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Gaming Market , 53% of Growth to Originate from APAC, Technavio

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NEW YORK, Dec. 16, 2024 /PRNewswire/ — The global gaming market size is estimated to grow by USD 117.2 Billion from 2024 to 2028, according to Technavio. The market is estimated to grow at a CAGR of 9.56% during the forecast period.

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Report Attribute

Details

Base Year

2023

Forecast period

2024-2028

Historic Data for

2018 – 2022

Segments Covered

Type (Casual gaming and Professional gaming), Platform (Online and Offline), Device (Mobile gaming, Console gaming, and PC gaming), and Geography (APAC, North America, Europe, Middle East and Africa, and South America) 

Key Companies Covered

Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., Bowlero Corp., Chicago Gaming Co., DeNA Co. Ltd., Electronic Arts Inc., Epic Games Inc., GungHo Online Entertainment Inc., Microsoft Corp., NetEase Inc., Netmarble Corp., Niantic Inc., Nintendo Co., Ltd., Rovio Entertainment Corp., Sony Group Corp., Square Enix Holdings Co. Ltd., The Walt Disney Co., Ubisoft Entertainment SA, and Zeptolab UK Ltd. 

Regions Covered

APAC, North America, Europe, Middle East and Africa, and South America

Region Outlook

North AmericaEuropeAsiaRest of World

1. APAC – APAC is estimated to contribute 53%. To the growth of the global market. The Gaming Market report forecasts market growth by revenue at global, regional & country levels from 2017 to 2027.  The gaming market offers an form of home entertainment for individuals of all ages, providing graphics-rich experiences that transport players into new worlds. Video games offer various forms of entertainment, from stress relief through relaxing activities like painting and crafting, to intense gaming sessions featuring tactical missions in first-person shooter or action games. Teamwork and a sense of achievement are key elements in many games, offering self-satisfaction and joy. The youth population and older adults alike find solace in gaming as a form of indoor leisure activity. With advancements in technology, mobile games and 4G connectivity enable gaming on the go, making it accessible to a wider audience. However, concerns regarding addiction issues persist, particularly with intense gaming and social anxiety. Graphics have evolved significantly, with 3D realistic graphics becoming the norm in many games. Gameplay caters to diverse interests, including sports, role-playing, and strategic missions. Home entertainment systems and mobile cellular subscriptions have made gaming a popular pastime, offering a wide range of options for family game time and personal enjoyment.

The gaming market is a significant business sector, attracting numerous investors and companies. In 2020, the global gaming market revenue reached USD159.3 billion. Consumers spend on gaming hardware, software, and subscriptions. Popular genres include action, adventure, sports, and strategy games. The market’s growth is driven by technological advancements, increasing internet penetration, and the rising popularity of esports. Companies focus on creating engaging games, enhancing user experiences, and expanding their reach through various platforms.

For more insights on APAC’s significant contribution along with the market share of rest of the regions and countries – Download a FREE Sample

Segmentation Overview

Type 1.1 Casual gaming1.2 Professional gamingPlatform 2.1 Online2.2 OfflineDevice 3.1 Mobile gaming3.2 Console gaming3.3 PC gamingGeography 4.1 APAC4.2 North America4.3 Europe4.4 Middle East and Africa4.5 South America

1.1 Fastest growing segment:

The casual gaming market refers to the segment of video games that do not demand extensive time commitment from players. Casual gamers are individuals who enjoy playing games without investing significant resources or time. Companies providing casual gaming services generate revenue by licensing gaming software to end-users. The casual gaming sector is expanding due to the rising popularity of mobile gaming. Unlike dedicated gamers, casual gamers do not invest in gaming peripherals. They prefer mobile devices over PCs and consoles due to easy access to games. Many casual gamers opt for online mobile gaming, enabling them to play their preferred games from anywhere at any time. The accessibility of casual games, their ease of use, and their compatibility with various devices have made them popular among a broad audience. Additionally, the social interaction aspect of casual games, where players can engage with friends or family, adds an extra layer of enjoyment. For instance, Player Unknown’s Battlegrounds (PUBG) is a successful online multiplayer battle royale game that offers social interaction opportunities. Players can communicate using voice chat, enhancing the gaming experience, particularly when playing with friends. This social element contributes to the overall growth of the casual gaming market.

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Research Analysis

The gaming market is a thriving industry that provides endless entertainment for people of all ages and backgrounds. With the rise of home entertainment systems, video games have become a popular form of stress relief and a source of joy for kids and older adults alike. For the youth population, gaming offers a sense of achievement, self-satisfaction, and social connection through teamwork and multiplayer games. The market caters to various genres, including shooter, action, sports, role-playing, and educational courses, with 3D realistic graphics and tactical missions adding to the experience. The advent of mobile phones, tablets, and 5G technology has made gaming more accessible than ever before, according to the latest GSMA report. Whether it’s for family game time, indoor activities, or a way to combat social anxiety, gaming offers something for everyone.

Market Overview

The gaming market is a vibrant and ever-evolving industry that offers a world of entertainment for people of all ages. From kids to older adults, video games provide a sense of joy, achievement, and self-satisfaction. They serve as an excellent stress reliever and a way to foster teamwork and social connections. With the rise of home entertainment systems and advanced technology, gaming has become a popular leisure activity for individuals and families. Indoor games, including painting, crafting, and mobile games, have gained significant traction, especially during the pandemic. The youth population and internet users are particularly drawn to mobile gaming, with smartphones and tablets becoming essential tools for accessing games. However, concerns around addiction issues and intense gaming can lead to negative consequences, such as social anxiety and isolation. Technology advancements, including 4G connectivity, mobile cellular subscriptions, and the emergence of 5G, have revolutionized the gaming landscape. Cloud gaming services and mobile gaming have become increasingly popular, with new genres and game worlds offering experiences. Game developers continue to push the boundaries of storytelling, graphics, and gameplay, incorporating virtual reality (VR) and augmented reality (AR) into their creations. The game creation process has become more accessible with cloud platforms and online gaming platforms, enabling individuals to design and develop their games. The gaming industry is constantly evolving, with new trends, technologies, and genres emerging regularly. Whether it’s action, sports, role-playing, or tactical missions, there’s a game for every preference and skill level. Attractive weapons, multiplayer functionality, and 3D realistic graphics add to the overall gaming experience. Education courses and game design programs also offer opportunities for individuals to learn and grow within the industry.

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Key Topics Covered:

Executive SummaryMarket LandscapeMarket SizingHistoric Market SizeFive Forces AnalysisMarket SegmentationCustomer LandscapeGeographic LandscapeDrivers, Challenges, and TrendsVenodr LandscapeVendor AnalysisAppendix

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/

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SOURCE Technavio

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1B views since June: Coda and TikTok Gaming turn content into commerce

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Partnership gives publishers a new route to reach consumers through TikTok’s creators

SINGAPORE, Nov. 2, 2026 /PRNewswire/ — Coda, a global leader in digital content monetization and distribution, is working with TikTok Gaming to create a new route from content discovery to purchase for consumers across Southeast Asia.

Through the partnership, TikTok users in Thailand, Malaysia, Singapore, Indonesia and the Philippines can link directly to Codashop to purchase game top-ups, gift cards and other digital goods. Creators can feature Codashop-listed content through livestreams and short-form videos, giving publishers a new way to reach consumers in the environments where they are already discovering and engaging with games.

Since its mid-June 2026 launch, creator videos linking to Codashop have drawn 1 billion views, with click-through averaging above 5% and around 5% of clicks converting to purchases. The majority of buyers are new to Codashop, showing the potential of creator-led commerce to bring publishers new customers as well as transactions.

“Commerce is increasingly happening wherever discovery happens,” said Zac Liew, Chief Commercial Officer, B2B, Coda. “TikTok gives us a new way to connect those moments. For publishers, that means reaching consumers earlier in the journey and turning engagement into purchase through a channel that is already core to how people discover games and content.”

The partnership reflects a broader shift in digital commerce, as social platforms, creators and content play a growing role in how consumers decide what to buy. For Coda, that creates new opportunities to extend digital content distribution beyond traditional storefronts and connect publishers with consumers across more channels.

Codashop is one of Southeast Asia’s most established destinations for digital content, recording more than 6 million transactions and 13 million site visits every month. Coda works with some of the world’s leading publishers and digital businesses, including Activision, Electronic Arts and Riot Games.

Founded in Jakarta in 2011, Coda has grown from its Southeast Asian roots into a global digital content monetization and distribution business. Codashop launched in Indonesia in 2014 and has since expanded across the region and beyond.

Coda will continue to explore new commerce and distribution models with publishers and platform partners, creating more ways for consumers to discover and purchase digital content.

About Coda

Coda is a global leader in monetization, distribution, and commerce, trusted by the biggest names in gaming, entertainment, and technology, including Activision, Electronic Arts, Riot Games, Ubisoft, and Moonton. Founded in 2011 and headquartered in Singapore, Coda operates with 670+ employees worldwide, with core hubs in Asia and Europe. Coda combines payments, commerce, distribution, and rewards to drive global revenue growth for brands and publishers.

Coda’s products include Codapay, which provides access to 400+ payment methods across 80+ markets through a single API integration; Coda Webstore, which powers fully customized direct-to-consumer storefronts; Coda Consumer Platforms, including Codashop, Recharge.com, and Startselect.com; Coda Distribution, which extends reach through a network of commerce partners; and Giftcloud, a UK-based rewards business serving enterprise customers across Europe.

Coda is backed by Apis Partners, Insight Partners, Smash Capital, and GIC, and has been named an APAC High Growth Company (2023) by Financial Times, one of Granite Asia’s NextGenTech 30 (2024), a payments leader on Fortune’s Fintech Innovation Asia list (2024), and listed among The Straits Times Fastest Growing Fintechs (2024). For more on Coda, visit coda.co.

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SOURCE Coda

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One Stop Swap Explores School Fundraising as a Community-Based Growth Strategy

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With more than 3,400 preregistrations ahead of its planned 2027 launch, the marketplace is exploring school partnerships as a way to support communities while building a potentially lower-cost customer acquisition model.

LOS ANGELES, Nov. 1, 2026 /PRNewswire/ — Los Angeles-based One Stop Swap, Inc., a peer-to-peer marketplace preparing for a 2027 launch, is exploring a community-based growth strategy that could help schools raise money while introducing hundreds of families to its buying, selling and swapping platform.

The idea originated in conversations between Co-Founder Stephen Bikoff and his wife, a first-grade teacher. Their discussions about traditional school fundraising sparked a simple question: What if families could support their schools by selling things they already own instead of being asked to buy more?

“Talking with my wife about school fundraising made me realize how much value families have sitting unused in their homes,” said Bikoff. “Why not explore a way to turn those items into money for schools while introducing families to something they can continue using long after the fundraiser ends?”

One School. Hundreds of Potential Members.

Under the proposed program, schools and parent organizations could invite families, educators, alumni and neighbors to participate in online resale campaigns, with sellers choosing to donate a portion of their proceeds.

For One Stop Swap, the opportunity extends beyond fundraising. A single school partnership could introduce hundreds of households to the marketplace, potentially generating new members, merchandise listings, transactions and referrals.

Rather than relying exclusively on paid advertising, the company wants to test whether trusted community relationships can provide a more cost-effective, repeatable way to attract and retain members.

Potential pilot programs would measure customer acquisition costs, registrations, listings, completed transactions, donations and repeat activity. If successful, the model could expand to youth sports leagues, nonprofit organizations and other community groups.

“We want to build a company where doing something good for a community also makes good business sense,” Bikoff added. “If we can help schools raise money while building lasting relationships with new members, that’s worth exploring.”

Early Interest Ahead of Launch

One Stop Swap reports more than 3,400 preregistrations ahead of its planned 2027 launch.

The company is limiting its Founding Member program to the first 5,000 eligible participants, who will receive six months without buyer or seller platform fees starting at launch, subject to program terms.

Following the introductory period, the planned standard marketplace fee structure is 3% for buyers and 3% for sellers.

The early registration program is intended to help establish an initial community of buyers and sellers before the marketplace opens.

Building Beyond Traditional Resale

One Stop Swap is developing a single platform for buying, selling and direct item-for-item swapping of pre-owned goods.

The company’s longer-term roadmap includes plans to introduce live shopping after its second year of operation, creating more interactive ways for members to discover merchandise and connect with one another.

Together, these initiatives reflect a broader strategy focused on attracting members, expanding available inventory, encouraging repeat transactions and building long-term engagement.

The school fundraising concept remains under evaluation. No school partners, pilot dates or fundraising terms have been finalized, and the company has not yet validated the proposed program’s customer acquisition economics.

About One Stop Swap

One Stop Swap, Inc. is a Los Angeles-based technology company developing a U.S. peer-to-peer marketplace that combines buying, selling and direct swapping of pre-owned goods. The company is led by CEO Eric Jepsky, a technology executive with more than 25 years of experience spanning eBay, PayPal and other leading technology companies. As Co-Founder and COO of Beem, Jepsky helped grow the fintech platform to more than five million downloads. One Stop Swap is focused on affordability, community participation and new approaches to secondhand commerce.

Consumers interested in becoming Founding Members can preregister at www.onestopswap.com.

Media Contact

One Stop Swap, Inc.
Email: press@onestopswap.com
Website: https://www.onestopswap.com
Instagram: @onestopswapusa

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SOURCE One Stop Swap Inc.

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Infinix Unveils Its First Global Flagship Concept Store in Bali, Bringing “Joy Tech” to Life

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Building on its strength in product innovation, the Infinix Bali Flagship Concept Store blends bold design, coffee culture and creative experiences to bring more joy, surprise and discovery into everyday life—marking a tangible step towards a more distinctive, lifestyle-driven and premium technology brand.

BALI, Indonesia, Nov. 2, 2026 /PRNewswire/ — Infinix officially unveiled its first global Flagship Concept Store in Bali, Indonesia, on October 31. As the first store of this new format within parent company Transsion Holdings’ brand portfolio, the opening marks a significant step in Infinix’s brand evolution. Building on its foundation in technology innovation, Infinix is exploring new ways to bring technology into everyday life through design, lifestyle and creative experiences, with a focus on creating more joy, surprise and meaningful connections with global consumers.

Rooted in Infinix’s “Joy Tech” philosophy, the Bali Flagship Concept Store brings together technology, lifestyle and creativity in a new retail experience. From Infinix’s smartphones and connected devices to futuristic design, coffee and creative collaborations, the store reflects the brand’s belief that technology should go beyond specifications and performance to bring enjoyment, spark curiosity and create meaningful value in everyday life.

Together, these elements offer a bold new approach to experiential retail in the smartphone and consumer electronics industry—bringing technology, lifestyle and creativity together to transform a traditional retail space into a destination for discovery, participation and shared experiences.

Inside the Store: Where Technology Meets Lifestyle

The experience begins even before stepping inside. With its futuristic design, reflective metallic surfaces and digital visuals, the Bali Flagship Concept Store makes a striking first impression. An eye-catching robotic-arm installation anchors the space, transforming technological imagination into a bold visual statement.

This distinctive setting brings Infinix’s “1+2+X” retail concept to life: one comprehensive technology experience, two signature experience elements and an evolving range of creative activities and collaborations.

At its core, the store showcases Infinix’s smartphone lineup, including the NOTE 60 and HOT 70 series and the GT 50 Pro. The experience also highlights Infinix’s broader AIoT ecosystem, featuring recent standout products such as the ZCLIP 2 Pro clip-on earbuds, SPACE Max wireless headphones, and XEnergy portable power stations, giving people the opportunity to explore the brand’s innovations firsthand.

Complementing this technology experience are two distinctive lifestyle elements: n_x, Infinix’s locally developed coffee brand, and the signature robotic-arm installation. At n_x, a simple coffee break becomes an invitation to slow down, recharge and enjoy a laid-back moment amid a busy day. Whether catching up with friends or taking a moment for oneself, even an everyday cup of coffee can bring a little unexpected delight. Together, these elements introduce a more relaxed and imaginative side of technology into the space.

The “X” opens up further possibilities through gaming, music, sports, creative partnerships, interactive content and community-driven activities. By introducing new ideas and collaborations over time, Infinix envisions a space that continues to surprise and inspire, offering fresh experiences and new ways for people to connect with the brand.

Keeping the Experience Fresh Through Co-Creation

Beyond its distinctive retail concept, the Bali Flagship Concept Store also aims to bring creators and consumers closer to the brand. Rather than simply featuring established names or one-off partnerships, Infinix hopes to work with artists, musicians and other creative talents to develop original content and experiences. People can also take part through shared experiences, content creation and feedback, becoming active participants rather than passive audiences.

Designed to evolve beyond its opening, the store aims to introduce new collaborations, creative displays and lifestyle activities over time. This ongoing renewal can give people fresh reasons to return while allowing the space to become a source of new ideas, stories and connections between Infinix and its community.

From a Flagship Concept Store to a Living Brand Destination

Infinix’s longer-term vision is for the Bali Flagship Concept Store to develop its own recognizable identity, becoming a destination people return to for its distinctive experiences and sense of community—not just its products. Its appeal would come not only from the space itself, but also from what continues to happen there.

The Bali opening also marks the beginning of a broader retail expansion journey. Infinix plans to open five additional flagship stores across Indonesia this year, while exploring similar concept-led retail experiences in other markets. Rather than replicating the Bali format, future locations will be adapted to local cultures, consumer preferences and lifestyles, allowing Joy Tech to take different forms in different communities.

For Infinix, the Bali Flagship Concept Store represents a new direction in brand building: keeping product innovation at its core while giving people more reasons to connect with the brand beyond a purchase. By extending Joy Tech into design, everyday lifestyle experiences and creative collaborations, Infinix is taking a concrete step towards a more distinctive, lifestyle-driven and premium brand identity.

About Infinix
Established in 2013, Infinix is an innovation-driven brand dedicated to delivering cutting-edge technology, bold design, and outstanding performance. The brand provides smart, enjoyable mobile experiences that enhance everyday life. Beyond smartphones, Infinix has expanded its portfolio to include TWS earbuds, smartwatches, laptops, tablets, smart TVs, and more — building a comprehensive ecosystem of smart devices. Currently, Infinix products are available in over 80 countries and regions worldwide, including Africa, Latin America, the Middle East, South Asia, and Southeast Asia.

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