The “Browser Games Global Market Report 2021: COVID-19 Impact and Recovery by 2030” Report was added ResearchAndMarkets.com Offer.
Major players in the browser games market are King Digital Entertainment, NCSOFT, GungHo Online, Zynga, Tencent, Microsoft, Activision Blizzard Inc., Sega, Sony Corporation and Peak Games.
The global browser games market is projected to grow from $ 23.81 billion in 2020 to $ 24.99 billion in 2021, with an average annual growth rate (CAGR) of 5%.
The market is projected to reach $ 34.47 billion in 2025 with an annual growth rate of 8%.
The rapid increase in the number of active players around the world is driving the browser game market. According to the League of Betting, the number of online gamblers is projected to reach 1 billion by 2024, up from 877 million in 2020. According to the online gaming report as of 2019, gamers play an average of seven hours and seven minutes a week, but younger gamers spend a lot more time playing games, while 26- to 35-year-olds play 8 hours 12 minutes a week.
Germany and the United States were linked with the highest number of players playing for more than 20 hours at 11.6% per week. Hence, the rapid increase in the number of active players around the world is expected to drive the browser game market.
Player frustration from slow downloads is the main limiting factor in the browser game market. The time it takes to download games has been reported as the world’s biggest problem. 33.8 percent said this is the main problem.
Seasoned gamers are most concerned about download speed. Over 41% of ambitious professionals and experts indicate that experienced gamers are more likely to play more complex games that require larger downloads. The download performance affects their games more from experience.
According to the 2019 Online Gaming Report, frustration with download speed is highest in the US, where 39.4% of gamers register sluggish downloads as a primary concern. Hence, the frustration of gamers from slow downloads is expected to hamper the growth of the browser game market.
The story goes on
The browser games market covered in this report is divided into cellphone games, pay-to-play games, free-to-play games, pay-in-play games by type, and by end-users in smartphone and tablet, PC, TV, etc. divided.
Companies in the browser gaming market are focusing on technologies like Augmented Reality (AR) and Virtual Reality (VR) to improve the gaming experience and offer better products. Industry experts expect VR / AR games to get a big boost in 2019 and headset prices to become more affordable for an even more immersive gaming experience. Many popular games are likely to incorporate VR and IR.
Stormland, which was released in 2019, is an open world shooter. It has some great features like reloading and updating that use VR technology in very creative ways. It also includes a play area that has been procedurally created to ensure that each playthrough is different.
Pokemon GO is probably the most popular augmented reality game and is expected to release some new updates in 2019 to ensure it stays strong for a while. Niantic Labs, developer of the Pokemon Go game, has already raised $ 225 million in the company’s funding round and is now focused on developing more AR-based games.
In September 2020, Microsoft Corporation, a US-based technology company, acquired ZeniMax Media for $ 7.5 billion in cash. With this acquisition, Microsoft will grow from 15 to 23 creative studio teams and add Bethesda’s franchise to Xbox Game Pass. ZeniMax Media, an American video game holding company based in Rockville, Maryland.
Main topics covered:
2. Market characteristics of browser games
3. Market trends and strategies for browser games
4. Effects of COVID-19 on browser games
5. Browser Games Market Size and Growth
5.1. Historic Global Browser Games Market, 2015-2020, Billion US Dollars
5.1.1. Driver of the market
5.1.2. Restrictions in the market
5.2. Global Browser Games Market Forecast, 2020-2025F, 2030F, Billion US Dollars
5.2.1. Driver of the market
5.2.2. Restrictions in the market
6. Market segmentation for browser games
6.1. Global Browser Games Market, Segmentation By Type, Historical And Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars
6.2. Global Browser Games Market, Segmentation By End User, Historical And Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars
Smartphone and tablet
6.3. Global Browser Games Market, Segmentation By Operating System, Historical And Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars
7. Browser games Market regional and country analysis
7.1. Global Browser Games Market Split by Regions, Historical and Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars
7.2. Global Browser Games Market Split by Country, Historical and Forecast, 2015-2020, 2020-2025F, 2030F, Billion US Dollars
For more information on this report, see https://www.researchandmarkets.com/r/269tvt
View source version on businesswire.com: https://www.businesswire.com/news/home/20210514005288/de/
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