Revenue in the Online Games segment is projected to reach US$26.29bn in 2022.
Revenue is expected to show an annual growth rate (CAGR 2022-2026) of 6.46%, resulting in a projected market volume of US$33.77bn by 2026.
In the Online Games segment, the number of users is expected to amount to 1,308.8m users by 2026.
User penetration will be 15.4% in 2022 and is expected to hit 16.6% by 2026.
In global comparison, most revenue will be generated in China (US$6,053.00m in 2022).
The average revenue per user (ARPU) in the Online Games segment is projected to amount to US$22.48 in 2022.
Online Games are defined as massive multiplayer online games (MMOGs) as well as casual and social games that can be either played directly in the internet browser or via clients that need to be installed.
The definition covers subscription-based games, e.g. World of Warcraft, as well as free-to-play games with in-game purchases for additional premium content or functionalities, e.g. Fortnite.
Freemium games, that only allow the free usage of the game's core part, are not included. Those games are covered by the segment Mobile Games.
Free-to-play games with in-game purchases for additional premium contents or functionalities