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Gaming Market to Grow by USD 100.8 Billion (2025-2029), Driven by AR and VR Game Adoption, Report Highlights AI Impact on Market Trends – Technavio

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NEW YORK, Jan. 24, 2025 /PRNewswire/ — Report on how AI is redefining market landscape – The global gaming market size is estimated to grow by USD 100.8 billion from 2025-2029, according to Technavio. The market is estimated to grow at a CAGR of 8.4% during the forecast period. Growing adoption of AR and VR games is driving market growth, with a trend towards increasing emergence of cloud gaming. However, regulation of loot boxes poses a challenge. Key market players include 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..

Key insights into market evolution with AI-powered analysis. Explore trends, segmentation, and growth drivers- View Free Sample PDF

Gaming Market Scope

Report Coverage

Details

Base year

2024

Historic period

2019 – 2023

Forecast period

2025-2029

Growth momentum & CAGR

Accelerate at a CAGR of 8.4%

Market growth 2025-2029

USD 100.8 billion

Market structure

Fragmented

YoY growth 2022-2023 (%)

7.8

Regional analysis

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

Performing market contribution

APAC at 52%

Key countries

China, US, Japan, South Korea, and Canada

Key companies profiled

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.

Market Driver

The gaming market is experiencing significant growth, with video games becoming a popular form of entertainment for people of all ages. Games offer stress relief, teamwork, a sense of achievement, and self-satisfaction. The youth population and older adults are embracing home entertainment systems for family game time and indoor leisure activities. Mobile games, fueled by 4G connectivity and smartphones, have gained massive traction. However, addiction issues and intense gaming can lead to social anxiety and other concerns. New genres like shooter, action, sports, role playing, and educational courses are attracting a large user base. Game developers are leveraging 3D realistic graphics, tactical missions, and attractive weapons to create game worlds. Technology advancements, including 5G, cloud gaming services, and virtual reality (VR) and augmented reality (AR), are transforming the gaming landscape. The game creation process is becoming more accessible with cloud platforms and online gaming platforms. Tablets and mobile phones, including iPads, are popular devices for gaming. Hypercasual Android and iOS apps dominate the market, with companies like Tencent leading the way. The gaming industry continues to evolve, with technology and storytelling at the forefront.

Cloud gaming is a modern approach to access and play video games, which are hosted on remote servers and streamed to Internet-connected devices. This technology eliminates the need for expensive gaming hardware and complicated setups. Users can enjoy cloud gaming for free or through paid subscriptions, making it an attractive option for non-core gamers who primarily use social media and mobile devices. Grid computing enables the streaming of content to gamers’ devices via wired or wireless broadband connections. Compared to traditional console gaming, cloud gaming offers several advantages, including fewer hassles as it eliminates the need for game discs, installations, digital downloads, or patches.

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Market Challenges

The gaming market is thriving, with video games providing entertainment for people of all ages. Whether it’s kids seeking joy and self-satisfaction or older adults looking for stress relief and teamwork, video games offer something for everyone. Home entertainment systems, smartphones, and tablets have made gaming more accessible than ever before, with mobile games and cloud gaming services attracting a large youth population and family game time. However, challenges persist. Intense gaming can lead to addiction issues, and games with violent or adult content can contribute to social anxiety. Developers must balance the desire for attractive weapons and tactical missions with the need for education and positive messages. Technology advancements, such as 4G connectivity, 5G, and virtual reality (VR), are transforming the gaming landscape. The game creation process involves designing engaging game worlds, improving graphics, and creating new genres like hypercasual, Android apps, and iOS apps. Tencent, a major player in the industry, is leading the way with innovative online gaming platforms and cloud services. The future of gaming is bright, with endless possibilities for storytelling and experiences.The global gaming market faces a significant challenge with the regulation of loot boxes. Loot boxes are virtual items purchased with real money for randomized in-game rewards. They can improve gaming experience for some players but have been criticized for resembling gambling and exploiting vulnerable individuals, including children. Regulators in various countries, such as Belgium, Australia, and the Netherlands, have taken actions to regulate or ban loot boxes. These regulations may require game developers and publishers to modify their games or business models to comply, potentially impacting their revenue streams.

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Segment Overview

This gaming market report extensively covers market segmentation by

Type1.1 Casual gaming1.2 Professional gamingPlatform2.1 Online2.2 OfflineDevice3.1 Mobile gaming3.2 Console gaming3.3 PC gamingGeography4.1 APAC4.2 North America4.3 Europe4.4 Middle East and Africa4.5 South America

1.1 Casual gaming- The casual gaming market refers to the segment of video games that do not require extensive time investment for playing, winning, and earning. Casual gamers are individuals who engage in such games without committing significant resources. Revenue in this sector is generated through licensing gaming software to end-users. The market for casual gaming is expanding due to the growing popularity of mobile gaming. Unlike dedicated gamers, casual gamers typically do not invest in gaming peripherals. Instead, they prefer mobile devices for their convenience and accessibility. Casual games can be played online, enabling users to enjoy their preferred titles from anywhere at any time. Accessibility and ease of use are key drivers for the casual gaming segment. Games in this category are simple to learn and can be played on various devices, including smartphones, tablets, and PCs. This broadens their reach to a large and diverse audience. Additionally, social interaction is a significant factor in casual gaming. Many games are designed for multiplayer experiences, allowing players to connect and communicate with each other, either locally or online. This social element adds an extra layer of enjoyment and engagement to the gaming experience. For instance, Player Unknown’s Battlegrounds (PUBG) is a popular online multiplayer battle royale game that offers social interaction opportunities through voice chat. Players can coordinate strategies and work together to survive, making the gaming experience more enjoyable when played with friends. Overall, the casual gaming segment’s growth is fueled by its accessibility, ease of use, and social interaction features, making it an attractive proposition for both developers and players.

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Research Analysis

The gaming market continues to thrive as a source of entertainment for people of all ages and backgrounds. Video games offer a unique form of stress relief and provide opportunities for teamwork and a sense of achievement. They bring joy and self-satisfaction, making them an excellent choice for indoor activities. The market caters to various demographics, including kids, older adults, and the youth population. Home entertainment systems have become essential for family game time, allowing for social connection and bonding. Gaming offers a solution for those suffering from social anxiety, with options ranging from shooter and action games to sports, role-playing, and educational courses. The advancement of technology, including 5G and devices like tablets, mobile phones, and iPads, has made gaming more accessible than ever. The GSMA report predicts continued growth in the gaming industry, making it an exciting space to watch.

Market Research 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, self-satisfaction, and achievement. They offer a perfect escape from the stresses of daily life, fostering teamwork and social interaction. With advancements in technology, gaming has become a major form of home entertainment, with home systems, smartphones, tablets, and mobile phones leading the way. Mobile gaming, with its convenience and accessibility, has gained significant traction, especially among the youth population and families. Games come in various genres, including shooter, action, sports, role-playing, and educational courses. With 4G connectivity and the advent of 5G, cloud gaming services are becoming increasingly popular. The gaming industry is not without its challenges, however. Addiction issues and intense gaming can lead to social anxiety and other mental health concerns. New genres, such as hypercasual, continue to emerge, while game developers work tirelessly to create game worlds with improved graphics, virtual reality (VR), and augmented reality (AR). The game creation process is a complex one, involving game design, cloud platforms, and online gaming platforms. In conclusion, the gaming market is a dynamic and exciting industry that offers endless opportunities for entertainment, education, and social interaction. With continued advancements in technology and the growing popularity of mobile gaming, the future of gaming looks bright.

Table of Contents:

1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation

TypeCasual GamingProfessional GamingPlatformOnlineOfflineDeviceMobile GamingConsole GamingPC GamingGeographyAPACNorth AmericaEuropeMiddle East And AfricaSouth America

7 Customer Landscape
8 Geographic Landscape
9 Drivers, Challenges, and Trends
10 Company Landscape
11 Company Analysis
12 Appendix

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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HKAGE Showcases Gifted Students’ Learning Journeys at InnoCarnival 2026

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Promoting “Technology for Good” Through Innovation and Creativity 

HONG KONG, Oct. 24, 2026 /PRNewswire/ — The Hong Kong Academy for Gifted Education (HKAGE) has been invited to participate in InnoCarnival 2026, organised by the Innovation and Technology Commission. Under the theme “Technology for Good, Innovation for All”, HKAGE will showcase the learning journeys of gifted students who have completed programmes on AI robotic arms, underwater archaeology, etc., demonstrating how technology can be harnessed to address societal needs.

Having proactively aligned its work with the education development strategies of the Education Bureau (EDB), HKAGE fully supports the EDB’s Blueprint for Digital Education in Primary and Secondary Schools, which seeks to advance the digital transformation of school education in Hong Kong. Building on its Talent Development Model, HKAGE systematically develops programmes, provides diversified learning experiences and engages in cross-sector collaborations to nurture gifted talents equipped with innovative capabilities, technological literacy, and a strong sense of social responsibility. At the exhibition this year, HKAGE will present how students applied knowledge gained through gifted education programmes and learning experiences in areas such as artificial intelligence, quantum computing, environmental science, underwater archaeology and sustainable development to design socially conscious solutions. These experiences reflect the students’ ability to serve society with knowledge and respond creatively to diverse challenges.

Among the highlights is the learning journey of students in the “Artificial Intelligence Course: Creative AI Robotic Arm for Inclusion”. After acquiring foundational knowledge in artificial intelligence, robotics and sensor applications, students designed, tested and refined intelligent robotic arm prototypes through real-time data analysis and algorithms. With the aim of improving the quality of life for the elderly and caregivers, students explored various application scenarios for intelligent robotic arms. Another showcase features the “Environmental Science Course: Bat Echoes – Voices of the Night”. Through acoustic monitoring, the exhibition demonstrates how students recorded bat voices and analysed related activity data and characteristics. The programme enabled students to gain a deeper understanding of local biodiversity and explore practical approaches to ecological conservation.

The HKAGE exhibition booth also features an interactive photo-taking device, allowing visitors to take photos with different gifted programme themes and share the joy of learning.

On the first day of the exhibition, a “Build Your Own Glider Parent-Child Workshop” is specially organised by HKAGE for the visitors. Under the guidance of instructors and assisted by HKAGE students, participants will learn the basic principles of aerodynamics, including lift, gravity, thrust and drag. They will also learn to design, assemble and decorate their own gliders by using lightweight and durable materials, experiencing the joy of science and engineering.

Mr WONG Chung Po, Acting Executive Director of HKAGE, said: “The Academy is committed to providing gifted students with diversified learning platforms and encouraging them to transform knowledge into innovative practices that generate positive social impact. Participation in this exhibition not only provides students with a valuable learning experience that helps consolidate the knowledge acquired in gifted programmes, but also enables the public to better understand how gifted education nurtures a new generation of creative and socially responsible talents to jointly advance the philosophy of ‘Technology for Good’.”

InnoCarnival 2026 – The Hong Kong Academy for Gifted Education

Date:

24 Oct – 1 Nov

Venue:

The Hong Kong Science Park

Booth:

C08-09

Time:

10:00 – 17:00 (Mon to Fri)

10:00 – 18:00 (Sat & Sun)

 

About the HKAGE

Established in 2008 and subvented by the Education Bureau, the HKAGE offers gifted education services actively to local primary and secondary school students to unleash their potential. It also provides gifted education-related information and support for teachers, parents, and other relevant stakeholders.

View original content to download multimedia:https://www.prnewswire.com/apac/news-releases/hkage-showcases-gifted-students-learning-journeys-at-innocarnival-2026-302918606.html

SOURCE Hong Kong Academy for Gifted Education

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LEAP Group Relaunches HumanView, a Growth Intelligence System Built to Explain Why Customers Behave the Way They Do

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Reimagined from the ground up, HumanView pairs statistical modeling with expert analysts to turn millions of real-world customer signals into business decisions

LOUISVILLE, Ky., Oct. 23, 2026 /PRNewswire/ — LEAP Group today announced the relaunch of HumanView, its growth intelligence service. The new version has been rebuilt from the ground up and now has a dedicated home at leapgroupnetwork.com/humanview.

HumanView analyzes what customers say and do across social platforms, e-commerce sites, review platforms, search behavior and user-generated content, including signals from Reddit, TikTok, YouTube, Meta, Amazon and Walmart+ that general AI tools cannot always access. Because the data reflects unprompted, real-world behavior, it avoids the response bias built into surveys and focus groups.

The service works in three layers. HumanView captures signals at scale, decodes millions of records through validated statistical models such as regression, correlation and clustering, and then relies on experienced analysts to interpret the patterns. Clients receive clear, human-validated insights instead of another dashboard.

“Machines find the patterns. Humans find the point,” said Alan Gilleo, CEO at LEAP Group. “The first version of HumanView showed us how much customers reveal when nobody is asking them questions. This version is built to explain why they act the way they do, and to put those answers in front of everyone making decisions, from product to service to marketing.”

HumanView focuses on three areas:

Growth Intelligence: customer motivations and how people perceive a brand and its competitors

Market and Category Intelligence: product pain points, service friction, unmet needs and competitive gaps

Audience Intelligence: new segments, positioning opportunities and gaps in the market

Every model is designed and validated by data scientists and benchmarked before it informs a recommendation.

To learn more about HumanView, visit leapgroupnetwork.com/humanview.

About LEAP Group
LEAP Group is a boutique marketing agency holding company with offices in Louisville, Indianapolis, Cincinnati and Chicago. Guided by the belief that brands should “Market Less. Matter More.,” LEAP gives clients access to specialized experts across its entire network. Learn more at leapgroupnetwork.com.

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SOURCE LEAP Group

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STEPHEN A. SMITH ADDRESSES WHITE HOUSE DINNER ATTENDANCE, REAFFIRMS COMMITMENT TO HBCUs AND PROTECTING CORPORATE INVESTMENT IN BLACK EDUCATION

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NEW YORK, Oct. 23, 2026 /PRNewswire/ — Stephen A. Smith, media mogul, New York Times bestselling author, and proud 1991 graduate of Winston-Salem State University, is addressing the public discussion surrounding his decision to attend a White House dinner with President Donald Trump, emphasizing his commitment to the long-term financial stability of Historically Black Colleges and Universities (HBCUs).

For Smith, the decision was rooted in a commitment to institutions that have educated generations of Black leaders, professionals, entrepreneurs, and public servants.

“I will always advocate for HBCUs and the students whose futures depend on them,” Smith said. “My reason for attending the White House dinner was to discuss the challenges these institutions face in securing long-term funding and to make the case that corporate America must continue to invest in them.”

Smith acknowledged federal support through the FUTURE Act while expressing concern that political tensions surrounding diversity, equity, and inclusion (DEI) could discourage private companies from supporting HBCUs. He maintains that these institutions deserve sustained corporate partnerships, philanthropic contributions, and public investment.

“If we truly believe in free-market capitalism, businesses should be able to support educational institutions and charitable causes without fear of criticism or repercussions,” Smith said. “HBCUs have made extraordinary contributions to this country. They deserve sustained public and private investment.”

Ashley Christopher, Esq., Founder and CEO of the HBCU Week Foundation, recognized Smith’s advocacy and decision to engage with the administration.

“Stephen A. Smith has been a powerful advocate for HBCUs, using his platform and influence to shine a national spotlight on our institutions,” expressed Christopher, “His continued support of HBCU Week helps advance our mission of connecting students with life-changing educational opportunities, and we are proud to have him as our ambassador.”

Since Smith became an HBCU Week Ambassador in 2019, the initiative has facilitated more than 15,000 on-the-spot college acceptances and raised and awarded more than $150 million in scholarships, according to the HBCU Week Foundation.

As public discussion continues, Smith is emphasizing the importance of ensuring HBCUs have the resources and partnerships needed to educate future generations and expand opportunities for students.

CLICK HERE to watch Smith’s full response to his White House visit.

MEDIA CONTACT:

media@mrsasinc.com

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SOURCE Straight Shooter Media

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