Connect with us

Technology

Gaming Market Size to Grow by USD 100.8 Billion from 2025-2029, Driven by AR and VR Adoption, with a Report on AI’s Impact on Market Trends – Technavio

Published

on

NEW YORK, Feb. 7, 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..

AI-Powered Market Evolution Insights. Our comprehensive market report ready with the latest trends, growth opportunities, and strategic analysis- View Free Sample Report PDF

Forecast period

2025-2029

Base Year

2024

Historic Data

2019 – 2023

Segment 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)

Region Covered

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

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.

Key Market Trends Fueling Growth

The gaming market is experiencing significant growth, driven by the increasing demand for home entertainment during the pandemic. Video games provide joy and self-satisfaction for people of all ages, including kids and older adults. Entertainment trends show that gaming is a popular form of stress relief and teamwork activity. The sense of achievement and intense gameplay are major draws for the youth population. Mobile games, fueled by 4G connectivity and smartphones, have gained massive traction. However, addiction issues are a concern. New genres like hypercasual games and education courses on tablets and mobile phones are also popular. Game developers are leveraging technology advancements, such as 5G, cloud gaming services, and improved graphics, to create game worlds. Virtual reality (VR) and augmented reality (AR) are new frontiers in gaming, offering tactical missions, attractive weapons, and multiplayer functionality. The game creation process is becoming more accessible with cloud platforms and online gaming platforms. Storytelling, graphics, and gameplay are key focus areas for game designers. The gaming industry continues to evolve, offering a wide range of genres from shooter and action to sports, role-playing, and 3D realistic graphics. 

Cloud gaming allows users to access and play games hosted on remote servers via Internet-connected devices. This technology eliminates the need for new hardware or complicated setups, such as game discs, installations, or patches. Its cost-effective pricing structure makes it an attractive option for non-core gamers who primarily use social media and mobile devices. Grid computing enables content streaming through wired or wireless broadband connections. Cloud gaming’s advantages include fewer hassles and the ability to play games on various devices, making it a convenient alternative to traditional console gaming. 

Insights on how AI is driving innovation, efficiency, and market growth- Request Sample!

Market Challenges

The gaming market is a thriving industry that provides entertainment through video games, catering to various demographics including kids, older adults, and the youth population. Games offer stress relief, teamwork, a sense of achievement, self-satisfaction, and joy. With advancements in home entertainment systems and 4G connectivity, mobile games on smartphones have gained significant traction. However, challenges such as addiction issues, intense gaming, and social anxiety are concerns. Games come in various genres like shooter, action, sports, role playing, and new genres with 3D realistic graphics and tactical missions. Game developers leverage cloud platforms and online gaming platforms to create game worlds, education courses, and improved graphics. Virtual reality (VR) and augmented reality (AR) are emerging trends. The game creation process involves game design, storytelling, and graphics. Technology advancements, including 5G and cloud gaming services, are shaping the future of mobile gaming. Hypercasual games on Android and iOS apps, such as Tencent’s offerings, dominate the market.The global gaming market faces a significant challenge with the regulation of loot boxes. Loot boxes are virtual items purchasable with real money, granting randomized in-game rewards. While they can improve gaming experience for some, critics argue they promote gambling and exploit vulnerable individuals, including children. Regulators in countries like Belgium, Australia, and the Netherlands have responded, banning or regulating loot boxes. These actions may necessitate modifications to game developers’ and publishers’ business models.

Insights into how AI is reshaping industries and driving growth- Download a Sample Report

Segment Overview 

This gaming market report extensively covers market segmentation by

TypeCasual GamingProfessional GamingPlatformOnlineOfflineDeviceMobile GamingConsole GamingPC GamingGeographyAPACNorth AmericaEuropeMiddle East And AfricaSouth America

1.1 Casual gaming- The casual gaming market refers to the segment of video games that do not necessitate a substantial time commitment or financial investment. Casual gamers engage with games without dedicating extensive hours to play and win. A casual gaming service provider earns revenue by licensing gaming software to end-users. The adoption of mobile gaming is driving the growth of this market. Casual gamers generally do not invest in gaming peripherals. They prefer mobile devices over PCs and consoles due to the convenience of accessing games. Many casual gamers opt for online mobile gaming, enabling them to play their preferred games from anywhere at any time. The casual gaming sector’s popularity is fueled by its accessibility, as games are easy to learn and play on various devices, including smartphones, tablets, and PCs. Additionally, social interaction is a significant factor driving the casual gaming segment. Many casual games are designed for multiplayer experiences, either locally or online, adding an extra layer of enjoyment and engagement. For instance, Player Unknown’s Battlegrounds (PUBG) is a popular online multiplayer battle royale game. Its social interaction feature, such as voice chat, facilitates strategy coordination and teamwork among players, enhancing the overall gaming experience. This social element is particularly appealing when playing with friends, allowing for both entertainment and catching up on each other’s lives. Thus, the social interaction model contributes to a better gaming experience, driving the casual gaming market in the forecast period.

Download complimentary Sample Report to gain insights into AI’s impact on market dynamics, emerging trends, and future opportunities- including forecast (2025-2029) and historic data (2019 – 2023) 

Research Analysis

The gaming market continues to thrive as a major form of home entertainment, providing joy and relaxation for people of all ages. Video games offer a sense of achievement, self-satisfaction, and traction that can help alleviate stress. They cater to various demographics, including kids, older adults, and the youth population, providing a wide range of genres such as action, shooter, sports, role-playing, and educational courses. With advancements in technology, games now offer 3D realistic graphics and tactical missions, making the experience more than ever. Home entertainment systems, tablets, mobile phones, and iPads are popular platforms for gaming. The market is expected to grow further with the advent of 5G technology and the increasing popularity of mobile gaming. According to the GSMA report, the gaming industry is projected to reach new heights, offering endless opportunities for entertainment and social connection.

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 a much-needed escape from the stresses of daily life. With advancements in technology, gaming has become a versatile form of home entertainment, accessible through various home systems, smartphones, tablets, and even cloud gaming services. The youth population is a significant demographic in the gaming market, with mobile games and 4G connectivity leading the way. However, gaming is not just about addiction and intense play. It also offers opportunities for teamwork, education, and social interaction. New genres, such as role-playing, shooter, action, sports, and strategy games, continue to capture the imagination of gamers with their attractive weapons, tactical missions, and game worlds. Moreover, technology advancements, such as virtual reality (VR) and augmented reality (AR), are revolutionizing the gaming experience, offering new levels of immersion and interactivity. Game designers are constantly pushing the boundaries of storytelling and graphics, creating engaging experiences that resonate with players. The game creation process has become more accessible than ever, with cloud platforms and online gaming platforms enabling indie developers to bring their ideas to life. Overall, the gaming market is a dynamic and exciting space, offering endless opportunities for entertainment, education, and social connection.

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/

View original content to download multimedia:https://www.prnewswire.com/news-releases/gaming-market-size-to-grow-by-usd-100-8-billion-from-20252029–driven-by-ar-and-vr-adoption-with-a-report-on-ais-impact-on-market-trends—technavio-302371587.html

SOURCE Technavio

Continue Reading

Technology

Rocket Companies to Announce Third Quarter 2026 Results on October 29, 2026

Published

on

By

DETROIT, Oct. 22, 2026 /PRNewswire/ — Rocket Companies, Inc. (NYSE: RKT) (“Rocket Companies” or “the Company”), the Detroit-based homeownership platform, today announced that the Company will issue its third quarter 2026 earnings on October 29, 2026. Leadership will host a conference call to discuss results at 4:30 p.m. ET on that date. A press release detailing the Company’s results will be issued prior to the call.

A live webcast of the event will be available on the “Events & Presentations” section of the Company’s Investor Relations website at ir.rocketcompanies.com. A replay of the webcast will be available on the Investor Relations website following the event.

About Rocket Companies

Founded in 1985, Rocket Companies (NYSE: RKT) is a Detroit-based homeownership platform including mortgage, real estate and personal finance businesses: Rocket Mortgage, Redfin, Rocket Close, Rocket Money and Rocket Loans.

With insights from more than 160 million calls with clients each year, more than 30 petabytes of data and a mission to Help Everyone Home, Rocket Companies is well positioned to be the destination for AI-fueled homeownership.

For more information, please visit the Company’s Corporate website or Investor Relations website.

View original content to download multimedia:https://www.prnewswire.com/news-releases/rocket-companies-to-announce-third-quarter-2026-results-on-october-29-2026-302917496.html

SOURCE Rocket Companies, Inc.

Continue Reading

Technology

Lunai Bioworks Announces Receipt of Nasdaq Determination and Intention to Voluntarily Delist and Deregister

Published

on

By

SACRAMENTO, Calif., Oct. 22, 2026 /PRNewswire/ — Lunai Bioworks Inc. (Nasdaq: LNAI) (the “Company”) announced that on October 21, 2026, it received a letter from the Listing Qualifications Department of The Nasdaq Stock Market LLC (“Nasdaq”) stating that the Company no longer complies with Nasdaq Listing Rule 5550(b)(1), which requires minimum stockholders’ equity of $2,500,000. The Company reported a stockholders’ deficit of $(9,024,946) in its Annual Report on Form 10-K for the fiscal year ended June 30, 2026, and does not meet the alternative market value of listed securities or net income standards. Because the Company is subject to a mandatory Hearings Panel Monitor under Nasdaq Listing Rule 5815(d)(4)(B), Nasdaq staff determined to delist the Company’s securities. Trading in the Company’s common stock on Nasdaq is expected to be suspended at the opening of business on October 30, 2026.

The Company will not request a hearing. Rather than contest the staff determination, the Company’s Board of Directors approved on October 22, 2026 the voluntary withdrawal of the Company’s common stock from listing on Nasdaq under Rule 12d2-2(c) under the Securities Exchange Act of 1934, as amended. The Board took this action because of the staff determination and the Company’s financial condition, and concluded that the cost of continued listing and SEC reporting is not justified.

The Company notified Nasdaq of its intention on October 22, 2026. The Company intends to file a Form 25 with the Securities and Exchange Commission (the “SEC”) on or about November 2, 2026, and expects the delisting to become effective on or about November 12, 2026. The Company then intends to file a Form 15 to suspend its SEC reporting obligations, to the extent it is eligible to do so. The Company’s SEC reporting obligations will continue unless and until they are terminated or suspended in accordance with the SEC’s rules.

The Company does not intend to arrange for quotation of its common stock on any over-the-counter market and cannot assure that any trading market for its common stock will exist after trading on Nasdaq is suspended.

Forward-Looking Statements
This press release contains forward-looking statements, including statements regarding the expected suspension of trading, the expected timing of the Form 25 and Form 15 filings, and the expected timing of delisting and deregistration. Actual results may differ materially due to risks and uncertainties, including Nasdaq and SEC procedures and the Company’s financial condition. The Company undertakes no obligation to update these statements, except as required by law.

View original content to download multimedia:https://www.prnewswire.com/news-releases/lunai-bioworks-announces-receipt-of-nasdaq-determination-and-intention-to-voluntarily-delist-and-deregister-302917510.html

SOURCE Lunai Bioworks Inc.

Continue Reading

Technology

Bulletin from Sivers Semiconductors AB’s Extraordinary General Meeting on 22 October 2026

Published

on

By

KISTA, Sweden, Oct. 22, 2026 /PRNewswire/ — The Extraordinary General Meeting in Sivers Semiconductors AB (the “Company”) was held on 22 October 2026 and in particular the following resolutions were resolved.

Election of auditor

The Extraordinary General Meeting resolved, in accordance with the Nomination Committee’s proposal, to terminate the assignment of the Company’s auditor Deloitte AB and to elect Ernst & Young AB as new auditor for the period until the close of the next Annual General Meeting.

Resolution on a long-term incentive program

The Extraordinary General Meeting resolved to introduce a long-term incentive program (the “P11”) for employees of the group in the United States, Scotland, Sweden, India and China.

P11 comprises a maximum of 7,280,000 stock options entitling to purchase of the same number of shares, corresponding to approximately 2.0 per cent of the shares and votes in the Company after dilution. The stock options are granted free of charge, are not subject to any performance conditions, and may not be transferred or pledged. Each vested stock option entitles the employee to acquire one ordinary share between the third and the sixth anniversary of the date of grant, at a price corresponding to 110 per cent of the volume-weighted average price of the Company’s share on Nasdaq Stockholm during the five trading days immediately preceding the date of grant.

Resolution to authorise the Board of Directors to resolve on directed issue of Series C shares

The Extraordinary General Meeting resolved to authorise the Board of Directors to, until the next Annual General Meeting, resolve on a new issue of no more than 7,280,000 Series C shares to be subscribed for by a bank or securities company at a subscription price corresponding to the quota value.

The purpose is to secure delivery of shares to participants under the Company’s outstanding incentive programs and payment of related social security charges. The Series C shares will be reclassified into ordinary shares before transfer to participants.

Resolution to authorise the Board of Directors to resolve on repurchase of Series C shares and transfer of ordinary shares to secure payment of social security charges

The Extraordinary General Meeting resolved to authorise the Board of Directors to, until the next Annual General Meeting, resolve on repurchases of all outstanding Series C shares, at a price corresponding to the quota value.

The Board of Directors was further authorised to, until the next Annual General Meeting, transfer own ordinary shares on Nasdaq Stockholm within the applicable price range, or outside Nasdaq Stockholm to a bank or securities company with deviation from the shareholders’ preferential rights at such market discount as the Board of Directors deems appropriate, to the extent required to secure payment of social security charges related to the Company’s outstanding incentive programs.

For more information, please contact:

Vickram Vathulya, CEO, Sivers Semiconductors AB (publ)

Email: ir@sivers-semiconductors.com

Tel: +46 (0)8 703 68 00

About Sivers Semiconductors

Sivers Semiconductors is a critical enabler of a greener data economy with energy efficient photonics & wireless solutions. Our differentiated high precision laser and RF beamformer technologies help our customers in key markets such as AI Datacenters, SATCOM, Defense and Telecom solve essential performance challenges while enabling a much greener footprint. For additional information, please visit us at: www.sivers-semiconductors.com. (SIVE.ST)

CONTACT:

Media Contact   
Tyler Weiland 
Shelton Group
+1-972-571-7834
tweiland@sheltongroup.com

Company Contact
Heine Thorsgaard
CFO 
ir@sivers-semiconductors.com

This information was brought to you by Cision http://news.cision.com

https://news.cision.com/sivers-semiconductors/r/bulletin-from-sivers-semiconductors-ab-s-extraordinary-general-meeting-on-22-october-2026,c4414255

View original content:https://www.prnewswire.com/news-releases/bulletin-from-sivers-semiconductors-abs-extraordinary-general-meeting-on-22-october-2026-302917519.html

SOURCE Sivers Semiconductors

Continue Reading

Trending