Web3 Gaming Market Size, Share, and Trends 2024 to 2034

The global web3 gaming market size is accounted at USD 37.55 billion in 2025 and is forecasted to hit around USD 182.98 billion by 2034, representing a CAGR of 19.24% from 2025 to 2034. The North America market size was estimated at USD 11.34 billion in 2024 and is expanding at a CAGR of 19.40% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

  • Last Updated : April 2025
  • Report Code : 5947
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Web3 Gaming Market 

5.1. COVID-19 Landscape: Web3 Gaming Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Web3 Gaming Market, By Game Type

8.1. Web3 Gaming Market, by Game Type

8.1.1 NFT-Based Games

8.1.1.1. Market Revenue and Forecast

8.1.2. Play-to-Earn Games

8.1.2.1. Market Revenue and Forecast

8.1.3. Decentralized Games

8.1.3.1. Market Revenue and Forecast

Chapter 9. Global Web3 Gaming Market, By Device Type

9.1. Web3 Gaming Market, by Device Type

9.1.1. PC/Desktop

9.1.1.1. Market Revenue and Forecast

9.1.2. Mobile

9.1.2.1. Market Revenue and Forecast

9.1.3. Consoles

9.1.3.1. Market Revenue and Forecast

9.1.4. VR/AR

9.1.4.1. Market Revenue and Forecast

Chapter 10. Global Web3 Gaming Market, By End-Use

10.1. Web3 Gaming Market, by End-Use

10.1.1. Casual gamers

10.1.1.1. Market Revenue and Forecast

10.1.2. Hardcore gamers

10.1.2.1. Market Revenue and Forecast

10.1.3. Investors/Speculators

10.1.3.1. Market Revenue and Forecast

10.1.4. Collectors

10.1.4.1. Market Revenue and Forecast

10.1.5. Community builders

10.1.5.1. Market Revenue and Forecast

Chapter 11. Global Web3 Gaming Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Game Type

11.1.2. Market Revenue and Forecast, by Device Type

11.1.3. Market Revenue and Forecast, by End-Use

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Game Type

11.1.4.2. Market Revenue and Forecast, by Device Type

11.1.4.3. Market Revenue and Forecast, by End-Use

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Game Type

11.1.5.2. Market Revenue and Forecast, by Device Type

11.1.5.3. Market Revenue and Forecast, by End-Use

11.2. Europe

11.2.1. Market Revenue and Forecast, by Game Type

11.2.2. Market Revenue and Forecast, by Device Type

11.2.3. Market Revenue and Forecast, by End-Use

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Game Type

11.2.4.2. Market Revenue and Forecast, by Device Type

11.2.4.3. Market Revenue and Forecast, by End-Use

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Game Type

11.2.5.2. Market Revenue and Forecast, by Device Type

11.2.5.3. Market Revenue and Forecast, by End-Use

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Game Type

11.2.6.2. Market Revenue and Forecast, by Device Type

11.2.6.3. Market Revenue and Forecast, by End-Use

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Game Type

11.2.7.2. Market Revenue and Forecast, by Device Type

11.2.7.3. Market Revenue and Forecast, by End-Use

11.3. APAC

11.3.1. Market Revenue and Forecast, by Game Type

11.3.2. Market Revenue and Forecast, by Device Type

11.3.3. Market Revenue and Forecast, by End-Use

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Game Type

11.3.4.2. Market Revenue and Forecast, by Device Type

11.3.4.3. Market Revenue and Forecast, by End-Use

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Game Type

11.3.5.2. Market Revenue and Forecast, by Device Type

11.3.5.3. Market Revenue and Forecast, by End-Use

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Game Type

11.3.6.2. Market Revenue and Forecast, by Device Type

11.3.6.3. Market Revenue and Forecast, by End-Use

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Game Type

11.3.7.2. Market Revenue and Forecast, by Device Type

11.3.7.3. Market Revenue and Forecast, by End-Use

11.4. MEA

11.4.1. Market Revenue and Forecast, by Game Type

11.4.2. Market Revenue and Forecast, by Device Type

11.4.3. Market Revenue and Forecast, by End-Use

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Game Type

11.4.4.2. Market Revenue and Forecast, by Device Type

11.4.4.3. Market Revenue and Forecast, by End-Use

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Game Type

11.4.5.2. Market Revenue and Forecast, by Device Type

11.4.5.3. Market Revenue and Forecast, by End-Use

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Game Type

11.4.6.2. Market Revenue and Forecast, by Device Type

11.4.6.3. Market Revenue and Forecast, by End-Use

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Game Type

11.4.7.2. Market Revenue and Forecast, by Device Type

11.4.7.3. Market Revenue and Forecast, by End-Use

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Game Type

11.5.2. Market Revenue and Forecast, by Device Type

11.5.3. Market Revenue and Forecast, by End-Use

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Game Type

11.5.4.2. Market Revenue and Forecast, by Device Type

11.5.4.3. Market Revenue and Forecast, by End-Use

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Game Type

11.5.5.2. Market Revenue and Forecast, by Device Type

11.5.5.3. Market Revenue and Forecast, by End-Use

Chapter 12. Company Profiles

12.1. Animoca Brands

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Axie Infinity

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Decentraland

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Enjin

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Gala Games

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Immutable

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. The Sandbox

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Ubisoft

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Sky Mavis

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Forte

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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Frequently Asked Questions

The global web3 gaming market size is expected to grow from USD 31.49 billion in 2024 to USD 182.98 billion by 2034.

The web3 gaming market is anticipated to grow at a CAGR of 19.24% between 2025 and 2034.

The major players operating in the web3 gaming market are Animoca Brands, Axie Infinity, Decentraland, Enjin, Gala Games, Immutable, The Sandbox, Ubisoft, Sky Mavis, Forte, and Others.

The driving factors of the web3 gaming market are the growing shift toward player-centric and inclusive gaming experiences.

North America region will lead the global web3 gaming market during the forecast period 2025 to 2034.

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