封面
市场调查报告书
商品编码
1733953

全球即时游戏市场

Instant Games

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 370 Pages | 商品交期: 最快1-2个工作天内

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简介目录

到 2030 年,全球即时游戏市场规模将达到 58 亿美元

2024 年全球即时游戏市场规模估计为 26 亿美元,预计到 2030 年将达到 58 亿美元,2024 年至 2030 年的复合年增长率为 14.0%。行动游戏是报告中分析的细分市场之一,预计其复合年增长率为 15.1%,到分析期结束时达到 38 亿美元。在分析期内,网路游戏领域的复合年增长率预计为 12.6%。

美国市场规模估计为 7.213 亿美元,而中国市场预计复合年增长率为 18.8%

预计 2024 年美国即时游戏市值将达 7.213 亿美元。作为世界第二大经济体的中国,预计到 2030 年市场规模将达到 13 亿美元,在 2024-2030 年分析期内的复合年增长率为 18.8%。其他值得注意的区域市场包括日本和加拿大,预计在分析期间的复合年增长率分别为 10.2% 和 12.6%。在欧洲,德国的复合年增长率预计为 11.1%。

全球即时游戏市场-主要趋势与驱动因素摘要

为什么即时游戏会塑造休閒游戏市场?

即时游戏透过提供无缝、无需下载的体验彻底改变了休閒游戏,玩家可以直接从网页浏览器、社交媒体平台和通讯应用程式存取游戏。这些基于HTML5的轻量级游戏无需安装APP,用户可以直接畅玩。这种便利性吸引了那些通常不会下载传统游戏APP的用户,大大扩展了游戏玩家的范围。

即时游戏的兴起与智慧型手机的兴起以及对快速娱乐选项日益增长的需求密切相关。透过与 Facebook Messenger 和微信等平台的整合,使用者可以在现有的社交生态系统中玩游戏,从而进一步扩大其影响力。这种整合不仅增加了用户参与度,还促进了病毒式共用,促进了即时游戏的快速普及和流行。

科技进步如何改善即时游戏体验?

技术创新在即时游戏的发展中发挥着至关重要的作用。 HTML5 的采用使得开发人员能够创建不仅轻量而且图形和功能丰富的游戏。这导致了更复杂、更吸引人的游戏的开发,这些游戏可以在各种设备和平台上流畅运行。

此外,云端游戏技术的整合可以在不影响效能的情况下实现更复杂的游戏机制和即时多人游戏体验。开发人员还使用分析和用户回馈来不断改进游戏玩法,以确保即时游戏保持吸引力并与受众相关。这些进步提高了即时游戏的品质和吸引力,使其成为游戏产业的强大领域。

哪些人口统计和地理位置推动了即时游戏的普及?

即时游戏吸引了广泛的人群,但它们尤其受到寻求快速、便利娱乐的年轻一代的欢迎。北美、欧洲和亚太部分地区等智慧型手机普及率高且网路基础设施强大的地区,渗透率正在强劲成长。在这些地区,即时游戏的便利性非常契合用户快节奏的生活方式。

由于行动装置使用量的增加和网路连线的改善,新兴市场也促进了即时游戏的成长。在那些担心资料成本和设备储存的地区,即时游戏的轻量级特性使其成为一个有吸引力的选择。因此,开发人员专注于创造迎合不同市场偏好和文化差异的内容,以刺激全球采用。

即时游戏市场的成长受到多种因素的推动…

即时游戏市场的成长受到多种相互关联的因素所推动。对可访问和便捷的游戏选项的需求不断增长,导致即时游戏的开发和分发激增。即时游戏可在多个平台和装置上使用,让您接触到广泛的受众。

游戏内广告和微交易等商业化战略已被证明是有效的,为开发者提供了永续的收益来源。此外,整合排行榜、多人模式和共用功能等社交功能将提高用户参与度和保留率。网路技术的不断发展和对跨平台相容性的重视进一步提升了即时游戏的可扩展性和适应性。

随着数位领域的不断发展,即时游戏将透过提供符合现代消费模式的创新、用户友好的体验,在游戏产业中发挥越来越重要的作用。

部分

平台(行动、网路为基础、社群媒体);收益模式(免费游戏、付费游戏、广告为基础);最终用户(个人/休閒玩家、重度核心玩家、儿童和青少年、成人)

调查企业范例(共34家企业)

  • Arkadium
  • DeNA Co., Ltd.
  • Electronic Arts(EA)
  • Epic Games
  • Facebook Gaming
  • Gameloft
  • Google
  • GREE, Inc.
  • International Game Technology(IGT)
  • King
  • Mattel
  • My.Games
  • NetEase Games
  • Niantic, Inc.
  • Playtika
  • Rovio Entertainment
  • Scientific Games
  • SOFTGAMES
  • Supercell
  • Zynga

关税影响係数

全球产业分析师根据公司总部所在国家、製造地以及进出口(成品和OEM)预测公司竞争地位的变化。这种复杂且多方面的市场动态预计将以多种方式影响竞争对手,包括人为提高销货成本、降低盈利、重组供应链等微观和宏观市场动态。

全球产业分析师密切关注世界领先的首席经济学家(14,949)、智库(62)和贸易及产业协会(171)的专家意见,以评估生态系统的影响并应对新的市场现实。各主要国家的专家和经济学家都在关注关税及其对国家的影响。

全球产业分析师预计,这种动盪将在未来几个月内平息,新的世界秩序将更加明确地建立。全球产业分析师正在即时追踪这些发展。

2025年4月:谈判阶段

我们四月份的发布将涵盖关税对全球市场整体的影响,并为各地区的市场调整提供指导。我们的预测是基于历史数据和不断发展的市场影响因素。

2025年7月:最终关税调整

免费更新 在各国宣布最终重置后,本公司的客户将在 7 月收到免费更新。最终更新包含明确的关税影响分析。

相互和双边贸易及关税影响分析:

美国<>中国<>墨西哥<>加拿大<>欧盟<>日本<>印度<>其他176个国家

领先的产业经济学家:全球产业分析师知识库追踪 14,949 位经济学家,其中包括来自民族国家、智库、贸易和产业协会、大型企业和领域专家的最具影响力的首席经济学家,他们共用了全球经济状况这一前所未有的模式转移的影响。我们的 16,491 多份报告中的大多数都遵循这个基于两阶段里程碑的发布计划。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 比赛

简介目录
Product Code: MCP33975

Global Instant Games Market to Reach US$5.8 Billion by 2030

The global market for Instant Games estimated at US$2.6 Billion in the year 2024, is expected to reach US$5.8 Billion by 2030, growing at a CAGR of 14.0% over the analysis period 2024-2030. Mobile Games, one of the segments analyzed in the report, is expected to record a 15.1% CAGR and reach US$3.8 Billion by the end of the analysis period. Growth in the Web-based Games segment is estimated at 12.6% CAGR over the analysis period.

The U.S. Market is Estimated at US$721.3 Million While China is Forecast to Grow at 18.8% CAGR

The Instant Games market in the U.S. is estimated at US$721.3 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$1.3 Billion by the year 2030 trailing a CAGR of 18.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 10.2% and 12.6% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 11.1% CAGR.

Global Instant Games Market - Key Trends & Drivers Summarized

Why Are Instant Games Reshaping the Casual Gaming Landscape?

Instant games have revolutionized casual gaming by offering seamless, no-download experiences accessible directly through web browsers, social media platforms, and messaging apps. These lightweight, HTML5-based games eliminate the need for app installations, allowing users to engage in gaming activities instantly. This convenience has significantly broadened the gaming audience, attracting users who might not typically download traditional gaming apps.

The rise of instant games is closely tied to the proliferation of smartphones and the increasing demand for quick, accessible entertainment options. Their integration into platforms like Facebook Messenger and WeChat has further amplified their reach, enabling users to play games within their existing social ecosystems. This integration not only enhances user engagement but also facilitates viral sharing, contributing to the rapid spread and popularity of instant games.

How Are Technological Advancements Enhancing Instant Game Experiences?

Technological innovations have played a pivotal role in the evolution of instant games. The adoption of HTML5 has enabled developers to create games that are not only lightweight but also rich in graphics and functionality. This has led to the development of more complex and engaging games that can run smoothly across various devices and platforms.

Moreover, the integration of cloud gaming technologies allows for more sophisticated game mechanics and real-time multiplayer experiences without compromising performance. Developers are also leveraging analytics and user feedback to continuously refine gameplay, ensuring that instant games remain engaging and relevant to their audiences. These advancements have collectively elevated the quality and appeal of instant games, positioning them as a formidable segment within the broader gaming industry.

Which Demographics and Regions Are Driving Instant Game Adoption?

The appeal of instant games spans various demographics, but they are particularly popular among younger audiences seeking quick and accessible entertainment. Regions with high smartphone penetration and robust internet infrastructure, such as North America, Europe, and parts of Asia-Pacific, have witnessed significant adoption rates. In these areas, the convenience of instant games aligns well with the fast-paced lifestyles of users.

Emerging markets are also contributing to the growth of instant games, driven by increasing mobile device usage and improved internet connectivity. In regions where data costs and device storage are concerns, the lightweight nature of instant games makes them an attractive option. As a result, developers are focusing on creating content that caters to the preferences and cultural nuances of these diverse markets, further fueling global adoption.

The Growth in the Instant Games Market Is Driven by Several Factors…

The expansion of the instant games market is propelled by multiple interrelated factors. The increasing demand for accessible and convenient gaming options has led to a surge in the development and distribution of instant games. Their compatibility with various platforms and devices ensures a broad reach, catering to a wide spectrum of users.

Monetization strategies such as in-game advertising and microtransactions have proven effective, providing developers with sustainable revenue streams. Additionally, the integration of social features like leaderboards, multiplayer modes, and sharing capabilities enhances user engagement and retention. The continuous evolution of web technologies and the growing emphasis on cross-platform compatibility further support the scalability and adaptability of instant games.

As the digital landscape continues to evolve, instant games are poised to play an increasingly significant role in the gaming industry, offering innovative and user-friendly experiences that align with contemporary consumption patterns.

SCOPE OF STUDY:

The report analyzes the Instant Games market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Platform (Mobile, Web-based, Social Media); Monetization Model (Free-to-Play, Pay-to-Play, Advertising-based); End-User (Individual / Casual Gamers, Hardcore Gamers, Children & Teenagers, Adults)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 34 Featured) -

  • Arkadium
  • DeNA Co., Ltd.
  • Electronic Arts (EA)
  • Epic Games
  • Facebook Gaming
  • Gameloft
  • Google
  • GREE, Inc.
  • International Game Technology (IGT)
  • King
  • Mattel
  • My.Games
  • NetEase Games
  • Niantic, Inc.
  • Playtika
  • Rovio Entertainment
  • Scientific Games
  • SOFTGAMES
  • Supercell
  • Zynga

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

COMPLIMENTARY PREVIEW

Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Impact of Covid-19 and a Looming Global Recession
    • Instant Games - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Surge in Mobile Gaming and Social Media Integration Drives Demand for Instant Games
    • Low Barrier to Entry and No-Download Access Expands Global User Base for Instant Gaming Platforms
    • Rising Monetization Opportunities Through In-App Ads and Microtransactions Spurs Game Developer Participation
    • Integration with Messaging Apps and Social Networks Propels Viral Growth and User Engagement
    • Growing Demand for Hyper-Casual Gameplay Experiences Sustains Popularity of Instant Game Formats
    • Technological Advancements in HTML5 and Cloud Rendering Boost Performance Across Devices
    • Increased Interest from Brands in Advergaming and Gamified Marketing Expands Revenue Channels
    • Shift Toward Cross-Platform Game Development Strengthens Business Case for Instant Gaming Ecosystems
    • Expansion of Real-Time Multiplayer Capabilities Enhances Engagement and Retention in Instant Games
    • Growing Focus on Lightweight Game Design Encourages Publisher Investment in Instant Game Studios
    • Integration of Leaderboards, Rewards, and Tournaments Drives Social Competition and Repeat Play
    • App Store Saturation and User Fatigue Propel Shift to Frictionless Instant Play Alternatives
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Instant Games Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Instant Games by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Instant Games by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 4: World 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Mobile by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Mobile by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 7: World 15-Year Perspective for Mobile by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Web-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Web-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 10: World 15-Year Perspective for Web-based by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Social Media by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Social Media by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 13: World 15-Year Perspective for Social Media by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Adults by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for Adults by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 16: World 15-Year Perspective for Adults by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Individual / Casual Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Individual / Casual Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 19: World 15-Year Perspective for Individual / Casual Gamers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Hardcore Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Hardcore Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 22: World 15-Year Perspective for Hardcore Gamers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Children & Teenagers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Children & Teenagers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 25: World 15-Year Perspective for Children & Teenagers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Free-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World Historic Review for Free-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 28: World 15-Year Perspective for Free-to-Play by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 29: World Recent Past, Current & Future Analysis for Pay-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 30: World Historic Review for Pay-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 31: World 15-Year Perspective for Pay-to-Play by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Advertising-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World Historic Review for Advertising-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 34: World 15-Year Perspective for Advertising-based by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 35: USA Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: USA Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 37: USA 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 38: USA Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: USA Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 40: USA 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 41: USA Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: USA Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 43: USA 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • CANADA
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 46: Canada 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 47: Canada Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Canada Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 49: Canada 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Canada Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 52: Canada 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • JAPAN
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 53: Japan Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 54: Japan Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 55: Japan 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Japan Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 58: Japan 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 59: Japan Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: Japan Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 61: Japan 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • CHINA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 62: China Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: China Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 64: China 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 65: China Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 66: China Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 67: China 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 68: China Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: China Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 70: China 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • EUROPE
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 71: Europe Recent Past, Current & Future Analysis for Instant Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 72: Europe Historic Review for Instant Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 73: Europe 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 76: Europe 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 77: Europe Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: Europe Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 79: Europe 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 80: Europe Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Europe Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 82: Europe 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • FRANCE
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 83: France Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: France Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 85: France 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 86: France Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: France Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 88: France 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 89: France Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 90: France Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 91: France 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • GERMANY
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 94: Germany 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 95: Germany Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Germany Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 97: Germany 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 98: Germany Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Germany Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 100: Germany 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ITALY
    • TABLE 101: Italy Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Italy Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 103: Italy 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 104: Italy Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Italy Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 106: Italy 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 107: Italy Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: Italy Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 109: Italy 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • UNITED KINGDOM
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 110: UK Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 112: UK 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 113: UK Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 114: UK Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 115: UK 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 116: UK Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: UK Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 118: UK 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • SPAIN
    • TABLE 119: Spain Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 120: Spain Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 121: Spain 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 122: Spain Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Spain Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 124: Spain 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 125: Spain Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 126: Spain Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 127: Spain 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • RUSSIA
    • TABLE 128: Russia Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Russia Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 130: Russia 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 131: Russia Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 132: Russia Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 133: Russia 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 134: Russia Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Russia Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 136: Russia 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF EUROPE
    • TABLE 137: Rest of Europe Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 138: Rest of Europe Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 139: Rest of Europe 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 140: Rest of Europe Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Rest of Europe Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 142: Rest of Europe 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 143: Rest of Europe Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 144: Rest of Europe Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 145: Rest of Europe 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ASIA-PACIFIC
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific Historic Review for Instant Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 148: Asia-Pacific 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
    • TABLE 149: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 150: Asia-Pacific Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 151: Asia-Pacific 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 152: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Asia-Pacific Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 154: Asia-Pacific 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 155: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 156: Asia-Pacific Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 157: Asia-Pacific 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • AUSTRALIA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 158: Australia Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: Australia Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 160: Australia 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 161: Australia Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 162: Australia Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 163: Australia 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 164: Australia Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: Australia Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 166: Australia 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • INDIA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 167: India Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 168: India Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 169: India 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 170: India Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: India Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 172: India 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 173: India Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 174: India Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 175: India 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • SOUTH KOREA
    • TABLE 176: South Korea Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: South Korea Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 178: South Korea 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 179: South Korea Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 180: South Korea Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 181: South Korea 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 182: South Korea Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: South Korea Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 184: South Korea 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 185: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 186: Rest of Asia-Pacific Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 187: Rest of Asia-Pacific 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 188: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 189: Rest of Asia-Pacific Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 190: Rest of Asia-Pacific 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 191: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 192: Rest of Asia-Pacific Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 193: Rest of Asia-Pacific 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • LATIN AMERICA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 194: Latin America Recent Past, Current & Future Analysis for Instant Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 195: Latin America Historic Review for Instant Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 196: Latin America 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
    • TABLE 197: Latin America Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 198: Latin America Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 199: Latin America 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 200: Latin America Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Latin America Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 202: Latin America 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 203: Latin America Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 204: Latin America Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 205: Latin America 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ARGENTINA
    • TABLE 206: Argentina Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Argentina Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 208: Argentina 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 209: Argentina Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 210: Argentina Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 211: Argentina 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 212: Argentina Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Argentina Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 214: Argentina 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • BRAZIL
    • TABLE 215: Brazil Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 216: Brazil Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 217: Brazil 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 218: Brazil Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Brazil Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 220: Brazil 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 221: Brazil Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 222: Brazil Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 223: Brazil 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • MEXICO
    • TABLE 224: Mexico Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Mexico Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 226: Mexico 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 227: Mexico Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 228: Mexico Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 229: Mexico 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 230: Mexico Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Mexico Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 232: Mexico 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 233: Rest of Latin America Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 234: Rest of Latin America Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 235: Rest of Latin America 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 236: Rest of Latin America Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 237: Rest of Latin America Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 238: Rest of Latin America 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 239: Rest of Latin America Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 240: Rest of Latin America Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 241: Rest of Latin America 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • MIDDLE EAST
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 242: Middle East Recent Past, Current & Future Analysis for Instant Games by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 243: Middle East Historic Review for Instant Games by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 244: Middle East 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
    • TABLE 245: Middle East Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 246: Middle East Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 247: Middle East 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 248: Middle East Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Middle East Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 250: Middle East 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 251: Middle East Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 252: Middle East Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 253: Middle East 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • IRAN
    • TABLE 254: Iran Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Iran Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 256: Iran 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 257: Iran Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 258: Iran Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 259: Iran 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 260: Iran Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: Iran Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 262: Iran 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ISRAEL
    • TABLE 263: Israel Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 264: Israel Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 265: Israel 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 266: Israel Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Israel Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 268: Israel 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 269: Israel Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 270: Israel Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 271: Israel 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 272: Saudi Arabia Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: Saudi Arabia Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 274: Saudi Arabia 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 275: Saudi Arabia Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 276: Saudi Arabia Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 277: Saudi Arabia 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 278: Saudi Arabia Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: Saudi Arabia Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 280: Saudi Arabia 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 281: UAE Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 282: UAE Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 283: UAE 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 284: UAE Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 285: UAE Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 286: UAE 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 287: UAE Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 288: UAE Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 289: UAE 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 290: Rest of Middle East Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 291: Rest of Middle East Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 292: Rest of Middle East 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 293: Rest of Middle East Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 294: Rest of Middle East Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 295: Rest of Middle East 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 296: Rest of Middle East Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 297: Rest of Middle East Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 298: Rest of Middle East 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • AFRICA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 299: Africa Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 300: Africa Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 301: Africa 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 302: Africa Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 303: Africa Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 304: Africa 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 305: Africa Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 306: Africa Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 307: Africa 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030

IV. COMPETITION