Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Online Games of Skill Market by Type (Gard Based Games, Sports Games, Strategy Games, Puzzle Games, Arcade Games, Others), By Application (Smartphone and Tablet, PC, TV, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Online Games of Skill Market by Type (Gard Based Games, Sports Games, Strategy Games, Puzzle Games, Arcade Games, Others), By Application (Smartphone and Tablet, PC, TV, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 376168 4200 Service & Software 377 215 Pages 5 (32)
                                          

Market Overview:


The global online games of skill market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The market is segmented on the basis of type, application and region. On the basis of type, the market is segmented into gard based games, sports games, strategy games, puzzle games, arcade games and others. Arcade Games are further sub-segmented into shooting game, racing game and others. On the basis of application, the market is segmented into smartphone and tablet PC gaming; PC gaming; TV gaming; and other applications such as kiosks/amusement parks etc.


Global Online Games of Skill Industry Outlook


Product Definition:


An online game of skill is a game where the outcome is determined by the player's ability and skills. These games can be played against other players or against the computer. The importance of online games of skill lies in their ability to test and improve players' skills. They can also be enjoyed for their competitive nature and social interaction.


Gard Based Games:


Gard Based Games, also known as game-based learning or educational games is a method of using video games to impart knowledge. The concept has gained immense popularity in the education sector and is increasingly being adopted by parents for home educating children. It helps develop spatial reasoning, problem solving skills along with an understanding of different cultures and geography.


Sports Games:


Sports games and it's usage in online games of skill are a type of game that involves real-life sporting events and allows players to compete against each other in terms of ability. The main aim is to score as many goals or points as possible by using the available sports equipment such as footballs, tennis rackets, golf clubs among others.


Application Insights:


The smartphone and tablet application segment dominated the global online games of skill market, accounting for a revenue share of over 60% in 2017. This is attributed to the increasing adoption of smartphones and tablets coupled with rising demand for casual gaming. Furthermore, the introduction of new technology such as augmented reality has increased interest in playing games on mobile devices. The PC application segment is expected to witness significant growth over the forecast period owing to increasing internet accessibility, especially in developing countries like India and China where majority of people are using Windows OS computers. Moreover, many game developers are focusing on creating web-based versions or Flash version games that can be played directly on browser without installing any software or plugin which further increases its penetration among other platforms such as TV and others which will be covered later in this study.


Regional Analysis:


Asia Pacific dominated the global market in 2017. The region is expected to maintain its lead over the forecast period owing to rising disposable income and changing consumer preferences. Increasing penetration of smartphones and high-speed internet has created a positive impact on the growth of online games of skill in this region. Furthermore, increasing popularity of social casino gaming has also contributed significantly to regional market growth.


North America is projected to be one of the fastest growing regions over the forecast period owing to increasing adoption by UHNWI class population for leisure activities such as mental stimulation, concentration, & logic skills required in games like chess, draughts (checkers), cards against humanity).


Europe accounted for more than 25% share in 2017 due to early adoption by countries such as Germany.


Growth Factors:


  • Increasing demand for skill-based games: There is a growing demand for skill-based games, as they offer a more engaging and challenging experience than traditional video games. This is driving the growth of the online gaming of skill market.
  • Proliferation of mobile devices: The proliferation of mobile devices has led to an increase in the number of people playing online games. In addition, advancements in mobile technology are enabling developers to create better and more immersive gaming experiences.
  • Rise in social media usage: Social media platforms are providing a platform for gamers to connect with each other and share their experiences with others around the world. This is helping to drive the growth of the online gaming of skill market.

Scope Of The Report

Report Attributes

Report Details

Report Title

Online Games of Skill Market Research Report

By Type

Gard Based Games, Sports Games, Strategy Games, Puzzle Games, Arcade Games, Others

By Application

Smartphone and Tablet, PC, TV, Others

By Companies

Microsoft, Nintendo, Sony, Tencent, Activision Blizzard, Playtech, Sega, Electronic Arts (EA), Apple, Ubisoft, Zynga, Square Enix, NetEase Games, NEXON, NCSoft, Bandai Namco Holdings, CyberAgent (Cygames), Take-Two Interactive Software, Inc., Konami, Supercell

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

215

Number of Tables & Figures

151

Customization Available

Yes, the report can be customized as per your need.


Global Online Games of Skill Market Report Segments:

The global Online Games of Skill market is segmented on the basis of:

Types

Gard Based Games, Sports Games, Strategy Games, Puzzle Games, Arcade Games, Others

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

Smartphone and Tablet, PC, TV, 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:

  1. Microsoft
  2. Nintendo
  3. Sony
  4. Tencent
  5. Activision Blizzard
  6. Playtech
  7. Sega
  8. Electronic Arts (EA)
  9. Apple
  10. Ubisoft
  11. Zynga
  12. Square Enix
  13. NetEase Games
  14. NEXON
  15. NCSoft
  16. Bandai Namco Holdings
  17. CyberAgent (Cygames)
  18. Take-Two Interactive Software, Inc.
  19. Konami
  20. Supercell

Global Online Games of Skill Market Overview


Highlights of The Online Games of Skill Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Gard Based Games
    2. Sports Games
    3. Strategy Games
    4. Puzzle Games
    5. Arcade Games
    6. Others
  1. By Application:

    1. Smartphone and Tablet
    2. PC
    3. TV
    4. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Online Games of Skill 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.

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Global Online Games of Skill Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Online games of skill are video games that require players to use their skills and reflexes in order to complete the game. These types of games can be found on websites or apps, and often have a variety of challenges that players must complete in order to progress.

Some of the key players operating in the online games of skill market are Microsoft, Nintendo, Sony, Tencent, Activision Blizzard, Playtech, Sega, Electronic Arts (EA), Apple, Ubisoft, Zynga, Square Enix, NetEase Games, NEXON, NCSoft, Bandai Namco Holdings, CyberAgent (Cygames), Take-Two Interactive Software, Inc., Konami, Supercell.

The online games of skill market is expected to register a CAGR of 10.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Online Games of Skill 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 Online Games of Skill Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Online Games of Skill 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 Online Games of Skill 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 Online Games of Skill Market Size & Forecast, 2020-2028       4.5.1 Online Games of Skill Market Size and Y-o-Y Growth       4.5.2 Online Games of Skill Market Absolute $ Opportunity

Chapter 5 Global  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  Market Size Forecast by Type
      5.2.1 Gard Based Games
      5.2.2 Sports Games
      5.2.3 Strategy Games
      5.2.4 Puzzle Games
      5.2.5 Arcade Games
      5.2.6 Others
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  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  Market Size Forecast by Applications
      6.2.1 Smartphone and Tablet
      6.2.2 PC
      6.2.3 TV
      6.2.4 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Online Games of Skill 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 Online Games of Skill 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  Analysis and Forecast
   9.1 Introduction
   9.2 North America  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  Market Size Forecast by Type
      9.6.1 Gard Based Games
      9.6.2 Sports Games
      9.6.3 Strategy Games
      9.6.4 Puzzle Games
      9.6.5 Arcade Games
      9.6.6 Others
   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  Market Size Forecast by Applications
      9.10.1 Smartphone and Tablet
      9.10.2 PC
      9.10.3 TV
      9.10.4 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  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  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  Market Size Forecast by Type
      10.6.1 Gard Based Games
      10.6.2 Sports Games
      10.6.3 Strategy Games
      10.6.4 Puzzle Games
      10.6.5 Arcade Games
      10.6.6 Others
   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  Market Size Forecast by Applications
      10.10.1 Smartphone and Tablet
      10.10.2 PC
      10.10.3 TV
      10.10.4 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  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  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  Market Size Forecast by Type
      11.6.1 Gard Based Games
      11.6.2 Sports Games
      11.6.3 Strategy Games
      11.6.4 Puzzle Games
      11.6.5 Arcade Games
      11.6.6 Others
   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  Market Size Forecast by Applications
      11.10.1 Smartphone and Tablet
      11.10.2 PC
      11.10.3 TV
      11.10.4 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  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  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  Market Size Forecast by Type
      12.6.1 Gard Based Games
      12.6.2 Sports Games
      12.6.3 Strategy Games
      12.6.4 Puzzle Games
      12.6.5 Arcade Games
      12.6.6 Others
   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  Market Size Forecast by Applications
      12.10.1 Smartphone and Tablet
      12.10.2 PC
      12.10.3 TV
      12.10.4 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)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  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)  Market Size Forecast by Type
      13.6.1 Gard Based Games
      13.6.2 Sports Games
      13.6.3 Strategy Games
      13.6.4 Puzzle Games
      13.6.5 Arcade Games
      13.6.6 Others
   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)  Market Size Forecast by Applications
      13.10.1 Smartphone and Tablet
      13.10.2 PC
      13.10.3 TV
      13.10.4 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 Online Games of Skill Market: Competitive Dashboard
   14.2 Global Online Games of Skill Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Microsoft
      14.3.2 Nintendo
      14.3.3 Sony
      14.3.4 Tencent
      14.3.5 Activision Blizzard
      14.3.6 Playtech
      14.3.7 Sega
      14.3.8 Electronic Arts (EA)
      14.3.9 Apple
      14.3.10 Ubisoft
      14.3.11 Zynga
      14.3.12 Square Enix
      14.3.13 NetEase Games
      14.3.14 NEXON
      14.3.15 NCSoft
      14.3.16 Bandai Namco Holdings
      14.3.17 CyberAgent (Cygames)
      14.3.18 Take-Two Interactive Software, Inc.
      14.3.19 Konami
      14.3.20 Supercell

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