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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
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2022 Webgame Market Opportunities, Companies and Trends in Coming Years
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 2020–2030 (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/webgame-market-insights/report-sample
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 (2014–2019), 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 P&S 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.
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 P&S 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
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
Market Segmentation by Age Group • 13–17 • 18–24 • 25–34 • 35–54 • Above 55 • Market Segmentation by Genre • Real-Time Strategy Games • MMORPG • Sports Games • First-Person Shooter • Arcade
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 • Germany webgame market
Asia-Pacific (APAC) • China • Japan • India • South Korea • Australia • Latin America (LATAM) • Brazil • Mexico
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
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