Market Overview:
The global webgame 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 penetration of internet and smartphones, and rising demand for interactive entertainment among consumers. In terms of type, the strategy class segment is expected to lead the global webgame market during the forecast period. This can be attributed to the growing popularity of strategy games among consumers across all age groups. In terms of application, the 15-25 years old segment is expected to lead the global webgame market duringthe forecast period.
Product Definition:
A webgame is a game that can be played through a web browser. They are often casual, simple games that can be played in short bursts of time. Webgames are popular because they can be accessed from any device with an internet connection, and they don't require any installation or downloads.
Strategy Class:
Strategy Class is a tool that helps developers to create and manage game content. It's main function is to generate strategies for players, which will help them in playing the game. The more strategies a player uses during the gameplay, the more likely he/she will be successful in completing all levels successfully.
Pet Culture Class:
Pet culture class is a set of rules and mechanics created by the player that defines how pets will act in-game. It also helps to determine the type of pet, its abilities, appearance and much more. The market for pet culture class is huge as it's used by many games such as Farmville 2, Pet Society etc.
Application Insights:
The below 15 years old segment held the largest share of over 40.0% in 2017. The high share is attributed to the increasing number of casual games that are easily accessible and playable by all age groups of children, which has resulted in parents opting for gaming consoles instead of computers or other devices at home. Furthermore, there has been a rise in demand for mobile gaming among this demographic as they can carry it with them and play it anywhere they like as long as they have a smartphone or tablet with them.
The 15-25 years old segment is expected to grow at a significant rate during the forecast period owing to rising disposable income among this demographic resulting from employment opportunities offered through online portals such as Facebook, Instagram, YouTube etc., especially countries such as India and China where internet usage rates are higher than most parts of Europe and North America.
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The region is expected to continue its dominance over the forecast period owing to increasing awareness among people about good health and fitness, along with rising disposable income. Asia Pacific is projected to grow at a lucrative rate over the next eight years due to increasing internet penetration rates, coupled with growing consumer interest towards online gaming. Moreover, upcoming events such as Tokyo Olympics 2020 are expected to boost product sales across Japan and other countries in APAC.
The European market also contributed significantly towards growth of global industry through introduction of innovative games that are available on mobile platforms as well as desktops/laptops.
Growth Factors:
- Increasing demand for entertainment: With the increase in working hours and stress levels, people are looking for avenues to relax and have fun. This is where webgames come in, as they offer an enjoyable experience at any time of the day or night.
- Improved technology: Webgame developers are constantly innovating and coming up with new ways to make their games more exciting and engaging. This has resulted in better graphics, sound effects, and gameplay that keep players hooked for hours on end.
- Increased social media usage: Social media platforms such as Facebook, Twitter, Instagram, etc., have made it easier for people to connect with each other online and share experiences related to gaming. As a result, webgames are becoming increasingly popular among all age groups.
Scope Of The Report
Report Attributes
Report Details
Report Title
Webgame Market Research Report
By Type
Strategy Class, Pet Culture Class, Web Page MMORPG Class, Leisure Sports Class, Simulation Business Class, Others,
By Application
Below15 years old, 15-25 years old, 25-35 years old, 35-45 years old, Above 45 years old,
By Companies
7 Road, Guanghuanzhong, Travian, Hattrick, Youxigu, Feiyin, Youzu, China InterActive Corp, Jagex, KADOKAWA GAMES,
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
245
Number of Tables & Figures
172
Customization Available
Yes, the report can be customized as per your need.
Global Webgame Market Report Segments:
The global Webgame market is segmented on the basis of:
Types
Strategy Class, Pet Culture Class, Web Page MMORPG Class, Leisure Sports Class, Simulation Business Class, 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
Below15 years old, 15-25 years old, 25-35 years old, 35-45 years old, Above 45 years old,
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:
- 7 Road
- Guanghuanzhong
- Travian
- Hattrick
- Youxigu
- Feiyin
- Youzu
- China InterActive Corp
- Jagex
- KADOKAWA GAMES
Highlights of The Webgame 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:
- Strategy Class
- Pet Culture Class
- Web Page MMORPG Class
- Leisure Sports Class
- Simulation Business Class
- Others
- By Application:
- Below15 years old
- 15-25 years old
- 25-35 years old
- 35-45 years old
- Above 45 years old
- 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 Webgame 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?
Webgame is a type of online game that can be played on the internet.
Some of the major companies in the webgame market are 7 Road, Guanghuanzhong, Travian, Hattrick, Youxigu, Feiyin, Youzu, China InterActive Corp, Jagex, KADOKAWA GAMES.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Webgame Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Webgame Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Webgame Market - Supply Chain
4.5. Global Webgame Market Forecast
4.5.1. Webgame Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Webgame Market Size (000 Units) and Y-o-Y Growth
4.5.3. Webgame Market Absolute $ Opportunity
5. Global Webgame Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Webgame Market Size and Volume Forecast by Type
5.3.1. Strategy Class
5.3.2. Pet Culture Class
5.3.3. Web Page MMORPG Class
5.3.4. Leisure Sports Class
5.3.5. Simulation Business Class
5.3.6. Others
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Webgame Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Webgame Market Size and Volume Forecast by Application
6.3.1. Below15 years old
6.3.2. 15-25 years old
6.3.3. 25-35 years old
6.3.4. 35-45 years old
6.3.5. Above 45 years old
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Webgame Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Webgame Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Webgame Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Webgame Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Webgame Demand Share Forecast, 2019-2026
9. North America Webgame Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Webgame Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Webgame Market Size and Volume Forecast by Application
9.4.1. Below15 years old
9.4.2. 15-25 years old
9.4.3. 25-35 years old
9.4.4. 35-45 years old
9.4.5. Above 45 years old
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Webgame Market Size and Volume Forecast by Type
9.7.1. Strategy Class
9.7.2. Pet Culture Class
9.7.3. Web Page MMORPG Class
9.7.4. Leisure Sports Class
9.7.5. Simulation Business Class
9.7.6. Others
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Webgame Demand Share Forecast, 2019-2026
10. Latin America Webgame Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Webgame Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Webgame Market Size and Volume Forecast by Application
10.4.1. Below15 years old
10.4.2. 15-25 years old
10.4.3. 25-35 years old
10.4.4. 35-45 years old
10.4.5. Above 45 years old
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Webgame Market Size and Volume Forecast by Type
10.7.1. Strategy Class
10.7.2. Pet Culture Class
10.7.3. Web Page MMORPG Class
10.7.4. Leisure Sports Class
10.7.5. Simulation Business Class
10.7.6. Others
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Webgame Demand Share Forecast, 2019-2026
11. Europe Webgame Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Webgame Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Webgame Market Size and Volume Forecast by Application
11.4.1. Below15 years old
11.4.2. 15-25 years old
11.4.3. 25-35 years old
11.4.4. 35-45 years old
11.4.5. Above 45 years old
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Webgame Market Size and Volume Forecast by Type
11.7.1. Strategy Class
11.7.2. Pet Culture Class
11.7.3. Web Page MMORPG Class
11.7.4. Leisure Sports Class
11.7.5. Simulation Business Class
11.7.6. Others
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Webgame Demand Share, 2019-2026
12. Asia Pacific Webgame Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Webgame Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Webgame Market Size and Volume Forecast by Application
12.4.1. Below15 years old
12.4.2. 15-25 years old
12.4.3. 25-35 years old
12.4.4. 35-45 years old
12.4.5. Above 45 years old
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Webgame Market Size and Volume Forecast by Type
12.7.1. Strategy Class
12.7.2. Pet Culture Class
12.7.3. Web Page MMORPG Class
12.7.4. Leisure Sports Class
12.7.5. Simulation Business Class
12.7.6. Others
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Webgame Demand Share, 2019-2026
13. Middle East & Africa Webgame Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Webgame Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Webgame Market Size and Volume Forecast by Application
13.4.1. Below15 years old
13.4.2. 15-25 years old
13.4.3. 25-35 years old
13.4.4. 35-45 years old
13.4.5. Above 45 years old
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Webgame Market Size and Volume Forecast by Type
13.7.1. Strategy Class
13.7.2. Pet Culture Class
13.7.3. Web Page MMORPG Class
13.7.4. Leisure Sports Class
13.7.5. Simulation Business Class
13.7.6. Others
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Webgame Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Webgame Market: Market Share Analysis
14.2. Webgame Distributors and Customers
14.3. Webgame Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. 7 Road
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Guanghuanzhong
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Travian
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Hattrick
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Youxigu
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Feiyin
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Youzu
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. China InterActive Corp
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. Jagex
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. KADOKAWA GAMES
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11.
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. COMPANY 12
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. COMPANY 13
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. COMPANY 14
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. COMPANY 15
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. COMPANY 16
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. COMPANY 17
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. COMPANY 18
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. COMPANY 19
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook