Web Game Market Scope
Web games are types of video games which usually require internet. Consisting multiple genres like battle royal and sandbox. Massive surge in gamers throughout the globe has eventually raised the bar in terms of end user experience leading to better graphics and real time multiplayer or single player games. Technological advancement in smart phones have helped to upgrade the quality and reach of web games to more parts of world. It is now possible to serve the quality close enough to PC games in smart phones which eventually increases market reach and growth. Multiple social media platforms which are made for gamers like steam, twitch, etc. have made it more convenient to attract more players and perform tournaments for video games.
Attributes | Details |
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Study Period | 2017-2027 |
Base Year | 2021 |
Unit | Value (USD Million) |
Key Companies Profiled | Mircrosoft (United States), Sony interactive Entertainment (United States), Tencent (China), Activision Blizzard (United States), Electronic Arts (United States), Nintendo (Japan), Ubisoft (France), Sega (United States), Take Two Interactive (United States) and Square Enix (Japan) |
CAGR | % |
The global market is highly competitive and consists of a limited number of providers who compete with each other. The intense competition, changing consumer spending patterns, demographic trends, and frequent changes in consumer preferences pose significant opportunities for market growth. Research Analyst at AMA estimates that United States Vendors will contribute to the maximum growth of Global Web Game market throughout the predicted period.
Mircrosoft (United States), Sony interactive Entertainment (United States), Tencent (China), Activision Blizzard (United States), Electronic Arts (United States), Nintendo (Japan), Ubisoft (France), Sega (United States), Take Two Interactive (United States) and Square Enix (Japan) are some of the key players that are part of study coverage. Additionally, the Vendors which are also part of the research are The NineHertz (India), iTechArt (United States), Zero Games Studio (France), Epic Games (United States), Gameloft (United Kingdome) and Nazara Technologies (India).
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from the total available market.
Segmentation Overview
The study have segmented the market of Global Web Game market by Type and Region with country level break-up.
On the basis of geography, the market of Web Game has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
region held largest market share in the year 2021.
Market Leaders and their expansionary development strategies
Microsoft has announced that process for acquisition of Activision blizzard is moving fast and expected to complete by mid of 2023 which is subject to closing conditions and completion of regulatory review.
Activision Blizzard has announced its launch of diablo immortal on mobile and pc through battle.net throughout most regions of world whereas for Asia-pacific regions it will be coming on June 22
Gambling ages in the United Kingdom are set out in the Gambling Act 2005: Part 4, Protection of children and young persons. It is illegal to permit any person under the age of 18 to enter a licensed gambling premises. The only exception is licensed family entertainment centres
Influencing Trend:
Solving Major Hardware Upgradation Problems Through Cloud Gaming., Presence Of VR Making User Experience More Realistic. and Real Life Tournament Experience In Digital By Esports.
Market Growth Drivers:
Better Smartphone Specs Has Allowed People To Have Gaming Experience Close Enough To Computer Or Console., Technological Advancements In Game Development Has Increased More Real-Time Experience In Games., Unlimited High Speed Internet Plans Is Allowing The Gamers To Invest More Time., Shift From Traditional To Free To Play Business Model. and Platforms Specifically Designed For Game Streaming.
Challenges:
Multiple Legal Regulations Based On Game Type., Maintaining Quality Of End User Experience Due To Higher Competition In Market. and Cyber-Attacks Involving Data Breach And Ransomware Has Affected Maintenance Cost.
Restraints:
High Cost Of Investment. and Internet Gaming Disorders Among Millennials.
Opportunities:
5G Will Be Making Internet Better And More Reliable In Terms Of Accessibility And Speed. and Major Hardware Issues Are Being Solved By Cloud Gaming.
Key Target Audience
Web Games Developers and Providers, Software Developers and Providers, New Entrants and Investors, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others