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Browser Games Global Market Opportunities and Strategies to 2030: COVID-19 Implications and Growth

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    Report

  • December 2020
  • Region: Global
  • The Business Research Company
  • ID: 5229099

Browser Games Global Market Opportunities and Strategies to 2030: COVID-19 Implications and Growth provides the strategists, marketers and senior management with the critical information they need to assess the global browser games market.


Reasons to Purchase


  • Outperform competitors using accurate up to date demand-side dynamics information.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Identify growth segments for investment.
  • Facilitate decision making on the basis of historic and forecast data and the drivers and restraints on the market.
  • Create regional and country strategies on the basis of local data and analysis.
  • Stay abreast of the latest customer and market research findings
  • Benchmark performance against key competitors.
  • Develop strategies based on likely future developments.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Gain a global perspective on the development of the market.

Description:


Where is the largest and fastest-growing market for the browser games market? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The global browser games market opportunities and strategies to 2030 report answers all these questions and many more.


The report covers the following chapters:


  • Executive Summary - The executive summary section of the report gives a brief overview and summary of the report
  • Report Structure - This section gives the structure of the report and the information covered in the various sections.
  • Introduction - The introduction section of the report gives brief introduction about segmentation by geography and segmentation by type.
  • Market Characteristics - The market characteristics section of the report defines and explains the browser games market. This chapter includes different products and services covered in the report and basic definitions.
  • Product Analysis - The product analysis section of the report describes the leading products in the market along with key features and differentiators for those products.
  • Trends And Strategies - This chapter describes the major trends shaping the global browser games market. This section highlights likely future developments in the market and suggests approaches companies can take to exploit these opportunities.
  • Impact Of COVID-19 - This chapter describes the COVID impact on the global browser games market.
  • Global Market Size And Growth - This section contains the global historic (2015-2019) and forecast (2023F, 2025F, 2030F) market values, and drivers and restraints that support and restrain the growth of the market in the historic and forecast periods.
  • Regional Analysis - This section contains the historic (2015-2019), forecast (2019-2023F, 2025F, 2030F) market value and growth and market share comparison by region.
  • Market Segmentation - This section contains the market values (2015-2019, 2019-2023F, 2025F, 2030F) and analysis for segment by type in the market.
  • Regional Market Size And Growth - This section contains the region’s market size (2019), historic and forecast (2015-2019, and 2023F, 2025F, 2030F) market values, and growth and market share comparison of major countries within the region. This report includes information on all the regions (Asia Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa).
  • Competitive Landscape - This section covers details on the competitive landscape of the global browser games market, estimated market shares and company profiles of the leading players.
  • Key Mergers And Acquisitions - This chapter gives the information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions, which have shaped the market in recent years.
  • Future Outlook And Potential Analysis - This section includes market opportunities and strategies based on findings of the research. This section also gives information on growth opportunities across countries, segments and strategies to be followed in those markets. It gives an understanding of where there is significant business to be gained by competitors in the next five years.
  • Conclusions And Recommendations - This section includes conclusions and recommendations based on findings of the research. This section also gives recommendations for browser games companies in terms of product offerings, geographic expansion, marketing strategies and target groups.
  • Appendix - This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.

Markets Covered:


The global Browser Games market is segmented -


  • By Type: Free-To-Play Games; Pay-To-Play Games; Pay-In-Play Games

Companies Mentioned: King Digital Entertainment; Gameforge; InnoGames GmbH; Zynga Inc.; Bigpoint GmbH


Countries: China, India, Japan, Australia, Indonesia, South Korea, USA, Brazil, UK, France, Germany, Russia


Regions: Asia Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa


Time series: Five years historic and forecast.


Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita


Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.


Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.


Table of Contents


1. Browser Games Market Executive Summary2. Table of Contents3. List of Figures4. List of Tables5. Report Structure
6. Introduction
6.1.1. Segmentation By Geography
6.1.2. Segmentation By Type


7. Browser Games Market Characteristics
7.1. Segmentation By Type
7.1.1. Free-To-Play Games
7.1.2. Pay-To-Play Games
7.1.3. Pay-In-Play Games


8. Browser Games Market Product Analysis - Top Games
9. Browser Games Market Trends And Strategies
9.1. In-Game Advertising
9.2. Independent Developers And Publishers
9.3. New Game And Business Models Aim For In-Game Purchases
9.4. Social Media Strategy


10. Impact Of COVID-19 On Browser Games Market
11. Global Browser Games Market Size And Growth
11.1. Market Size
11.2. Historic Market Growth, 2015 - 2019, Value ($ Million)
11.2.1. Drivers Of The Market 2015 - 2019
11.2.2. Restraints On The Market 2015 - 2019
11.3. Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
11.3.1. Drivers Of The Market 2019 - 2023
11.3.2. Restraints On The Market 2019 - 2023


12. Global Browser Games Market Segmentation
12.1. Global Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
12.1.1. Free-to-play games
12.1.2. Play-in-play games
12.1.3. Pay-to-play games


13. Browser Games Market, Regional And Country Analysis
13.1. Global Browser Games Market, By Region, Historic and Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
13.2. Global Browser Games Market, By Country, Historic and Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


14. Asia-Pacific Browser Games Market
14.1. Asia-Pacific Browser Games Market Overview
14.1.1. Region Information
14.1.2. Impact Of COVID-19
14.1.3. Market Information
14.1.4. Background Information
14.1.5. Regulations
14.1.6. Regulatory Bodies
14.1.7. Major Associations
14.1.8. Taxes Levied
14.1.9. Corporate Tax
14.1.10. Investments
14.1.11. Major Companies
14.2. Asia-Pacific Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
14.3. Asia-Pacific Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
14.4. Asia-Pacific Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
14.5. Asia-Pacific Browser Games Market: Country Analysis
14.6. China Browser Games Market
14.7. China Browser Games Market Overview
14.7.1. Country Information
14.7.2. Impact Of COVID-19
14.7.3. Market Information
14.7.4. Background Information
14.7.5. Number Of Internet Users
14.7.6. Regulations
14.7.7. Regulatory Bodies
14.7.8. Major Associations
14.7.9. Corporate Tax
14.7.10. Investments
14.7.11. Major Companies
14.8. China Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
14.9. China Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
14.10. China Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
14.11. India Browser Games Market
14.12. India Browser Games Market Overview
14.12.1. Country Information
14.12.2. Impact Of COVID-19
14.12.3. Market Information
14.12.4. Background Information
14.12.5. Internet Connection Speeds
14.12.6. Regulations
14.12.7. Regulatory Bodies
14.12.8. Major Associations
14.12.9. Taxes Levied
14.12.10. Corporate Tax
14.12.11. Investments
14.12.12. Major Companies
14.13. India Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
14.14. India Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
14.15. India Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
14.16. Japan Browser Games Market
14.17. Japan Browser Games Market Overview
14.17.1. Region Information
14.17.2. Impact Of COVID-19
14.17.3. Market Information
14.17.4. Background Information
14.17.5. Regulations
14.17.6. Regulatory Bodies
14.17.7. Major Associations
14.17.8. Taxes Levied
14.17.9. Corporate Tax
14.17.10. Investments
14.17.11. Major Companies
14.18. Japan Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
14.19. Japan Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
14.20. Japan Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
14.21. Australia Browser Games Market
14.21.1. Impact Of COVID-19
14.21.2. Market Information
14.22. Australia Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
14.23. Australia Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
14.24. Australia Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
14.25. Indonesia Browser Games Market
14.25.1. Impact Of COVID-19
14.25.2. Market Information
14.26. Indonesia Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
14.27. Indonesia Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
14.28. Indonesia Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
14.29. South Korea Browser Games Market
14.29.1. Impact Of COVID-19
14.29.2. Market Information
14.30. South Korea Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
14.31. South Korea Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
14.32. South Korea Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


15. Western Europe Browser Games Market
15.1. Western Europe Browser Games Market Overview
15.1.1. Region Information
15.1.2. Impact of COVID-19
15.1.3. Market Information
15.1.4. Background Information
15.1.5. Number Of Internet Users
15.1.6. Gamers Statistics
15.1.7. Government Initiatives
15.1.8. Regulations
15.1.9. Regulatory Bodies
15.1.10. Major Associations
15.1.11. Investments
15.1.12. Major Companies
15.2. Western Europe Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
15.3. Western Europe Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
15.4. Western Europe Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
15.5. Western Europe Browser Games Market: Country Analysis
15.6. UK Browser Games Market
15.7. UK Browser Games Market Overview
15.7.1. Region Information
15.7.2. Impact Of COVID-19
15.7.3. Market Information
15.7.4. Background Information
15.7.5. Government Initiatives
15.7.6. Regulations
15.7.7. Regulatory Bodies
15.7.8. Associations
15.7.9. Taxes Levied
15.7.10. Corporate Tax Structure
15.7.11. Investments
15.7.12. Major Companies
15.8. UK Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
15.9. UK Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
15.10. UK Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
15.11. Germany Browser Games Market
15.11.1. Impact Of COVID-19
15.11.2. Market Information
15.12. Germany Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
15.13. Germany Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
15.14. Germany Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
15.15. France Browser Games Market
15.15.1. Impact Of COVID-19
15.15.2. Market Information
15.16. France Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
15.17. France Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
15.18. France Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


16. Eastern Europe Browser Games Market
16.1. Eastern Europe Browser Games Market Overview
16.1.1. Region Information
16.1.2. Impact Of COVID-19
16.1.3. Market Information
16.1.4. Background Information
16.1.5. Number Of Internet Users
16.1.6. Gamers Statistics
16.1.7. Government Initiatives
16.1.8. Regulations
16.1.9. Regulatory Bodies
16.1.10. Associations
16.1.11. Taxes Levied
16.1.12. Corporate Tax Structure
16.1.13. Investments
16.1.14. Major Companies
16.2. Eastern Europe Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
16.3. Eastern Europe Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
16.4. Eastern Europe Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
16.5. Eastern Europe Browser Games Market: Country Analysis
16.6. Russia Browser Games Market
16.6.1. Impact Of COVID-19
16.6.2. Market Information
16.7. Russia Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
16.8. Russia Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
16.9. Russia Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


17. North America Browser Games Market
17.1. North America Browser Games Market Overview
17.1.1. Region Information
17.1.2. Impact Of COVID-19
17.1.3. Market Information
17.1.4. Background Information
17.1.5. Number Of Internet Users
17.1.6. Background Information
17.1.7. Gamers Statistics
17.1.8. Regulations
17.1.9. Regulatory Bodies
17.1.10. Associations
17.1.11. Corporate Tax Structure
17.1.12. Investments
17.1.13. Major Companies
17.2. North America Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
17.3. North America Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
17.4. North America Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
17.5. North America Browser Games Market: Country Analysis
17.6. USA Browser Games Market
17.7. USA Browser Games Market Overview
17.7.1. Country Information
17.7.2. Impact Of COVID-19
17.7.3. Market Information
17.7.4. Background Information
17.7.5. Number of Internet Users
17.7.6. Regulations
17.7.7. Regulatory Bodies
17.7.8. Major Associations
17.7.9. Corporate Tax Structure
17.7.10. Investments
17.7.11. Major Companies
17.8. USA Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
17.9. USA Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
17.10. USA Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


18. South America Browser Games Market
18.1. South America Browser Games Market Overview
18.1.1. Region Information
18.1.2. Impact Of COVID-19
18.1.3. Market Information
18.1.4. Background Information
18.1.5. Number of Internet Users
18.1.6. Background Information
18.1.7. Gamers Statistics
18.1.8. Government Initiatives
18.1.9. Regulations
18.1.10. Regulatory Bodies
18.1.11. Associations
18.1.12. Corporate Tax Structure
18.1.13. Investments
18.1.14. Major Companies
18.2. South America Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
18.3. South America Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
18.4. South America Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)
18.5. South America Browser Games Market: Country Analysis
18.6. Brazil Browser Games Market
18.6.1. Impact Of COVID-19
18.6.2. Market Information
18.7. Brazil Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
18.8. Brazil Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
18.9. Brazil Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


19. Middle East Browser Games Market
19.1. Middle East Browser Games Market Overview
19.1.1. Region Information
19.1.2. Impact Of COVID-19
19.1.3. Market Information
19.1.4. Background Information
19.1.5. Gamers Statistics
19.1.6. Government Initiatives
19.1.7. Regulations
19.1.8. Regulatory Bodies
19.1.9. Major Associations
19.1.10. Taxes Levied
19.1.11. Corporate Tax Structure
19.1.12. Investments
19.1.13. Major Companies
19.2. Middle East Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
19.3. Middle East Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
19.4. Middle East Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


20. Africa Browser Games Market
20.1. Africa Browser Games Market Overview
20.1.1. Region Information
20.1.2. Impact Of COVID-19
20.1.3. Market Information
20.1.4. Background Information
20.1.5. Number Of Internet Users
20.1.6. Gamers Statistics
20.1.7. Regulations
20.1.8. Regulatory Bodies
20.1.9. Major Associations
20.1.10. Taxes Levied
20.1.11. Corporate Tax
20.1.12. Investments
20.1.13. Major Companies
20.2. Africa Browser Games Market, Historic Market Growth, 2015 - 2019, Value ($ Million)
20.3. Africa Browser Games Market, Forecast Market Growth, 2019 - 2023, 2025F, 2030F Value ($ Million)
20.4. Africa Browser Games Market, Segmentation By Type, Historic And Forecast, 2015 - 2019, 2023F, 2025F, 2030F, Value ($ Million)


21. Global Browser Games Market Competitive Landscape
21.1. King Digital Entertainment
21.1.1. Company Overview
21.1.2. Products And Services
21.1.3. Business Strategy
21.1.4. Financial Overview
21.2. Gameforge
21.2.1. Company Overview
21.2.2. Products And Services
21.2.3. Business Strategy
21.2.4. Financial Overview
21.3. InnoGames GmbH
21.3.1. Company Overview
21.3.2. Products And Services
21.3.3. Business Strategy
21.3.4. Financial Overview
21.4. Zynga Inc.
21.4.1. Company Overview
21.4.2. Products And Services
21.4.3. Business Strategy
21.4.4. Financial Overview
21.5. Bigpoint GmbH
21.5.1. Company Overview
21.5.2. Products And Services
21.5.3. Business Strategy
21.5.4. Financial Overview


22. Key Mergers And Acquisitions In The Browser Games Market
22.1. Animoca Brands acquired social gaming platform Gamee for $8.16 million
22.2. Ability Games Private Limited acquired Yudiz Solutions Private Limited
22.3. Modern Times Group acquired Kongregate Inc. for $55 million
22.4. Youzu Interactive acquired Bigpoint GmbH for $88.6 million
22.5. Activision Blizzard, Inc. acquired King Digital Entertainment plc for $5.9 billion


23. Browser Games Market Future Outlook and Potential Analysis
23.1. Global Browser Games Market In 2023 - Countries Offering Most New Opportunities
23.2. Global Browser Games Market In 2023 - Segments Offering Most New Opportunities
23.3. Global Browser Games Market In 2023 - Growth Strategies
23.3.1. Market Trend Based Strategies
23.3.2. Competitor Strategies


24. Browser Games Market, Conclusions And Recommendations
24.1. Conclusions
24.2. Recommendations
24.2.1. Product
24.2.2. Place
24.2.3. Price
24.2.4. Promotion


25. Appendix
25.1. Market Data Sources
25.2. Research Methodology
25.3. Currencies
25.4. Research Inquiries
25.5. About the Publisher
25.6. Copyright And Disclaimer

Samples

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Executive Summary

This report describes and evaluates the global browser games market. It covers 2015 to 2019, termed the historic period, and 2019 to 2023 termed the forecast period, along with further forecasts for the periods 2023-2025 and 2025-2030.


The global browser games market reached a value of nearly $7,012.9 million in 2019, having increased at a compound annual growth rate (CAGR) of 10.3% since 2015. The market is expected to grow at a CAGR of 7.3% to nearly $9,285.0 million by 2023. The market is expected to reach $11,108.6 million in 2025 and $17,092.2 million in 2030.


Growth in the historic period resulted from in-game purchases and freemiums, live streamers and gaming influencers, and rise in disposable income. Factors that negatively affected growth in the historic period were stringent regulations and low internet speed. Going forward, increasing use of the internet, cross-platform publishing and play, technological advances, rising penetration of 5G, and increasing gamers involvement due to COVID-19 will drive the growth. Factors that could hinder the growth of the browser games market in the future include growing privacy concerns, regulatory restrictions to curb games addiction and economic implications of COVID-19.


The browser games market is segmented by type into pay-to-play games, free-to-play games, and pay-in-play games. The free-to-play Games market was the largest segment of the browser games market segmented by type, accounting for 79.5% of the total in 2019. Going forward, the pay-in-play games segment is expected to be the fastest-growing segment in the browser games market segmented by type, at a CAGR of 11.2% during 2019-2023.


The Asia Pacific was the largest region in the global browser games market, accounting for 51.0% of the total in 2019. It was followed by North America, Western Europe, and then the other regions. Going forward, the fastest-growing regions in the browser games market will be Eastern Europe, and the Asia Pacific, where growth will be at CAGRs of 14.5% and 7.8% respectively. These will be followed by Africa, and North America, where the markets are expected to grow at CAGRs of 6.2% and 6.1% respectively.


The global browser games market is highly fragmented, with a large number of small players in the market. The top ten competitors in the market made up to 7.74% of the total market in 2019. Major players in the market include King Digital Entertainment, Gameforge, InnoGames GmbH, Zynga Inc., and Bigpoint GmbH.


The top opportunities in the browser games market segmented by type will arise in the free-to-play games segment, which will gain $1,557.6 million of global annual sales by 2023. The browser games market size will gain the most in the USA at $257.6 million. Market-trend-based strategies for the browser games market include integrating AR and VR technologies in games, focusing on in-game advertising to boost revenues, focusing on being independent rather than depending on publishing house and digital distribution platforms for market exposure, providing free access to games with certain main features in paid versions, adopting new-age technologies to improve product portfolios, and providing in-game incentives in exchange for sharing the content on social media. Player-adopted strategies in the browser games market include focusing on developing innovative, interactive and user-friendly multi-player online role play games, focusing on improving gamer experience, and improving the technical and UI features of games to attract new customers.


Amidst the unprecedented outbreak of coronavirus, governments across the world are advising people to stay indoors and practice social distancing, to reduce the spread of the pandemic. This is expected to positively impact the browser games market in the immediate future. In countries such as the UK and the USA where many employees have been furloughed off work, but still being paid and do not have anywhere else to spend the money are turning to online gaming, to get some form of escapism. However, an economic downturn coupled with rising unemployment rate will decrease the disposable incomes, and thereby discourage people from spending on recreational activities such as gaming. This will have a negative impact on the browser games market.


To take advantage of the opportunities, the publisher recommends the browser games companies to focus on independent development and publishing, focus on security, expand in emerging markets, provide competitively priced offerings in low-income countries to reach new users, offer in-game purchases, leverage social media, collaborate with live streamers and gaming influencers, focus on app store optimization, consider in-game advertising and participate in events to increase brand awareness.


Companies Mentioned

A selection of companies mentioned in this report includes:

  • 37 interactive
  • 4J Studios
  • 99Games
  • Activision Blizzard
  • Aiming Inc.
  • Alpha Gproup
  • Apar Games
  • Aquiris Game Studio
  • Arkadium
  • Arkadium, Inc.
  • Asobo Studio
  • Atrix Entertainment
  • Babil Games
  • Bamtang Game
  • Bandai Namco
  • Behold Studios
  • Bethesda Softworks
  • Bigpoint GmbH
  • Bizarre Creations
  • Bullfrog
  • Capcom
  • CasinoRPG
  • Celestial Games
  • Climax
  • Cloudgam.es
  • Codemasters
  • CodemastersSoftware Company Limited
  • Creatures Inc.
  • Daedalic Entertainment
  • Electronic Arts
  • Elex IGG
  • Elex Technology Co., Ltd
  • Engine Software
  • Game Freak Inc.
  • Game Power 7
  • Gameforge
  • Gameguise
  • Gameloft
  • Gamsole
  • Goodgame Studios (Stillfront Group)
  • Griptonite Games India Private Limited
  • Happy Elements Technology (Beijing) Limited
  • Headup Game
  • Hoplon
  • InnoGames GmbH
  • JnJ Mobile
  • King Digital Entertainment
  • KLab Co., Ltd.
  • Koei Tecmo Game
  • Kongregate (A MTG Company)
  • Kuluya
  • LevelUP
  • Mail.Ru Group
  • Maliyo Games
  • NetEase
  • Nezal Entertainment
  • OKAM Studio
  • Perfect World
  • Pixonic
  • Playdom
  • Playkot
  • Playrix
  • Quirkat
  • Rebellion
  • Rockstar North
  • RuneStorm
  • Sega
  • Shanghai Everstar Online Entertainment Co. Ltd.
  • Sony Corporation
  • Space Rhino Game
  • Squad
  • Square Enix Holdings Co., Ltd.
  • Sumo Digital
  • Supercell
  • Tahadi Games
  • Tamatem
  • Team17 Digital Limited
  • Tencent Holdings Ltd
  • Travian Game
  • Travian Games GmbH
  • Ubisoft
  • Unity Technologis
  • Valve Corporation
  • Wixel Studios
  • XSEED Game
  • YY
  • Zynga Inc.

Methodology

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