封面
市场调查报告书
商品编码
1550711

即时游戏市场:按平台、按收益模式、按最终用户、按地区

Instant Games Market, By Platform, By Monetization Model, By End User, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 163 Pages | 商品交期: 2-3个工作天内

价格
简介目录

预计2024年全球即时游戏市场规模将达到27.3亿美元,预计到2031年将达到65.8亿美元, 年复合成长率(CAGR)%。

报告范围 报告详情
基准年 2023年 2024年市场规模 27.3亿美元
实际资料 2019年至2023年 预测期 从2024年到2031年
预测 2024-2031 年复合年增长率: 13.40% 2031年价值预测 65.8亿美元
图:2024 年即时游戏市场占有率(按地区划分)
小游戏市场-IMG1

近年来,全球即时游戏市场经历了显着成长。即时游戏是指无需下载或安装即可在数位平台上即时玩的游戏。智慧型手机和网路在全球的普及、行动游戏的日益普及以及游戏玩家对即时满足感的渴望等因素正在推动即时游戏的需求。此外,即时游戏为玩家提供引人入胜的互动体验,且不会占用太多设备空间。各种游戏开发商都致力于开发跨类型的创新即时游戏,以吸引更多用户。目前,市场以社交赌场游戏为主,但预计休閒、游乐场、体育和益智游戏等其他类型的即时游戏将在未来占据主导地位。

市场动态:

推动全球即时游戏市场成长的关键因素包括行动游戏的日益普及、高速网路和智慧型手机的普及率不断提高以及游戏玩家对即时存取和满足感的偏好。此外,即时游戏是一种适合参与的格式,并且使用较少的设备资源,这导致了需求的激增。然而,对应用程式内收费的担忧以及某些即时游戏的潜在成瘾性是主要的阻碍因素。从积极的一面来看,扩增实境等新兴技术的融合和超休閒即时游戏的开拓正在为市场创造重大机会。

本研究的主要特点

本报告对全球即时游戏市场进行了详细分析,并给出了以2023年为基准年的预测期(2024-2031)的市场规模和年复合成长率(CAGR%)。

它还揭示了各个细分市场的潜在商机,并说明了该市场有吸引力的投资提案矩阵。

它还提供了有关市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景、主要企业采取的竞争策略等的重要见解。

根据公司亮点、产品系列、主要亮点、业绩和策略等参数列出了全球即时游戏市场主要企业的概况。

本研究涵盖的主要企业包括艺电 (EA)、Epic Games、Facebook Gaming、Gameloft、Google、King、网易、Niantic、Playtika、Rovio Entertainment、Square Enix、Supercell、腾讯、Ubisoft 和 Zynga Contains。

该报告的见解将帮助负责人和公司经营团队就未来的产品发布、类型升级、市场扩张和行销策略做出明智的决策。

全球即时游戏市场报告迎合了该行业的各个相关人员,如投资者、供应商、产品製造商、经销商、新进业者和财务分析师。

透过用于分析全球即时游戏市场的各种策略矩阵,将有助于相关人员做出决策。

目录

第一章 研究目的与前提

  • 研究目的
  • 先决条件
  • 简称

第二章 市场展望

  • 报告说明
    • 市场定义和范围
  • 执行摘要

第三章市场动态、法规及趋势分析

  • 市场动态
  • 影响分析
  • 主要亮点
  • 监管场景
  • 产品发布/核准
  • PEST分析
  • 波特分析
  • 併购场景

第四章全球即时游戏市场(按平台)2024-2031

  • 行动装置(智慧型手机和平板电脑)
  • 网路(PC/笔记型电脑)
  • 社群媒体(Facebook、Twitter 等)

第五章全球即时游戏市场,按收益模式,2024-2031

  • 免费玩(F2P)
  • 付费游戏 (P2P)
  • 基于广告

第六章 全球即时游戏市场,依最终用户划分,2024-2031 年

  • 个人/休閒玩家
  • 重度核心玩家
  • 儿童和青少年
  • 成人

第7章2019-2031年全球即时游戏市场(按地区)

  • 美国
  • 加拿大
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 其他拉丁美洲
  • 欧洲
  • 德国
  • 英国
  • 西班牙
  • 法国
  • 义大利
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 中国
  • 印度
  • 日本
  • 澳洲
  • 韩国
  • ASEAN
  • 其他亚太地区
  • 中东
  • 海湾合作委员会国家
  • 以色列
  • 其他中东地区
  • 非洲
  • 南非
  • 北非
  • 中部非洲

第八章 竞争格局

  • Electronic Arts(EA)
  • Epic Games
  • Facebook Gaming
  • Gameloft
  • Google
  • King
  • NetEase
  • Niantic
  • Playtika
  • Rovio Entertainment
  • Square Enix
  • Supercell
  • Tencent
  • Ubisoft
  • Zynga

第九章 分析师建议

  • 命运之轮
  • 分析师观点
  • 一致的机会图

第10章 参考文献与调查方法

  • 参考
  • 调查方法
  • 关于出版商
简介目录
Product Code: CMI7258

The Global Instant Games Market is estimated to be valued at US$ 2.73 Bn in 2024 and is expected to reach US$ 6.58 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 13.4% from 2024 to 2031.

Report Coverage Report Details
Base Year: 2023 Market Size in 2024: US$ 2.73 Bn
Historical Data for: 2019 To 2023 Forecast Period: 2024 To 2031
Forecast Period 2024 to 2031 CAGR: 13.40% 2031 Value Projection: US$ 6.58 Bn
Figure. Instant Games Market Share (%), By Region 2024
Instant Games Market - IMG1

The global instant games market has been witnessing significant growth in the recent years. Instant games refer to games that can be instantly played on a digital platform without requiring any download or installation. Factors such as growth of smartphone and internet penetration worldwide, increasing adoption of m-gaming, and preference for instant gratification among gamers are driving the demand for instant games. Moreover, instant games provide an engaging and interactive experience to players without consuming much space on devices. Various game developers are focusing on developing innovative instant games across genres to attract more users. While the market is dominated by social casino games presently, other genres such as casual, arcade, sports and puzzles instant games are expected to gain traction going forward.

Market Dynamics:

The key drivers fueling the growth of the global instant games market include the rising popularity of mobile gaming, increasing adoption of smartphones along with high-speed internet, and preference of gamers for instant accessibility and gratification. Moreover, engagement friendly format and less device resource utilization of instant games is surging their demand. However, concerns around in-app purchases and potential addiction from some instant games is a major restraint. On the positive side, the integration of latest technologies like augmented reality and development of hyper-casual instant games present significant opportunities in the market.

Key features of the study:

This report provides in-depth analysis of the global instant games market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global instant games market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Electronic Arts (EA), Epic Games, Facebook Gaming, Gameloft, Google, King, NetEase, Niantic, Playtika, Rovio Entertainment, Square Enix, Supercell, Tencent, Ubisoft, and Zynga

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

The global instant games market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global instant games market

Detailed Segmentation-

  • By Platform Insights (Revenue, US$ Bn, 2019 - 2031)
    • Mobile (Smartphones and Tablets)
    • Web-based (PC/Laptop)
    • Social Media (Facebook, Twitter, etc.)
  • By Monetization Model Insights (Revenue, US$ Bn, 2019 - 2031)
    • Free-to-Play (F2P)
    • Pay-to-Play (P2P)
    • Advertising-based
  • By End User Insights (Revenue, US$ Bn, 2019 - 2031)
    • Individual/Casual Gamers
    • Hardcore Gamers
    • Children and Teenagers
    • Adults
  • By Regional Insights (Revenue, US$ Bn, 2019 - 2031)
    • North America
    • S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Electronic Arts (EA)
    • Epic Games
    • Facebook Gaming
    • Gameloft
    • Google
    • King
    • NetEase
    • Niantic
    • Playtika
    • Rovio Entertainment
    • Square Enix
    • Supercell
    • Tencent
    • Ubisoft
    • Zynga

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Global Instant Games Market, By Platform
    • Global Instant Games Market, By Monetization Model
    • Global Instant Games Market, By End User

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Merger and Acquisition Scenario

4. Global Instant Games Market, By Platform, 2024-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2019 - 2031
    • Segment Trends
  • Mobile (Smartphones and Tablets)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)
  • Web-based (PC/Laptop)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)
  • Social media (Facebook, Twitter, etc.)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)

5. Global Instant Games Market, By Monetization Model, 2024-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2019 - 2031
    • Segment Trends
  • Free-to-Play (F2P)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)
  • Pay-to-Play (P2P)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)
  • Advertising-based
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)

6. Global Instant Games Market, By End User, 2024-2031, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024 and 2031 (%)
    • Y-o-Y Growth Analysis, 2019 - 2031
    • Segment Trends
  • Individual/Casual Gamers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)
  • Hardcore Gamers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)
  • Children and Teenagers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)
  • Adults
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2019-2031, (US$ Bn)

7. Global Instant Games Market, By Region, 2019 - 2031, Value (US$ Bn)

  • Introduction
    • Market Share (%) Analysis, 2024,2027 & 2031, Value (US$ Bn)
    • Market Y-o-Y Growth Analysis (%), 2019 - 2031, Value (US$ Bn)
    • Regional Trends
      • North America
    • Introduction
    • Market Size and Forecast, By Platform, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2019 - 2031, Value (US$ Bn)
  • U.S.
  • Canada
  • Latin America
    • Introduction
    • Market Size and Forecast, By Platform, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2019 - 2031, Value (US$ Bn)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Europe
    • Introduction
    • Market Size and Forecast, By Platform, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2019 - 2031, Value (US$ Bn)
  • Germany
  • U.K.
  • Spain
  • France
  • Italy
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, By Platform, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2019 - 2031, Value (US$ Bn)
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • ASEAN
  • Rest of Asia Pacific
  • Middle East
    • Introduction
    • Market Size and Forecast, By Platform, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2019 - 2031, Value (US$ Bn)
  • GCC Countries
  • Israel
  • Rest of Middle East
  • Africa
    • Introduction
    • Market Size and Forecast, By Platform, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2019 - 2031, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2019 - 2031, Value (US$ Bn)
  • South Africa
  • North Africa
  • Central Africa

8. Competitive Landscape

  • Electronic Arts (EA)
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Epic Games
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Facebook Gaming
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Gameloft
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Google
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • King
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • NetEase
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Niantic
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Playtika
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Rovio Entertainment
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Square Enix
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Supercell
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Tencent
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Ubisoft
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Zynga
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies

9. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. References and Research Methodology

  • References
  • Research Methodology
  • About us