Webgame Market Growth, Challenges, Business Trends and Forecast 2030 - PowerPoint PPT Presentation

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Webgame Market Growth, Challenges, Business Trends and Forecast 2030

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The gameplay segment of the webgame market is categorized into scenario-based, real-time, and turn-based. Amongst these, the real-time category accounted for the largest share during the historical period – PowerPoint PPT presentation

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Title: Webgame Market Growth, Challenges, Business Trends and Forecast 2030


1
2022
Webgame Market Opportunities, Companies and
Trends in Coming Years
2
The rising popularity of social media, growing
usage of tablets and smartphones, and increasing
penetration of the internet are expected to
increase the web game market revenue from 3.5
billion in 2019 to 6.5 billion by 2030. The
market is expected to advance at a CAGR of 5.7
during 20202030 (forecast period). Currently,
smartphones and tablets come with better
processors, higher speeds, larger screens, and
high-definition (HD) displays, which allow users
to play as per their convenience, without being
bound to a laptop or computer. Moreover, the high
configuration of these devices supports several
games. Furthermore, the increasing usage of
social media has led to growth in the number of
gamers. Social networking platforms, such as
Instagram, Twitter, and Facebook, have introduced
new forms of social interaction. To reach the
maximum number of people, various browser game
developers are offering games on these platforms.
For example, Zynga Inc. offers browser games,
such as 101 Okey Plus, Spades Plus, Farmville,
and Hit It Rich, on Facebook, to increase its
reach. Request to Get the Sample Report
https//www.psmarketresearch.com/market-analysis/w
ebgame-market-insights/report-sample
3
The gameplay segment of the webgame market is
categorized into scenario-based, real-time, and
turn-based. Amongst these, the real-time category
accounted for the largest share during the
historical period (20142019), and it is
projected to demonstrate the fastest growth
during the forecast period. This can be ascribed
to the real-time interaction feature offered by
this gameplay. Real-time games, such as Ikariam,
FusionFall, Kantai Collection, and Habbo Hotel,
have become more popular than turn-based and
scenario-based ones due to their thrill of
on-the-spot strategy making and fast
pace. According to PS Intelligence, the
Asia-Pacific (APAC) webgame market generated the
highest revenue in 2019, and it is expected to
demonstrate the fastest growth during the
forecast period. This would be due to the growing
usage of tablets, personal computers, and
laptops, increasing penetration of the internet,
and presence of a large number of gamers in the
region. Besides, the changing lifestyle of the
people, rising income, and increasing expenditure
on leisure activities are propelling the market
growth.
4
  • To cater to the increasing demand for new and
    improved games, several companies, such as
    InnoGames GmbH, Travian Games GmbH, Altigi GmbH
    (Goodgame Studios), and Ubisoft Entertainment,
    have emerged. For instance, Gameforge 4D GmbH, in
    November 2019, announced the launch of Kingdom
    Under Fire 2 in Europe and North America. This
    massively multiplayer online roleplaying game
    (MMORPG) is a combination of real-time strategy
    games and MMRPGs, wherein gamers can dictate the
    fate of the world, individually or with allies.
  • Thus, multiple offerings by software companies
    and increasing penetration of technologically
    advanced devices are enhancing the online gaming
    field.
  • More Related Report by PS Intelligence
  • Gamification Market Size, Segments, Emerging
    Technologies and Market Growth by Forecast to
    2030
  • Education Gamification Market Business Overview,
    Statistical Analysis, New Trends, Emerging
    Opportunities, And Top Key Players By 2030

5
  • Market Segmentation by Player Type
  • Individual
  • Multiplayer
  • Market Segmentation by Gameplay
  • Real-Time
  • Turn Based
  • Scenario Based
  • Market Segmentation by Model
  • Free to Play
  • Pay to Play

6
  • Market Segmentation by Age Group
  • 1317
  • 1824
  • 2534
  • 3554
  • Above 55
  • Market Segmentation by Genre
  • Real-Time Strategy Games
  • MMORPG
  • Sports Games
  • First-Person Shooter
  • Arcade

7
  • Market Segmentation by Region
  • North America Webgame Market
  • By player type
  • By gameplay
  • By model
  • By age group
  • By genre
  • By country U.S. and Canada
  • U.S. webgame market
  • By genre
  • Europe Webgame Market
  • By player type
  • By gameplay
  • By model
  • By age group
  • By genre
  • By country U.K., Germany, Italy, France, Spain
    and Rest of Europe
  • U.K. webgame market
  • By genre

8
  • Asia-Pacific (APAC)
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Latin America (LATAM)
  • Brazil
  • Mexico

9
This study covers 1. Historical and the present
size of the Webgame Market 2. Historical and the
present size of the market segments and
understand their comparative future
potential 3. Potential of on-demand logistics
services, so the market players make informed
decisions on the sales of their
offerings 4. Competitive scenario of various
market segments across key countries in several
regions for uncovering market opportunities for
the stakeholders 5. Major players operating in
the market and their service offerings
10
Disclaimer PS Intelligence always keeps its
customers interests at the core while carrying
out research activities. PS Intelligence ensures
the reliability and accuracy of information and
data provided in its market research
publications. However, the information in
publications is subject to fluctuations, as it is
based on primary interviews of officials from
various companies or organizations. PS
Intelligence is not responsible for any incorrect
data provided by the key industry players of the
concerned domain. the information or analysis in
PS Intelligence publications represents opinions
based on research and should not be interpreted
as statements of fact. Information in this report
was believed to be correct at the time of
publication, but cannot be guaranteed. PS
Intelligence does not endorse any product,
service, or vendor depicted in its research
publications. All intellectual properties,
including trademarks and copyrights, belong to
their respective owners and may be protected by
copyright. Under no circumstance can these be
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