Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Webgame 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, ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Webgame 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, ) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 154992 3300 IT & Telecom 377 245 Pages 4.8 (35)
                                          

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.


Global Webgame Industry Outlook


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:

  1. 7 Road
  2. Guanghuanzhong
  3. Travian
  4. Hattrick
  5. Youxigu
  6. Feiyin
  7. Youzu
  8. China InterActive Corp
  9. Jagex
  10. KADOKAWA GAMES

Global Webgame Market Overview


Highlights of The Webgame 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. Strategy Class
    2. Pet Culture Class
    3. Web Page MMORPG Class
    4. Leisure Sports Class
    5. Simulation Business Class
    6. Others
  1. By Application:

    1. Below15 years old
    2. 15-25 years old
    3. 25-35 years old
    4. 35-45 years old
    5. Above 45 years old
  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 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

Global Webgame 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?


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

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