Global Browser Games Market (2020 to 2030) - Opportunities and Strategies with COVID-19 Implications and Growth

Global Browser Games Market (2020 to 2030) - Opportunities and Strategies with COVID-19 Implications and Growth

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Dublin, Dec. 24, 2020 (GLOBE NEWSWIRE) -- The "Browser Games Global Market Opportunities and Strategies to 2030: COVID-19 Implications and Growth" report has been added to *ResearchAndMarkets.com's* offering.

This report provides strategists, marketers and senior management with the critical information they need to assess the global browser games market.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.

*Reasons to Purchase*

· Outperform competitors using accurate up to date demand-side dynamics information.
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· Create regional and country strategies on the basis of local data and analysis.
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· 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.

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.

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.

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.

*Key Topics Covered:**1. Browser Games Market Executive Summary*

*2. Table of Contents*

*3. List of Figures*

*4. List of Tables*

*5. 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*

*15. Western Europe Browser Games Market*

*16. Eastern Europe Browser Games Market*

*17. North America Browser Games Market*

*18. South America Browser Games Market*

*19. Middle East Browser Games Market*

*20. Africa Browser Games Market*

*21. Global Browser Games Market Competitive Landscape*

*22. Key Mergers And Acquisitions In The Browser Games Market*

*23. Browser Games Market Future Outlook and Potential Analysis*

*24. Browser Games Market, Conclusions And Recommendations*

*25. Appendix*

* Companies Mentioned *· 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.

For more information about this report visit https://www.researchandmarkets.com/r/15soc6

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