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Browser Games Global Market Report 2021: COVID-19 Impact and Recovery to 2030

  • ID: 5321784
  • Report
  • May 2021
  • Region: Global
  • The Business Research Company

FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts
  • Gree
  • Nexon
  • Sega
  • Tencent
Browser Games Global Market Report 2021: COVID-19 Impact and Recovery to 2030 provides strategists, marketers and senior management with the critical information they need to assess the global browser games market as it emerges from the COVID-19 shut down.

Reasons to Purchase
  • Gain a truly global perspective with the most comprehensive report available on this market covering 12+ geographies.
  • Understand how the market is experiencing rapid growth due to the coronavirus and how it is likely to stabilize as the impact of the virus abates.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • 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
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order.
Description:

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

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider browser games market, and compares it with other markets.
  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the COVID-19 virus and forecasting its recovery.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The browser games market section of the report gives context. It compares the browser games market with other segments of the browser games market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, browser games indicators comparison.
Scope

Markets Covered:

1) By Type: Mobile Games; Pay-to-Play Games; Free-to-Play Games; Pay-in-Play Games 2) By End User: Smartphone and Tablet; PC; TV; Other 3) By Operating System: IOS; Android; Windows

Companies Mentioned: King Digital Entertainment; NCSOFT; GungHo Online; Zynga; Tencent

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

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

Time series: Five years historic and ten years 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.
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts
  • Gree
  • Nexon
  • Sega
  • Tencent
1. Executive Summary

2. Browser Games Market Characteristics

3. Browser Games Market Trends and Strategies

4. Impact of COVID-19 on Browser Games

5. Browser Games Market Size and Growth
5.1. Global Browser Games Historic Market, 2015-2020, $ Billion
5.1.1. Drivers of the Market
5.1.2. Restraints on the Market
5.2. Global Browser Games Forecast Market, 2020-2025F, 2030F, $ Billion
5.2.1. Drivers of the Market
5.2.2. Restraints on the Market

6. Browser Games Market Segmentation
6.1. Global Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games
6.2. Global Browser Games Market, Segmentation by End User, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • Smartphone and Tablet
  • PC
  • TV
  • Other
6.3. Global Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
  • IOS
  • Android
  • Windows
7. Browser Games Market Regional and Country Analysis
7.1. Global Browser Games Market, Split by Region, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion
7.2. Global Browser Games Market, Split by Country, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

8. Asia-Pacific Browser Games Market
8.1. Asia-Pacific Browser Games Market Overview
  • Region Information, Impact of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

9. China Browser Games Market
9.1. China Browser Games Market Overview
9.2. China Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F,$ Billion

10. India Browser Games Market
10.1. India Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

11. Japan Browser Games Market
11.1. Japan Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

12. Australia Browser Games Market
12.1. Australia Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

13. Indonesia Browser Games Market
13.1. Indonesia Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

14. South Korea Browser Games Market
14.1. South Korea Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

15. Western Europe Browser Games Market
15.1. Western Europe Browser Games Market Overview
15.2. Western Europe Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

16. UK Browser Games Market
16.1. UK Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

17. Germany Browser Games Market
17.1. Germany Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

18. France Browser Games Market
18.3. France Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

19. Eastern Europe Browser Games Market
19.1. Eastern Europe Browser Games Market Overview
19.2. Eastern Europe Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

20. Russia Browser Games Market
20.1. Russia Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

21. North America Browser Games Market
21.1. North America Browser Games Market Overview
21.2. North America Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

22. USA Browser Games Market
22.1. USA Browser Games Market Overview
22.2. USA Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

23. South America Browser Games Market
23.1. South America Browser Games Market Overview
23.2. South America Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

24. Brazil Browser Games Market
24.1. Brazil Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

25. Middle East Browser Games Market
25.1. Middle East Browser Games Market Overview
25.2. Middle East Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

26. Africa Browser Games Market
26.1. Africa Browser Games Market Overview
26.2. Africa Browser Games Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

27. Browser Games Market Competitive Landscape and Company Profiles
27.1. Browser Games Market Competitive Landscape
27.2. Browser Games Market Company Profiles
27.2.1. King Digital Entertainment
27.2.1.1. Overview
27.2.1.2. Products and Services
27.2.1.3. Strategy
27.2.1.4. Financial Performance
27.2.2. NCSOFT
27.2.2.1. Overview
27.2.2.2. Products and Services
27.2.2.3. Strategy
27.2.2.4. Financial Performance
27.2.3. GungHo Online
27.2.3.1. Overview
27.2.3.2. Products and Services
27.2.3.3. Strategy
27.2.3.4. Financial Performance
27.2.4. Zynga
27.2.4.1. Overview
27.2.4.2. Products and Services
27.2.4.3. Strategy
27.2.4.4. Financial Performance
27.2.5. Tencent
27.2.5.1. Overview
27.2.5.2. Products and Services
27.2.5.3. Strategy
27.2.5.4. Financial Performance

29. Key Mergers and Acquisitions in the Browser Games Market

29. Browser Games Market Future Outlook and Potential Analysis

30. Appendix
30.1. Abbreviations
30.2. Currencies
30.3. Research Inquiries
30.4. About the Publisher
30.5. Copyright and Disclaimer
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Activision Blizzard Inc.
  • Electronic Arts
  • Gree
  • Nexon
  • Sega
  • Tencent
Major players in the browser games market are King Digital Entertainment, NCSOFT, GungHo Online, Zynga, Tencent, Microsoft, Activision Blizzard Inc., Sega, Sony Corporation and Peak Games.

The global browser games market is expected to grow from $23.81 billion in 2020 to $24.99 billion in 2021 at a compound annual growth rate (CAGR) of 5%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $34.47 billion in 2025 at a CAGR of 8%.

The browser games market consists of sales of browser games and related services that are used in smartphones, tablets, PC, and TV. Online games or browser games refer to games played over some sort of computer network, the Internet the most frequently. Online games can range from plain text games to games that combine complex graphics and virtual worlds populated simultaneously by several players.

Rapid increase in the number of active gamers across the world is driving the browser games market. According to data from League of Betting, the number of online gamers is expected to reach 1 billion by 2024 from 877 million in 2020. According to the state of online gaming report in 2019, gamers play for an average of seven hours seven minutes per week, a 19.3% increase in 2018. Younger players, however, spend much more time in playing, with those aged 26-35 play 8 hours 12 minutes per week. Germany and the United States were linked to the highest number of gamers who play at 11.6% per week for more than 20 hours. Therefore, the rapid increase in the number of active gamers across the world is expected to drive the browser games market.

The frustration of the gamers due to slow downloads is the major restraining factor in the browser games market. The amount of time it takes to download games has been reported as the biggest issue worldwide, with 33.8 percent pointing this as their key issue. Experienced gamers are the most worried with download speed, with over 41% of ambitious professional and experts pointing this out as their primary concern because experienced gamers are more likely to play more complex games requiring larger downloads, download performance has a greater effect on their gaming experience. According to the state of online gaming report in 2019, frustration with download speeds is the highest in the United States, where 39.4% of gamers register sluggish downloads as their main concern. Therefore, the frustration of the gamers due to slow downloads is expected to hamper the growth of the browser games market.

The browser games market covered in this report is segmented by type into mobile games, pay-to-play games, free-to-play games, pay-in-play games and by end user into smartphone and tablet, PC, TV, other.

Companies in the browser gamers market are focusing on the technologies such Augmented Reality (AR) and Virtual Reality (VR) to improve gaming experience and offer better products. Industry experts expect that in 2019 VR / AR games will receive a big boost and headset prices will become more affordable, to offer a more immersive gaming experience, many popular games will likely integrate VR and IR. Stormland, set released in 2019, is an open world shooter. It offers some excellent features, such as reloading and updates, which use the VR tech in a very creative way, it also includes a game area created procedurally to ensure that each playthrough is different. Pokémon GO is probably the most popular augmented reality game and is expected to launch some new updates in 2019 to ensure it stays strong for a while. Niantic Labs, developer of Pokemon Go game, the company funding round has already raised $225 million, and is now focused on making more AR-based games.

In September 2020, Microsoft Corporation, a USA based technology company acquired ZeniMax Media for $7.5 billion in cash. Through this acquisition Microsoft will grow from 15 to 23 creative studio teams and will be adding Bethesda's franchises to Xbox Game Pass. ZeniMax Media, an American video game holding company based in Rockville, Maryland.
Note: Product cover images may vary from those shown

A selection of companies mentioned in this report includes:

  • King Digital Entertainment
  • NCSOFT
  • GungHo Online
  • Zynga
  • Tencent
  • Microsoft
  • Activision Blizzard Inc.
  • Sega
  • Sony Corporation
  • Peak Games
  • Gree
  • Electronics Arts
  • Arkadium
  • Playdom
  • Fun Technologies
  • Bwin
  • Riot Games
  • Giant Interactive
  • Ubisoft
  • Valve
  • Electronic Arts
  • Nintendo
  • Square Unix
  • Bluepoint Games
  • Failbetter Games
  • Midway
  • Westwood Studios
  • TakeTwo Interactive
  • DeNa
  • Nexon
  • Shanda
Note: Product cover images may vary from those shown

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