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Global Browser Games Market Outlook 2020-2030 - Number of Online Gamers is Expected to Reach 1 billion by 2024

Dublin, Dec. 17, 2020 (GLOBE NEWSWIRE) -- The "Browser Games Global Market Report 2020-30: COVID-19 Implications and Growth" report has been added to ResearchAndMarkets.com's offering.

The global browser games market is expected to grow from $23.46 billion in 2019 to $26.26 billion. Due to the global pandemic of coronavirus infection, the market for browser games is expected to gain more demand in 2020 as people across all age groups are turning towards gaming due to availability of free time due long-extending quarantine/lockdown across the globe. The market is expected to stabilize at a compound annual growth rate of 4.7% and reach $28.18 billion by 2023.

The browser games market consists of sales of browser games and related services that are used in smartphones, tablets, PC, and TV. Online games or browser games refer to games played over some sort of computer network, the Internet the most frequently. Online games can range from plain text games to games that combine complex graphics and virtual worlds populated simultaneously by several players.

The global browser games market has been geographically segmented into North America, Western Europe, Asia-Pacific, Eastern Europe, South America and Middle East & Africa. North America was the largest region in the browser games market in 2019.

In July 2018, Niantic, an America based company, the creator of Pokemon Go, acquired Seismic Games for an undisclosed amount. This acquisition would help Niantic in a transition to build all-new Augmented Reality (AR) games with real-world experiences. Seismic Games, a Los Angeles-based games studio dedicated to creating high quality, next generation social games franchises across digital platforms.

The browser games market covered in this report is segmented by type into mobile games, pay-to-play games, free-to-play games, pay-in-play games and by end user into smartphone and tablet, PC, TV, other.

The frustration of gamers due to slow downloads is the major restraining factor in the browser games market. The amount of time it takes to download games has been reported as the biggest issue worldwide, with 33.8 percent pointing this as their key issue. Experienced gamers are the most worried with download speed, with over 41% of ambitious professional and experts pointing this out as their primary concern because experienced gamers are more likely to play more complex games requiring larger downloads, download performance has a greater effect on their gaming experience. According to the state of online gaming report in 2019, frustration with download speeds is the highest in the United States, where 39.4% of gamers register sluggish downloads as their main concern. Therefore, the frustration of the gamers due to slow downloads is expected to hamper the growth of the browser games market.

Companies in the browser gamers market are focusing on the technologies such Augmented Reality (AR) and Virtual Reality (VR) to improve gaming experience and offer better products.

The rapid increase in the number of active gamers across the world is driving the browser games market. According to data from LeagueOfBetting, the number of online gamers is expected to reach 1 billion by 2024 from 877 million in 2020. According to the state of online gaming report in 2019, gamers play for an average of seven hours seven minutes per week, a 19.3% increase in 2018. Younger players, however, spend much more time in playing, with those aged 26-35 play 8 hours 12 minutes per week. Germany and the United States were linked to the highest number of gamers who play at 11.6% per week for more than 20 hours. Therefore, the rapid increase in the number of active gamers across the world is expected to drive the browser games market.

Scope

Markets Covered: 1) By Type: Mobile Games; Pay-to-Play Games; Free-to-Play Games; Pay-in-Play Games 2) By End User: Smartphone and Tablet; PC; TV; Other

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,

Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.


Companies Mentioned

  • King Digital Entertainment

  • NCSOFT

  • GungHo Online

  • Zynga

  • Tencent

  • Microsoft

  • Activision Blizzard Inc.

  • Sega

  • Sony Corporation

  • Peak Games

  • Gree

  • Electronics Arts

  • Arkadium

  • Playdom

  • Fun Technologies

  • Bwin

  • Riot Games

  • Giant Interactive

  • Ubisoft

  • Valve

  • Electronic Arts

  • Nintendo

  • Square Unix

  • Bluepoint Games

  • Failbetter Games

  • Midway

  • Westwood Studios

  • TakeTwo Interactive

  • DeNa

  • Nexon

  • Shanda

For more information about this report visit https://www.researchandmarkets.com/r/pqmq9

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