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Browser Games Market Report 2025

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    Report

  • 175 Pages
  • March 2025
  • Region: Global
  • The Business Research Company
  • ID: 5939597
The browser games market size has grown steadily in recent years. It will grow from $7.73 billion in 2024 to $8 billion in 2025 at a compound annual growth rate (CAGR) of 3.4%. The growth in the historic period can be attributed to in-game purchases and freemiums, live streamers and gaming influencers, and a rise in disposable income.

The browser games market size is expected to see steady growth in the next few years. It will grow to $9.03 billion in 2029 at a compound annual growth rate (CAGR) of 3.1%. The growth in the forecast period can be attributed to increasing use of the internet, cross-platform publishing and play, technological advances, rising penetration of 5g, and increasing gamers involvement due to COVID-19. Major trends in the forecast period 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 houses 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.

The swift rise in the number of active gamers worldwide is propelling the growth of the browser games market. This increase in active gamers is attributed to the proliferation of gaming devices, improved internet access, technological advancements, and the growing popularity of online games. As the number of active gamers rises, there will be a significant demand for browser games, which are typically free and provide accessible entertainment. For instance, in August 2024, Uswitch, a UK-based price comparison organization, projected that the number of online gamers in the UK would reach 11.56 million by 2027, reflecting a 6.64% increase from 10.84 million in 2023. Thus, the rapid growth in the number of active gamers globally is anticipated to drive the expansion of the browser games market.

The growing adoption of the Internet of Things (IoT) is forecasted to further propel the growth of the browser games market in the future. IoT refers to a networked system of interconnected computing devices, mechanical and electronic machinery with unique identities (UIDs) that can transfer data without requiring direct human-to-human or human-to-computer interaction. The increasing integration of IoT technologies holds significant potential for enhancing the interactive features of browser games. It enables attributes such as improved interactivity, real-world integration, personalization, multi-device gaming, environmental effects, integration with wearable tech, location-based features, social interaction, smart home integration, and valuable gameplay analytics. Reports from Ericsson indicate that global IoT connections surged to 13.2 billion in 2022 and are projected to grow by 18% to reach 34.7 billion connections by 2028. This accelerating adoption of IoT technologies is identified as a driving force fostering the expansion of the browser games market.

The browser games market is experiencing a significant trend toward innovation, particularly in the realm of mobile browser games, as major companies seek a competitive advantage. Mobile browser games, designed to be played directly within a mobile web browser without the need for separate downloads or installations, have garnered attention. For instance, Nintendo of America Inc. launched Pikmin Finder in September 2023, an augmented reality (AR) game that utilizes the mobile device's camera to seamlessly integrate AR Pikmin into the player’s real-world environment. This innovative addition to the Pikmin franchise offers an engaging and interactive experience, enabling players to interact with their favorite Pikmin characters in a novel way.

Companies within the browser games market are increasingly harnessing cutting-edge technologies such as Augmented Reality (AR) and Virtual Reality (VR) to elevate gaming experiences and introduce superior products. Niantic Labs, known for Pokemon Go, unveiled Peridot in April 2022, an upcoming game featuring AR creatures. Meanwhile, AR’s Games, an Italian gaming firm, announced plans to launch The Real Tournament in January 2022, touted as the world's first artificial intelligence-based augmented reality video game. This game is a fusion of artificial intelligence and augmented reality, offering a first-person shooting experience with real people, exclusively designed for mobile devices. These strides in incorporating AR and AI into browser games underscore the industry’s commitment to pushing technological boundaries and enhancing user engagement through immersive gaming experiences.

In April 2022, Gaming Innovation Group Inc. (GiG), a Malta-based iGaming company, successfully acquired Sportnco for $54.37 million (€51.37 million). This strategic move enhances GiG's standing in the iGaming industry, particularly in platform and sports segments. The acquisition expands GiG's product line, positioning it as a more profitable and cash-generating business. Sportnco, based in France, specializes in providing gaming and sports betting services for the internet gambling market.

Major companies operating in the browser games market include King Digital Entertainment, Gameforge, InnoGames GmbH, Zynga Inc., Bigpoint GmbH, Kongregate (A MTG Company), Atrix Entertainment, Goodgame Studios (Stillfront Group), Travian Games GmbH, Arkadium Inc., Tencent Holdings Ltd, NetEase, YY, 37 interactive, Perfect World, Elex IGG and Alpha Group., Elex Technology Co. Ltd., Happy Elements Technology (Beijing) Limited, Shanghai Everstar Online Entertainment Co. Ltd, Electronic Arts Games India Private Limited, 99Games, Apar Games, PUBG Corporation, Griptonite Games India Private Limited, Game Freak Inc., Square Enix Holdings Co. Ltd., KLab Co. Ltd., Aiming Inc., Playrix, Mail.Ru Group, Playkot, Pixonic, Valve Corporation, Bethesda Softworks, Sega, Koei Tecmo Game, Daedalic Entertainment, Headup Game Codemasters, Software Company Limited, Unity Technologis, JnJ Mobile, Otoy, CasinoRPG., LevelUP, Playdom, OKAM Studio, Hoplon, Aquiris Game Studio, Behold Studios, Space Rhino Game, Bamtang Game, Squad, Wixel Studios, Nezal Entertainment, Tahadi Games, Game Power 7, Gameguise, Cloudgam.es, Quirkat, Tamatem, Babil Games, Celestial Games, Kuluya, Maliyo Games, Gamsole, RuneStorm.

Asia-Pacific was the largest region in the browser games market in 2024. North America was the second largest region in the global browser games market share. The regions covered in the browser games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the browser games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.

Browser games are online games that can be played directly in a web browser without requiring downloads or installations. They offer quick and accessible entertainment, often including multiplayer options and various genres.

The primary categories of browser games include mobile games, pay-to-play games, free-to-play games, and pay-in-play games. Pay-to-play games involve an upfront fee for access. These games are accessible on various operating systems such as iOS, Android, and Windows, catering to smartphones, tablets, PCs, TVs, and other platforms.

The browser games market research report is one of a series of new reports that provides browser games market statistics, including browser games industry global market size, regional shares, competitors with a browser games market share, detailed browser games market segments, market trends and opportunities, and any further data you may need to thrive in the browser games industry. This browser games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The browser games market includes revenues earned by entities by providing design, documentation, installation and support services, and producing and distributing browser games. Browser can be played on smartphones, tablets, PCs, and TVs using a browser. Online or browser games refer to games played over some computer network, most frequently, the internet. Online games can range from plain text games to games that combine complex graphics and virtual worlds populated simultaneously by several players. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

This product will be delivered within 3-5 business days.

Table of Contents

1. Executive Summary2. Browser Games Market Characteristics3. Browser Games Market Trends and Strategies4. Browser Games Market - Macro Economic Scenario including the impact of Interest Rates, Inflation, Geopolitics and Covid and Recovery on the Market
5. Global Browser Games Growth Analysis and Strategic Analysis Framework
5.1. Global Browser Games PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis of End Use Industries
5.3. Global Browser Games Market Growth Rate Analysis
5.4. Global Browser Games Historic Market Size and Growth, 2019-2024, Value ($ Billion)
5.5. Global Browser Games Forecast Market Size and Growth, 2024-2029, 2034F, Value ($ Billion)
5.6. Global Browser Games Total Addressable Market (TAM)
6. Browser Games Market Segmentation
6.1. Global Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Mobile Games
  • Pay-To-Play Games
  • Free-To-Play Games
  • Pay-in-Play Games
6.2. Global Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • IPhone operating System (IOS)
  • Android
  • Windows
6.3. Global Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphone and Tablet
  • Personal Computer (PC)
  • Television (TV)
  • Other End-Users
6.4. Global Browser Games Market, Sub-Segmentation of Mobile Games, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Casual Games
  • Strategy Games
  • Action or Adventure Games
  • Puzzle Games
6.5. Global Browser Games Market, Sub-Segmentation of Pay-To-Play Games, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Subscription-Based Games
  • One-Time Purchase Games
  • Premium Game Packages
6.6. Global Browser Games Market, Sub-Segmentation of Free-To-Play Games, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Ad-Supported Games
  • Freemium Games (With in-App Purchases)
  • Social Games
6.7. Global Browser Games Market, Sub-Segmentation of Pay-in-Play Games, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Microtransaction-Based Games
  • Games With Optional Paid Upgrades or Features
  • Games With Season Passes or DLC (Downloadable Content)
7. Browser Games Market Regional and Country Analysis
7.1. Global Browser Games Market, Split by Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Browser Games Market, Split by Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8. Asia-Pacific Browser Games Market
8.1. Asia-Pacific Browser Games Market Overview
  • Region Information, 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, 2019-2024, 2024-2029F, 2034F, $ Billion
8.3. Asia-Pacific Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8.4. Asia-Pacific Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F,$ Billion
9.3. China Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
9.4. China Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
10. India Browser Games Market
10.1. India Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.2. India Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.3. India Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11. Japan Browser Games Market
11.1. Japan Browser Games Market Overview
11.2. Japan Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.3. Japan Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.4. Japan Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12. Australia Browser Games Market
12.1. Australia Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.2. Australia Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.3. Australia Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13. Indonesia Browser Games Market
13.1. Indonesia Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.2. Indonesia Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.3. Indonesia Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14. South Korea Browser Games Market
14.1. South Korea Browser Games Market Overview
14.2. South Korea Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.3. South Korea Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.4. South Korea Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
15.3. Western Europe Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15.4. Western Europe Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16. UK Browser Games Market
16.1. UK Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.2. UK Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.3. UK Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17. Germany Browser Games Market
17.1. Germany Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.2. Germany Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.3. Germany Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18. France Browser Games Market
18.1. France Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.2. France Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.3. France Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19. Italy Browser Games Market
19.1. Italy Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.2. Italy Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.3. Italy Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20. Spain Browser Games Market
20.1. Spain Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.2. Spain Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.3. Spain Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21. Eastern Europe Browser Games Market
21.1. Eastern Europe Browser Games Market Overview
21.2. Eastern Europe Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.3. Eastern Europe Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.4. Eastern Europe Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22. Russia Browser Games Market
22.1. Russia Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.2. Russia Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.3. Russia Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23. North America Browser Games Market
23.1. North America Browser Games Market Overview
23.2. North America Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.3. North America Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.4. North America Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24. USA Browser Games Market
24.1. USA Browser Games Market Overview
24.2. USA Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.3. USA Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.4. USA Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25. Canada Browser Games Market
25.1. Canada Browser Games Market Overview
25.2. Canada Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.3. Canada Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.4. Canada Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26. South America Browser Games Market
26.1. South America Browser Games Market Overview
26.2. South America Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.3. South America Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.4. South America Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27. Brazil Browser Games Market
27.1. Brazil Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.2. Brazil Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.3. Brazil Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28. Middle East Browser Games Market
28.1. Middle East Browser Games Market Overview
28.2. Middle East Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.3. Middle East Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.4. Middle East Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29. Africa Browser Games Market
29.1. Africa Browser Games Market Overview
29.2. Africa Browser Games Market, Segmentation by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.3. Africa Browser Games Market, Segmentation by Operating System, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.4. Africa Browser Games Market, Segmentation by End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
30. Browser Games Market Competitive Landscape and Company Profiles
30.1. Browser Games Market Competitive Landscape
30.2. Browser Games Market Company Profiles
30.2.1. King Digital Entertainment Overview, Products and Services, Strategy and Financial Analysis
30.2.2. Gameforge Overview, Products and Services, Strategy and Financial Analysis
30.2.3. InnoGames GmbH Overview, Products and Services, Strategy and Financial Analysis
30.2.4. Zynga Inc. Overview, Products and Services, Strategy and Financial Analysis
30.2.5. Bigpoint GmbH Overview, Products and Services, Strategy and Financial Analysis
31. Browser Games Market Other Major and Innovative Companies
31.1. Kongregate (a MTG Company)
31.2. Atrix Entertainment
31.3. Goodgame Studios (Stillfront Group)
31.4. Travian Games GmbH
31.5. Arkadium Inc.
31.6. Tencent Holdings Ltd
31.7. NetEase
31.8. YY
31.9. 37 interactive
31.10. Perfect World
31.11. Elex IGG and Alpha Group.
31.12. Elex Technology Co. Ltd.
31.13. Happy Elements Technology (Beijing) Limited
31.14. Shanghai Everstar Online Entertainment Co. Ltd
31.15. Electronic Arts Games India Private Limited
32. Global Browser Games Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Browser Games Market34. Recent Developments in the Browser Games Market
35. Browser Games Market High Potential Countries, Segments and Strategies
35.1 Browser Games Market in 2029 - Countries Offering Most New Opportunities
35.2 Browser Games Market in 2029 - Segments Offering Most New Opportunities
35.3 Browser Games Market in 2029 - Growth Strategies
35.3.1 Market Trend-based Strategies
35.3.2 Competitor Strategies
36. Appendix
36.1. Abbreviations
36.2. Currencies
36.3. Historic and Forecast Inflation Rates
36.4. Research Inquiries
36.5. About the Analyst
36.6. Copyright and Disclaimer

Executive Summary

Browser Games Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on browser games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase:

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • 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 shares.
  • Benchmark performance against key competitors.
  • 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 along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for 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.
  • 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, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:
  • The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
  • Market segmentations break down the 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.
  • The competitive landscape chapter 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.

Scope

Markets Covered:

1) By Type: Mobile Games, Pay-To-Play Games, Free-To-Play Games, Pay-in-Play Games
2) By Operating System: IPhone operating System (IOS), Android, Windows
3) By End User: Smartphone and Tablet, Personal Computer (PC), Television (TV), Other End-Users

Subsegments:

1) By Mobile Games: Casual Games; Strategy Games; Action or Adventure Games; Puzzle Games
2) By Pay-To-Play Games: Subscription-Based Games; One-Time Purchase Games; Premium Game Packages
3) By Free-To-Play Games: Ad-Supported Games; Freemium Games (With in-App Purchases); Social Games
4) By Pay-in-Play Games: Microtransaction-Based Games; Games With Optional Paid Upgrades or Features; Games With Season Passes or DLC (Downloadable Content)

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

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

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 Segmentation: 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.

Delivery Format: PDF, Word and Excel Data Dashboard.

Companies Mentioned

  • King Digital Entertainment
  • Gameforge
  • InnoGames GmbH
  • Zynga Inc.
  • Bigpoint GmbH
  • Kongregate (A MTG Company)
  • Atrix Entertainment
  • Goodgame Studios (Stillfront Group)
  • Travian Games GmbH
  • Arkadium Inc.
  • Tencent Holdings Ltd
  • NetEase
  • YY
  • 37 interactive
  • Perfect World
  • Elex IGG and Alpha Group.
  • Elex Technology Co. Ltd.
  • Happy Elements Technology (Beijing) Limited
  • Shanghai Everstar Online Entertainment Co. Ltd
  • Electronic Arts Games India Private Limited
  • 99Games
  • Apar Games
  • PUBG Corporation
  • Griptonite Games India Private Limited
  • Game Freak Inc.
  • Square Enix Holdings Co. Ltd.
  • KLab Co. Ltd.
  • Aiming Inc.
  • Playrix
  • Mail.Ru Group
  • Playkot
  • Pixonic
  • Valve Corporation
  • Bethesda Softworks
  • Sega
  • Koei Tecmo Game
  • Daedalic Entertainment
  • Headup Game Codemasters
  • Software Company Limited
  • Unity Technologis
  • JnJ Mobile
  • Otoy
  • CasinoRPG.
  • LevelUP
  • Playdom
  • OKAM Studio
  • Hoplon
  • Aquiris Game Studio
  • Behold Studios
  • Space Rhino Game
  • Bamtang Game
  • Squad
  • Wixel Studios
  • Nezal Entertainment
  • Tahadi Games
  • Game Power 7
  • Gameguise
  • Cloudgam.es
  • Quirkat
  • Tamatem
  • Babil Games
  • Celestial Games
  • Kuluya
  • Maliyo Games
  • Gamsole
  • RuneStorm

Table Information