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Online Casual Games - Global Strategic Business Report

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    Report

  • 182 Pages
  • August 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6110381
The global market for Online Casual Games was valued at US$19.9 Billion in 2024 and is projected to reach US$24.8 Billion by 2030, growing at a CAGR of 3.8% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Online Casual Games market.

Global Online Casual Games Market - Key Trends & Drivers Summarized

What Is Driving the Massive Popularity of Online Casual Games Across Demographics?

Online casual games have become a dominant force in the global digital entertainment ecosystem, characterized by their simple gameplay mechanics, short session lengths, and broad appeal across diverse age groups. Unlike hardcore games that require extended time commitments, complex controls, or strategic depth, casual games prioritize ease of access, intuitive interfaces, and mobile-first design. Genres such as match-three puzzles, endless runners, hyper-casual tap games, digital board games, and trivia-based formats are leading this segment, attracting both dedicated gamers and infrequent users seeking quick entertainment.

The ubiquity of smartphones and low data cost have played pivotal roles in expanding the casual gaming audience, particularly in emerging markets across Southeast Asia, Latin America, and Africa. Mobile gaming platforms such as Google Play and Apple App Store, as well as browser-based portals and social media integrations (e.g., Facebook Gaming), have enabled seamless access to millions of casual games without the need for high-performance hardware. The COVID-19 pandemic further catalyzed the segment’s growth by accelerating digital adoption, increasing home-based entertainment demand, and drawing in previously untapped user bases such as older adults and non-traditional gamers.

How Are Monetization Models and Game Mechanics Evolving to Maximize Engagement?

Monetization strategies in online casual games have matured beyond ad-based revenue into multi-layered hybrid models encompassing in-app purchases, season passes, premium subscriptions, and branded sponsorships. Free-to-play (F2P) remains the dominant model, where games are free to download but monetized through microtransactions-such as cosmetic skins, extra lives, boosters, or level unlocks. Advertisements, both rewarded and interstitial, continue to generate substantial revenue, particularly in hyper-casual games where user churn is high and monetization windows are short.

Game developers are increasingly employing retention-driven mechanics such as daily rewards, streak bonuses, social leaderboards, and limited-time events to encourage habitual play. Live operations (LiveOps)-which include real-time updates, seasonal content, and themed events-are now standard practice in top-performing casual games. Additionally, gamification strategies like collectible systems, tiered progression, and achievement badges are being leveraged to deepen user engagement and increase session duration. Multiplayer modes, even in simple puzzle or card games, are gaining traction, integrating competitive elements like PvP (player-vs-player), asynchronous challenges, and cooperative team quests to drive social interaction and repeat usage.

Which Consumer Segments and Regions Are Fueling Market Growth and Innovation?

Online casual games appeal to a remarkably diverse user base that spans geographies, age groups, and income levels. The fastest-growing demographic includes women, middle-aged users, and senior citizens, many of whom were historically underserved by traditional console and PC gaming segments. These users prioritize fun, relaxation, and social connectivity over competitive gameplay, prompting developers to focus on emotionally resonant narratives, calming aesthetics, and inclusive design.

Geographically, Asia-Pacific remains the largest market, with China, India, Indonesia, and South Korea leading in terms of downloads and active users. In these markets, locally themed games, vernacular language support, and regional cultural references significantly enhance adoption. North America and Europe continue to show strong monetization performance due to high ARPU (average revenue per user) and mature digital payment ecosystems. Latin America and the Middle East are emerging as important growth frontiers due to increasing smartphone penetration and expanding 4G/5G coverage.

Platform convergence is another trend shaping user behavior. Cross-platform casual games that can be played seamlessly across mobile, desktop, and smart TV interfaces are gaining popularity, especially in households with shared digital ecosystems. Cloud gaming technologies, web-based portals, and mini-program ecosystems (e.g., WeChat games) are further extending reach by removing download barriers and enhancing instant playability.

What Market Forces Are Sustaining Long-Term Growth and Strategic Expansion?

The growth in the global online casual games market is driven by several factors including user acquisition efficiency, low development costs, high return-on-investment, and increasing institutional interest in the gaming industry. From a developer perspective, casual games require shorter development cycles, smaller team sizes, and lower marketing budgets than AAA titles, making them attractive for indie studios and startups. The advent of low-code/no-code game engines like Unity, Buildbox, and GDevelop is enabling a new wave of content creators to rapidly prototype and launch games with minimal technical expertise.

Investors and media conglomerates are increasingly viewing casual gaming as a scalable digital media vertical. Consolidation activity-such as mergers, publisher-studio partnerships, and portfolio acquisitions-is on the rise, with major firms acquiring popular IPs to expand user bases and enter new regional markets. Casual games are also being integrated into broader digital ecosystems such as e-learning, wellness apps, and fintech platforms to increase stickiness and user retention. Branded content partnerships and gamified advertising are creating new revenue avenues as brands seek to engage digitally native consumers through interactive storytelling.

Technological advances in AI-driven user personalization, real-time analytics, and A/B testing are allowing publishers to fine-tune game design and monetization strategies dynamically. As regulatory scrutiny around data privacy and in-game purchases intensifies, especially in markets like the EU and U.S., developers are shifting toward transparent monetization and compliance-ready architectures. Sustainability, inclusivity, and cognitive enrichment are also emerging as key design considerations for the future of casual games. With an ever-expanding user base, diversified monetization, and continuous content innovation, online casual games are poised to remain at the forefront of digital leisure for the foreseeable future.

Scope of the Report

The report analyzes the Online Casual Games market, presented in terms of market value (USD). The analysis covers the key segments and geographic regions outlined below:
  • Segments: Type (Advertising, In-app Purchase, Paid App).
  • Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Advertising segment, which is expected to reach US$14.3 Billion by 2030 with a CAGR of a 3.3%. The In-app Purchase segment is also set to grow at 4.4% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, valued at $5.4 Billion in 2024, and China, forecasted to grow at an impressive 6.9% CAGR to reach $5.0 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Online Casual Games Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Online Casual Games Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Online Casual Games Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of players such as Aeria Games, Big Fish Games, CrazyLabs, EA (Electronic Arts), GameDuell and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 41 companies featured in this Online Casual Games market report include:

  • Aeria Games
  • Big Fish Games
  • CrazyLabs
  • EA (Electronic Arts)
  • GameDuell
  • GameHouse
  • Gametop
  • Glu Mobile
  • Goodgame Studios
  • InnoGames
  • Jam City
  • Kabam
  • King (a part of Activision)
  • Kongregate
  • Miniclip
  • Outfit7 (makers of Talking Tom)
  • Peak Games
  • Playrix
  • Rovio Entertainment
  • Zynga

This edition integrates the latest global trade and economic shifts into comprehensive market analysis. Key updates include:

  • Tariff and Trade Impact: Insights into global tariff negotiations across 180+ countries, with analysis of supply chain turbulence, sourcing disruptions, and geographic realignment. Special focus on 2025 as a pivotal year for trade tensions, including updated perspectives on the Trump-era tariffs.
  • Adjusted Forecasts and Analytics: Revised global and regional market forecasts through 2030, incorporating tariff effects, economic uncertainty, and structural changes in globalization. Includes historical analysis from 2015 to 2023.
  • Strategic Market Dynamics: Evaluation of revised market prospects, regional outlooks, and key economic indicators such as population and urbanization trends.
  • Innovation & Technology Trends: Latest developments in product and process innovation, emerging technologies, and key industry drivers shaping the competitive landscape.
  • Competitive Intelligence: Updated global market share estimates for 2025 (E), competitive positioning of major players (Strong/Active/Niche/Trivial), and refined focus on leading global brands and core players.
  • Expert Insight & Commentary: Strategic analysis from economists, trade experts, and domain specialists to contextualize market shifts and identify emerging opportunities.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Tariff Impact on Global Supply Chain Patterns
  • Online Casual Games - Global Key Competitors Percentage Market Share in 2025 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Widening Smartphone Access in Emerging Markets Throws the Spotlight on Online Casual Games
  • Emphasis on Cross-Platform Compatibility Drives User Growth and Retention
  • Rising Demand for Hyper-Casual and Instant Games Strengthens Business Case for Lightweight Game Design
  • Monetization Through In-App Ads and Microtransactions Spurs Publisher Revenue Streams
  • Surge in Social Media Gaming Integration Expands Viral Game Discovery and Engagement
  • Adoption of Gamification Mechanics Enhances Retention Through Reward Loops
  • Growth of Play-To-Earn and NFT-Integrated Casual Games Expands Monetization Avenues
  • Focus on Low-Latency Game Streaming Improves Experience in Casual Competitive Formats
  • Increase in Female and Elderly Gamers Spurs Inclusivity-Focused Game Design and Themes
  • Integration With Messaging Apps and Mini-Game Platforms Expands Addressable Audience
  • Global Rise in Daily Active Users (DAUs) Drives Algorithm-Based Game Personalization
  • Collaboration With Brands and Advertisers Fuels Advergaming and Co-Branded Game Formats
  • Expansion of Subscription Gaming Models Spurs Bundled Access to Premium Casual Titles
  • Development of Idle and Incremental Games Enhances Stickiness in Low-Engagement Contexts
  • Data Privacy Concerns and Regulation Drive Transparent Data Use in Online Gaming Platforms
  • Innovation in Short-Session and Time-Filler Games Matches Commuting and Micro-Break Use Cases
  • Rising Esports Micro-Competitions Within Casual Formats Propel Interest in Competitive Casual Gaming
  • Focus on Multilingual Content and Regional Themes Enhances Global User Retention
  • Growing Appeal of Collaborative Game Mechanics Spurs Adoption of Co-Op Casual Games
  • Emergence of AI-Generated Games Accelerates Iterative Game Launches and Customization
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Online Casual Games Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
  • Table 2: World Recent Past, Current & Future Analysis for Online Casual Games by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 3: World Historic Review for Online Casual Games by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 4: World 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2025 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 6: World Historic Review for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 7: World 16-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
  • Table 8: World Recent Past, Current & Future Analysis for In-app Purchase by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 9: World Historic Review for In-app Purchase by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 10: World 16-Year Perspective for In-app Purchase by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for Paid App by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 12: World Historic Review for Paid App by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 13: World 16-Year Perspective for Paid App by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • Table 14: USA Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 15: USA Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 16: USA 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
CANADA
  • Table 17: Canada Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 18: Canada Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 19: Canada 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
JAPAN
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • Table 20: Japan Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 21: Japan Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 22: Japan 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
CHINA
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • Table 23: China Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 24: China Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 25: China 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
EUROPE
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • Table 26: Europe Recent Past, Current & Future Analysis for Online Casual Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 27: Europe Historic Review for Online Casual Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 28: Europe 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2025 & 2030
  • Table 29: Europe Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 30: Europe Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 31: Europe 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
FRANCE
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • Table 32: France Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 33: France Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 34: France 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
GERMANY
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • Table 35: Germany Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 36: Germany Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 37: Germany 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
ITALY
  • Table 38: Italy Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 39: Italy Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 40: Italy 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
UNITED KINGDOM
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • Table 41: UK Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 42: UK Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 43: UK 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
SPAIN
  • Table 44: Spain Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 45: Spain Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 46: Spain 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
RUSSIA
  • Table 47: Russia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 48: Russia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 49: Russia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
REST OF EUROPE
  • Table 50: Rest of Europe Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 51: Rest of Europe Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 52: Rest of Europe 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
ASIA-PACIFIC
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • Table 53: Asia-Pacific Recent Past, Current & Future Analysis for Online Casual Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 54: Asia-Pacific Historic Review for Online Casual Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 55: Asia-Pacific 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2025 & 2030
  • Table 56: Asia-Pacific Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 57: Asia-Pacific Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 58: Asia-Pacific 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
AUSTRALIA
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
  • Table 59: Australia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 60: Australia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 61: Australia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
INDIA
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
  • Table 62: India Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 63: India Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 64: India 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
SOUTH KOREA
  • Table 65: South Korea Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 66: South Korea Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 67: South Korea 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
REST OF ASIA-PACIFIC
  • Table 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 69: Rest of Asia-Pacific Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 70: Rest of Asia-Pacific 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
LATIN AMERICA
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
  • Table 71: Latin America Recent Past, Current & Future Analysis for Online Casual Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 72: Latin America Historic Review for Online Casual Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 73: Latin America 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2025 & 2030
  • Table 74: Latin America Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 75: Latin America Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 76: Latin America 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
ARGENTINA
  • Table 77: Argentina Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 78: Argentina Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 79: Argentina 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
BRAZIL
  • Table 80: Brazil Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 81: Brazil Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 82: Brazil 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
MEXICO
  • Table 83: Mexico Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 84: Mexico Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 85: Mexico 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
REST OF LATIN AMERICA
  • Table 86: Rest of Latin America Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 87: Rest of Latin America Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 88: Rest of Latin America 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
MIDDLE EAST
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
  • Table 89: Middle East Recent Past, Current & Future Analysis for Online Casual Games by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 90: Middle East Historic Review for Online Casual Games by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 91: Middle East 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2025 & 2030
  • Table 92: Middle East Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 93: Middle East Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 94: Middle East 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
IRAN
  • Table 95: Iran Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 96: Iran Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 97: Iran 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
ISRAEL
  • Table 98: Israel Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 99: Israel Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 100: Israel 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
SAUDI ARABIA
  • Table 101: Saudi Arabia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 102: Saudi Arabia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 103: Saudi Arabia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
UNITED ARAB EMIRATES
  • Table 104: UAE Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 105: UAE Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 106: UAE 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
REST OF MIDDLE EAST
  • Table 107: Rest of Middle East Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 108: Rest of Middle East Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 109: Rest of Middle East 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
AFRICA
  • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
  • Table 110: Africa Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 111: Africa Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
  • Table 112: Africa 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
IV. COMPETITION

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Aeria Games
  • Big Fish Games
  • CrazyLabs
  • EA (Electronic Arts)
  • GameDuell
  • GameHouse
  • Gametop
  • Glu Mobile
  • Goodgame Studios
  • InnoGames
  • Jam City
  • Kabam
  • King (a part of Activision)
  • Kongregate
  • Miniclip
  • Outfit7 (makers of Talking Tom)
  • Peak Games
  • Playrix
  • Rovio Entertainment
  • Zynga

Table Information