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.
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:
- FunPlus
- Lilith Games
- Paradox Interactive
- 2K Games
- Net Ease
- Tecent
- Machine Zone
- Yotta Games
- Camel Games
- IM30.NET
Highlights of The SLG 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:
- Online Game
- Stand-alone Game
- By Application:
- PC
- Mobile
- 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 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
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?
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