Industry Background:
The global casual game market is anticipated to witness a high growth owing to advancements in the technology of gaming hardware and software and rising penetration of mobile devices worldwide. The term casual games refers to video games which do not need a major time investment to play, win, and enjoy. A casual gamer is a player who enjoys any video game without devoting important time to it, playing it spontaneously, irregularly or infrequently.
This growth is primarily driven by Advancements in the Technology of Gaming Hardware and Software and Rising Penetration of Mobile Devices Worldwide.
Globally, a noticeable market trend is evident Adoption of Video Games in the Vertical of Academia. Major Vendors, such as Nintendo (Japan), Naughty Dog (United States), Bethesda Softworks LLC (United States), Valve Corporation (United States), RockStar North Limited (United Kingdom), Ubisoft Montreal (Canada), Microsoft (United States), Square Enix Holdings Co., Ltd. (Japan), Rare Limited (United Kingdom) and Bioware (Canada) etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.
Regulatory Insights:
The State of Sikkim is the only state in India which has enacted a law for online gaming and sports betting. ‘The Sikkim Online Gaming (Regulation) Act, 2008’ was passed on June 28, 2008 with an object of controlling and regulating online gaming through electronic or non-electronic formats, and to impose a tax on such games, in the State of Sikkim. The Sikkim Online Gaming (Regulation) Rules, 2009, were subsequently passed on March 4, 2009.
Market Drivers
- Advancements in the Technology of Gaming Hardware and Software
- Rising Penetration of Mobile Devices Worldwide
Market Trend
- Adoption of Video Games in the Vertical of Academia
Restraints
- Rising Online Piracy by Using Torrents and Other Software
Opportunities
Improvements in User Interface of Smart Phone, Laptops and Personal Computers and Increasing Number of Internet or Social Game Players May Further Augment the Market
Challenges
Rising Number of Freely Available Customization Games
AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Vendors landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.
Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis
Against this Challenging Backdrop, Casual Game Study Sheds Light on
The Casual Game Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the Casual Game industry Vendors. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
Where Casual Game industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
How every company in this diverse set of Vendors can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.