Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global SLG Game Market by Type (Online Game, Stand-alone Game), By Application (PC, Mobile) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global SLG Game Market by Type (Online Game, Stand-alone Game), By Application (PC, Mobile) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 262290 4200 Service & Software 377 186 Pages 4.8 (40)
                                          

Market Overview:


The global SLG game market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in the market can be attributed to factors such as the increasing demand for online and stand-alone SLG games, rising adoption of mobile gaming, and growing number of gamers worldwide. In terms of type, the online SLG game segment is expected to account for a larger share of the global market during the forecast period. This can be attributed to factors such as increasing penetration of broadband internet and rising demand for multiplayer online games. In terms of application, PC gaming is expected to hold a larger share of the global market during the forecast period owing to factors such as high installation base and growing popularity among hardcore gamers.


Global SLG Game Industry Outlook


Product Definition:


SLG game is a strategic and managerial simulation game. In this game, players need to manage their resources and make decisions in order to achieve certain goals. The importance of SLG games is that it can help players improve their decision-making skills, as well as their strategic thinking skills.


Online Game:


Online game is a player-based virtual environment where the participants use their credit cards, debit cards or digital wallets to play games. The online games are gaining popularity among children and adults due to its cost-effective nature. In addition, growing penetration of internet across the globe is also fueling growth of online game in social learning gaming market. Furthermore, easy availability of smart devices such as mobile phones & tablets and increasing internet speed has increased the scope for growth in this industry.


Stand-alone Game:


The global Stand-alone game (SAG) is a video game that was developed as an independent work with no substantial ties to any other product or intellectual property. The term “stand-alone” is used to distinguish these products from games based on previously published works, such as roleplaying games based on novels by Robert Jordan or board games derived from movies.


Application Insights:


The PC application segment dominated the global game market in 2017. The console-based gaming systems, such as PlayStation and Xbox, are more popular among the adult population due to their mature content. However, most of the games developed for these consoles are based on an existing intellectual property or licensed from a third party which limits the number of original IPs available for play. This has resulted in fewer online games being developed for this platform compared to other platforms.


Mobile is expected to be one of the fastest growing segments over the forecast period owing to increasing smartphone ownership rates across various regions including Asia Pacific and Africa Central & South America.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The region is expected to maintain its dominance over the forecast period owing to high disposable income, growing adoption of technology and increasing focus on leisure time among players. Asia Pacific is projected to be the fastest-growing regional market from 2018 to 2030 due to rising penetration of online gaming services and increasing smartphone penetration rates. Furthermore, government initiatives encouraging people towards digitalization are also driving growth across this region. For instance, China has implemented a three-tier rating system for internet cafes based on their license status (from green light [approved] through yellow light [restricted]) and user reviews (positive or negative). Similarly, India has allowed self-rating systems for video games via mobile websites or apps provided they are not pornographic nor offensive as per Indian culture/values; however, it does not apply retroactively (i.e.


Growth Factors:


  • Increasing demand for mobile games: The global mobile gaming market is expected to grow at a CAGR of 18.8% during the forecast period (2018-2023). This is mainly due to the increasing penetration of smartphones and tablets, and the growing popularity of multiplayer and online games.
  • Rising adoption of AR/VR technology in gaming: The augmented reality (AR) and virtual reality (VR) segments are expected to witness high growth rates during the forecast period owing to the increasing demand for immersive gaming experiences.
  • Growing eSports market: The global eSports market is projected to grow at a CAGR of 37% from 2018 to 2023, owing to the rising popularity of competitive video gaming among millennials worldwide. This is providing a major impetus to the growth of SLG games market as well.

Scope Of The Report

Report Attributes

Report Details

Report Title

SLG Game Market Research Report

By Type

Online Game, Stand-alone Game

By Application

PC, Mobile

By Companies

FunPlus, Lilith Games, Paradox Interactive, 2K Games, Net Ease, Tecent, Machine Zone, Yotta Games, Camel Games, IM30.NET

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

186

Number of Tables & Figures

131

Customization Available

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


Global SLG Game Market Report Segments:

The global SLG Game market is segmented on the basis of:

Types

Online Game, Stand-alone Game

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

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. FunPlus
  2. Lilith Games
  3. Paradox Interactive
  4. 2K Games
  5. Net Ease
  6. Tecent
  7. Machine Zone
  8. Yotta Games
  9. Camel Games
  10. IM30.NET

Global SLG Game Market Overview


Highlights of The SLG Game 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. Online Game
    2. Stand-alone Game
  1. By Application:

    1. PC
    2. Mobile
  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 SLG 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

Global SLG Game 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?


SLG Game is a type of video game that uses baseball as its main gameplay mechanic.

Some of the major companies in the slg game market are FunPlus, Lilith Games, Paradox Interactive, 2K Games, Net Ease, Tecent, Machine Zone, Yotta Games, Camel Games, IM30.NET.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 SLG 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 SLG Game Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 SLG 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 SLG 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 SLG Game Market Size & Forecast, 2018-2028       4.5.1 SLG Game Market Size and Y-o-Y Growth       4.5.2 SLG Game Market Absolute $ Opportunity

Chapter 5 Global SLG 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 SLG Game Market Size Forecast by Type
      5.2.1 Online Game
      5.2.2 Stand-alone Game
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global SLG 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 SLG Game Market Size Forecast by Applications
      6.2.1 PC
      6.2.2 Mobile
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global SLG 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 SLG 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 SLG Game Analysis and Forecast
   9.1 Introduction
   9.2 North America SLG 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 SLG Game Market Size Forecast by Type
      9.6.1 Online Game
      9.6.2 Stand-alone Game
   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 SLG Game Market Size Forecast by Applications
      9.10.1 PC
      9.10.2 Mobile
   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 SLG Game Analysis and Forecast
   10.1 Introduction
   10.2 Europe SLG 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 SLG Game Market Size Forecast by Type
      10.6.1 Online Game
      10.6.2 Stand-alone Game
   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 SLG Game Market Size Forecast by Applications
      10.10.1 PC
      10.10.2 Mobile
   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 SLG Game Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific SLG 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 SLG Game Market Size Forecast by Type
      11.6.1 Online Game
      11.6.2 Stand-alone Game
   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 SLG Game Market Size Forecast by Applications
      11.10.1 PC
      11.10.2 Mobile
   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 SLG Game Analysis and Forecast
   12.1 Introduction
   12.2 Latin America SLG 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 SLG Game Market Size Forecast by Type
      12.6.1 Online Game
      12.6.2 Stand-alone Game
   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 SLG Game Market Size Forecast by Applications
      12.10.1 PC
      12.10.2 Mobile
   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) SLG Game Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) SLG 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) SLG Game Market Size Forecast by Type
      13.6.1 Online Game
      13.6.2 Stand-alone Game
   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) SLG Game Market Size Forecast by Applications
      13.10.1 PC
      13.10.2 Mobile
   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 SLG Game Market: Competitive Dashboard
   14.2 Global SLG Game Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 FunPlus
      14.3.2 Lilith Games
      14.3.3 Paradox Interactive
      14.3.4 2K Games
      14.3.5 Net Ease
      14.3.6 Tecent
      14.3.7 Machine Zone
      14.3.8 Yotta Games
      14.3.9 Camel Games
      14.3.10 IM30.NET

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