in 2025 to $261 billion in 2030, a 15% CAGR. - Growth in Asia Pacific is tied to more smartphone gamers, better high-speed internet, rising esports and live streaming, and more localized content. - The USA is expected to be the largest single-country market in 2030 at $147 billion, up from $97 billion in 2025, with a 9% CAGR. - Action games are expected to gain from fast-paced multiplayer play, open-world titles, story-driven games, better graphics, physics engines and seasonal content updates. - The report says the market remains fragmented, with the top 10 companies together accounting for 10% of 2025 revenue. - Company shares in 2025 included Tencent Holdings Ltd., Microsoft Corporation, Sony Group Corporation, Nintendo Co. Ltd., Google LLC, Electronic Arts Inc. and NetEase Inc. at 1% each, with Epic Games and Take-Two Interactive Software Inc. at 0.3% each. - Cloud gaming is changing how players access games by removing the need for dedicated consoles and expanding play to TVs and streaming devices. - In December 2025, Comcast Corporation and Amazon launched Amazon Luna on Xfinity entertainment devices, including X1 and Xumo Stream Box devices, with controller compatibility and cloud library access. - The report said leading companies are focusing on immersive gaming technologies, broader platform access, ecosystem expansion and AI-driven personalization. - The 2026 edition adds market attractiveness scoring, TAM analysis, company scoring matrix graphics and tables, Excel-based forecasting dashboards, market hotspot infographics, and future trend analysis.

Between the lines: - The forecast suggests gaming growth is increasingly driven by infrastructure, not just content. - Cheaper smartphones, better internet and cloud delivery are widening the audience beyond traditional console users. - Fragmented market share means no single company controls the category, which raises the value of ecosystems, IP and distribution. - The report’s emphasis on AI, cloud gaming and cross-platform play signals where competition is likely to intensify next.

What's next: - Publishers and platform owners are likely to keep investing in live-service content, cross-platform experiences and localized offerings. - Growth in mobile gaming, esports and cloud access is expected to remain a key demand driver through 2030. - Companies that can combine hardware, software and digital services may be best positioned to capture spending as the market expands.

The bottom line: - Gaming is moving deeper into the mainstream entertainment economy, with Asia Pacific, cloud gaming and action titles leading the next phase of growth.

Disclaimer: This article was produced by AGP Wire with the assistance of artificial intelligence based on original source content and has been refined to improve clarity, structure, and readability. This content is provided on an “as is” basis. While care has been taken in its preparation, it may contain inaccuracies or omissions, and readers should consult the original source and independently verify key information where appropriate. This content is for informational purposes only and does not constitute legal, financial, investment, or other professional advice.

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