Market Overview:
The global browser game market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for multiplayer and social games, rising penetration of internet and smartphones, and growing trend of gamification. In terms of type, the web standards segment is expected to lead the global browser game market during the forecast period. This can be attributed to easy accessibility and low installation requirements of these games. In terms of application, PC is expected to lead the global browser game market during the forecast period.
Product Definition:
Browser games are video games played over the Internet using a web browser. They are often casual, social, and/or multiplayer games. The importance of browser games is that they can be accessed from any computer with an Internet connection and a web browser, making them convenient and easy to play.
Web Standards:
Web standards are the guidelines that developers and designers use to build websites. These standards define the way content is presented on a website, its appearance, and functionality. Over time, web developers have developed these standards based on their experience in building websites for various clients such as individuals or businesses.
These experiences have led them to develop certain habits or patterns which they follow while developing any website.
Plug-in:
Plug-in is a tool that allows the extension of browser functionality to plug in game on web pages. It provides an easy way for developers to include gaming features in their web page and run games directly from the developer console. The most common example of plug-in used by gamers is Adobe Flash player, which can be downloaded from official website and installed easily without any hassles.
Application Insights:
The others application segment dominated the global browser game market in 2017, accounting for a share of more than 40.0%. The segment includes games played on Facebook and mobile phones. The growth of this segment can be attributed to the increasing adoption of smartphones over other devices such as personal computers or gaming consoles. Furthermore, an increase in the number of social network users has also positively influenced the growth of this category.
PC is still considered as one of the major platforms for playing browser games with high usage rates across countries such as China, North America and Russia among others. However, these countries are witnessing a rapid shift towards mobile & tablet devices which offer enhanced gameplay experience compared to PC counterparts due to various advantages offered by touch screen technology including precision and control over virtual characters etc.
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The U.S.-based companies are focusing on developing games based on HTML5 technology to gain a competitive edge over other regional players. Moreover, these companies are also focusing on developing social and mobile games to increase their customer base across all platforms, which is further fueling the growth of this region.
Asia Pacific is expected to witness significant growth over the forecast period owing to increasing penetration of smartphones and tablets among gamers as well as increased adoption of online gaming services and devices in this region. Furthermore, Japan has been witnessing an increasing number of MMORPG (Massive Multiplayer Online Role-playing Games) players due to various factors such as high disposable income, changing lifestyles along with rising popularity for online gaming among Japanese youth population since it offers various features that cannot be found anywhere else such as voice chat during gameplay etc.
Growth Factors:
- Increasing demand for entertainment: With the increase in disposable income and the decrease in time spent on traditional media, there is a growing demand for browser games.
- Proliferation of devices and platforms: The proliferation of devices and platforms has made it easier for people to access browser games. This has helped to fuel the growth of the market.
- Social networking integration: Browser games are increasingly being integrated with social networking sites, which is helping to boost their popularity among users.
- Improved graphics and gameplay: Browser game developers are constantly striving to improve the graphics and gameplay of their games, which is helping to attract more users to this segment of the market.
Scope Of The Report
Report Attributes
Report Details
Report Title
Browser Game Market Research Report
By Type
Web Standards, Plug-in, Other
By Application
PC, Mobile & Tablet, Others
By Companies
EA, Cygames, Tencent, 4399 Network, tri-Ace, PlayCanvas, Matheus Valadares, Artix Entertainment, Lowtech Studios, Netease, InnoGames, Ubisoft, Sony
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
193
Number of Tables & Figures
136
Customization Available
Yes, the report can be customized as per your need.
Global Browser Game Market Report Segments:
The global Browser Game market is segmented on the basis of:
Types
Web Standards, Plug-in, Other
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
PC, Mobile & Tablet, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- EA
- Cygames
- Tencent
- 4399 Network
- tri-Ace
- PlayCanvas
- Matheus Valadares
- Artix Entertainment
- Lowtech Studios
- Netease
- InnoGames
- Ubisoft
- Sony
Highlights of The Browser Game Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Web Standards
- Plug-in
- Other
- By Application:
- PC
- Mobile & Tablet
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Browser Game Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Browser games are games that can be played in a web browser.
Some of the major players in the browser game market are EA, Cygames, Tencent, 4399 Network, tri-Ace, PlayCanvas, Matheus Valadares, Artix Entertainment, Lowtech Studios, Netease, InnoGames, Ubisoft, Sony.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Browser Game Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Browser Game Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Browser Game Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Browser Game Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Browser Game Market Size & Forecast, 2018-2028 4.5.1 Browser Game Market Size and Y-o-Y Growth 4.5.2 Browser Game Market Absolute $ Opportunity
Chapter 5 Global Browser Game Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Browser Game Market Size Forecast by Type
5.2.1 Web Standards
5.2.2 Plug-in
5.2.3 Other
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Browser Game Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Browser Game Market Size Forecast by Applications
6.2.1 PC
6.2.2 Mobile & Tablet
6.2.3 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Browser Game Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Browser Game Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Browser Game Analysis and Forecast
9.1 Introduction
9.2 North America Browser Game Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Browser Game Market Size Forecast by Type
9.6.1 Web Standards
9.6.2 Plug-in
9.6.3 Other
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Browser Game Market Size Forecast by Applications
9.10.1 PC
9.10.2 Mobile & Tablet
9.10.3 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Browser Game Analysis and Forecast
10.1 Introduction
10.2 Europe Browser Game Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Browser Game Market Size Forecast by Type
10.6.1 Web Standards
10.6.2 Plug-in
10.6.3 Other
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Browser Game Market Size Forecast by Applications
10.10.1 PC
10.10.2 Mobile & Tablet
10.10.3 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Browser Game Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Browser Game Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Browser Game Market Size Forecast by Type
11.6.1 Web Standards
11.6.2 Plug-in
11.6.3 Other
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Browser Game Market Size Forecast by Applications
11.10.1 PC
11.10.2 Mobile & Tablet
11.10.3 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Browser Game Analysis and Forecast
12.1 Introduction
12.2 Latin America Browser Game Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Browser Game Market Size Forecast by Type
12.6.1 Web Standards
12.6.2 Plug-in
12.6.3 Other
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Browser Game Market Size Forecast by Applications
12.10.1 PC
12.10.2 Mobile & Tablet
12.10.3 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Browser Game Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Browser Game Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Browser Game Market Size Forecast by Type
13.6.1 Web Standards
13.6.2 Plug-in
13.6.3 Other
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Browser Game Market Size Forecast by Applications
13.10.1 PC
13.10.2 Mobile & Tablet
13.10.3 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Browser Game Market: Competitive Dashboard
14.2 Global Browser Game Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 EA
14.3.2 Cygames
14.3.3 Tencent
14.3.4 4399 Network
14.3.5 tri-Ace
14.3.6 PlayCanvas
14.3.7 Matheus Valadares
14.3.8 Artix Entertainment
14.3.9 Lowtech Studios
14.3.10 Netease
14.3.11 InnoGames
14.3.12 Ubisoft
14.3.13 Sony