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.
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:
- 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
Highlights of The Online Games of Skill 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:
- Gard Based Games
- Sports Games
- Strategy Games
- Puzzle Games
- Arcade Games
- Others
- By Application:
- Smartphone and Tablet
- PC
- TV
- 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 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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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?
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