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市场调查报告书
商品编码
1799162

全球线上休閒游戏市场

Online Casual Games

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 182 Pages | 商品交期: 最快1-2个工作天内

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简介目录

2030年全球线上休閒游戏市场规模将达248亿美元

全球线上休閒游戏市场规模预计在2024年达到199亿美元,预计2024年至2030年期间的复合年增长率为3.8%,到2030年将达到248亿美元。广告是本报告分析的细分市场之一,预计其复合年增长率为3.3%,到分析期结束时将达到143亿美元。应用内收费细分市场在分析期间内的复合年增长率预计为4.4%。

美国市场预计将达到 54 亿美元,中国市场复合年增长率将达到 6.9%

美国线上休閒游戏市场规模预计2024年达到54亿美元。作为世界第二大经济体,中国预计到2030年市场规模将达到50亿美元,在分析期间(2024-2030年)的复合年增长率为6.9%。其他值得关注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1.6%和2.9%。在欧洲,德国的复合年增长率预计为2.2%。

全球线上和休閒游戏市场—主要趋势和驱动因素摘要

是什么推动了线上休閒游戏在不同人群中的流行?

线上休閒游戏以其简单的游戏机制、较短的回合时间以及对不同年龄段玩家的广泛吸引力为特点,已成为全球数位娱乐生态系统的主导力量。与需要长期投入、复杂操控和策略深度的硬核心游戏不同,休閒游戏更注重易用性、直觉的介面和行动优先的设计。三消益智游戏、无尽跑酷游戏、超休閒点击游戏、数位图板游戏以及基于问答的游戏类型引领着这一细分市场,吸引了许多忠实玩家和寻求快速娱乐的普通用户。

智慧型手机普及率和低流量费用在休閒游戏受众群体的扩张中发挥了关键作用,尤其是在东南亚、拉丁美洲和非洲等新兴市场。 Google Play 和 Apple App Store 等行动游戏平台,以及基于浏览器的入口网站和社交媒体整合(例如 Facebook Gaming),使得用户无需高效能硬体即可无缝存取数百万款休閒游戏。新冠疫情进一步推动了这个细分市场的成长,因为它加速了数位化应用,增加了家庭娱乐需求,并挖掘了先前未被开发的用户群体,包括老年人和非传统游戏玩家。

货币化模式和游戏机制如何发展以最大限度地提高参与度?

线上休閒游戏的商业化战略已经成熟,不再仅依赖广告收益,而是转向了多层次的混合模式,包括应用程式内收费、季票、高级订阅和品牌赞助。免费游戏 (F2P) 仍然是主流模式,游戏可以免费下载,但透过皮肤装饰、额外生命、强化道具和等级解锁等微交易收益。奖励广告和插播式广告持续创造可观的收益,尤其是在用户流失率高且获利窗口期短的超休閒游戏中。

游戏开发者越来越多地采用各种机制来鼓励玩家持续游戏,例如每日奖励、连胜奖励、社交排行榜和限时活动。即时营运(包括即时更新、季节性内容和主题活动)如今已成为顶级休閒游戏的标配。此外,收集系统、分段式进度和成就徽章等游戏化策略也被用于加深用户参与度并延长游戏时间。即使在简单的益智游戏和卡牌游戏中,融合了玩家对战 (PvP)、非同步挑战和团队合作任务等竞争元素的多人游戏模式也越来越受欢迎,这鼓励了玩家的社交互动和重复游戏。

哪些消费者群体和地区正在推动市场成长和创新?

线上休閒游戏吸引了来自不同地理、年龄和收入水平的多元化用户群。成长最快的群体包括女性、中老年用户以及老年人,其中许多人尚未获得传统主机和电脑游戏的充分服务。这些用户更重视娱乐性、放鬆性和社交联繫,而非竞技性,促使开发者专注于打造富有情感共鸣的叙事、宁静的美学和包容性的设计。

从地区来看,亚太地区仍然是最大的市场,其中中国、印度、印尼和韩国在下载量和有效用户方面领先。本地主题游戏、本地语言支援以及对本地文化的融入正在推动这些市场的普及。北美和欧洲持续展现强劲的收益,这得益于高ARPU(每用户平均收入)和成熟的数位支付生态系统。拉丁美洲和中东正成为关键的成长前沿,这得益于智慧型手机普及率的提高和4G/5G覆盖范围的扩大。

平台融合是塑造使用者行为的另一个趋势。能够在行动装置、桌上型电脑和智慧电视介面之间无缝畅玩的跨平台休閒游戏正日益流行,尤其是在共用数位生态系统的家庭中。云端游戏技术、网页端入口网站和小程式生态系统(例如微信小游戏)透过消除下载障碍和增强即时游戏体验,进一步扩大了游戏的覆盖范围。

哪些市场力量支持长期成长和策略扩张?

全球线上休閒游戏市场的成长受到多种因素的推动,包括高效的用户获取、低廉的开发成本、高额的投资回报率以及机构对游戏产业日益增长的兴趣。从开发者的观点来看,休閒游戏比 3A 大作拥有更短的开发週期、更小的团队规模和更低的行销预算,这使得它们对独立工作室和新兴企业更具吸引力。 Unity、Buildbox 和 GDevelop 等低程式码/无程式码游戏引擎的出现,使得新一波内容创作者能够以极低的技术专业知识快速製作游戏原型并发布游戏。

投资者和媒体集团越来越多地将休閒游戏视为一个可扩展的数位媒体领域。随着大型公司收购热门IP以扩大用户群并进入新的地域市场,包括合併、发行商与工作室合作以及投资组合收购在内的整合活动正在增加。休閒游戏也正在融入更广泛的数位生态系统,包括数位学习、健康应用和金融科技平台,从而提升用户黏性和留存率。随着品牌寻求透过互动式叙事吸引数位原民消费者,品牌内容合作和游戏化广告正在创造新的收益管道。

人工智慧驱动的用户个人化、即时分析和 A/B 测试等技术的进步,使发行商能够动态地调整其游戏设计和商业化战略。随着对资料隐私和游戏内收费的监管审查力度不断加大,尤其是在欧盟和美国等市场,新兴市场的发展正转向透明的获利和合规架构。永续性、整体性和认知度也正在成为休閒游戏未来的关键设计考量。凭藉着不断扩大的用户群、多样化的获利选择和持续的内容创新,线上休閒游戏将在可预见的未来继续引领数位休閒领域。

部分

类型(广告、应用程式内收费、付费应用程式)

受访公司范例

  • Aeria Games
  • Big Fish Games
  • CrazyLabs
  • EA(Electronic Arts)
  • GameDuell
  • GameHouse
  • Gametop
  • Glu Mobile
  • Goodgame Studios
  • InnoGames
  • Jam City
  • Kabam
  • King(a part of Activision)
  • Kongregate
  • Miniclip
  • Outfit7(makers of Talking Tom)
  • Peak Games
  • Playrix
  • Rovio Entertainment
  • Zynga

人工智慧集成

全球产业分析师利用可操作的专家内容和人工智慧工具改变市场和竞争情报。

Global 特定产业产业SLM 的典型规范,而是建立了一个从世界各地专家收集的内容库,包括影片录影、部落格、搜寻引擎研究以及大量的公司、产品/服务和市场数据。

关税影响係数

全球产业分析师根据公司总部所在国家、製造地和进出口(成品和原始设备製造商)情况预测其竞争地位的变化。这种复杂而多面的市场动态预计将以多种方式影响竞争对手,包括销货成本(COGS) 上升、盈利下降、供应链重组以及其他微观和宏观市场动态。

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 竞赛

简介目录
Product Code: MCP39127

Global Online Casual Games Market to Reach US$24.8 Billion by 2030

The global market for Online Casual Games estimated at US$19.9 Billion in the year 2024, is expected to reach US$24.8 Billion by 2030, growing at a CAGR of 3.8% over the analysis period 2024-2030. Advertising, one of the segments analyzed in the report, is expected to record a 3.3% CAGR and reach US$14.3 Billion by the end of the analysis period. Growth in the In-app Purchase segment is estimated at 4.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.4 Billion While China is Forecast to Grow at 6.9% CAGR

The Online Casual Games market in the U.S. is estimated at US$5.4 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$5.0 Billion by the year 2030 trailing a CAGR of 6.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 1.6% and 2.9% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 2.2% CAGR.

Global Online Casual Games Market - Key Trends & Drivers Summarized

What Is Driving the Massive Popularity of Online Casual Games Across Demographics?

Online casual games have become a dominant force in the global digital entertainment ecosystem, characterized by their simple gameplay mechanics, short session lengths, and broad appeal across diverse age groups. Unlike hardcore games that require extended time commitments, complex controls, or strategic depth, casual games prioritize ease of access, intuitive interfaces, and mobile-first design. Genres such as match-three puzzles, endless runners, hyper-casual tap games, digital board games, and trivia-based formats are leading this segment, attracting both dedicated gamers and infrequent users seeking quick entertainment.

The ubiquity of smartphones and low data cost have played pivotal roles in expanding the casual gaming audience, particularly in emerging markets across Southeast Asia, Latin America, and Africa. Mobile gaming platforms such as Google Play and Apple App Store, as well as browser-based portals and social media integrations (e.g., Facebook Gaming), have enabled seamless access to millions of casual games without the need for high-performance hardware. The COVID-19 pandemic further catalyzed the segment’s growth by accelerating digital adoption, increasing home-based entertainment demand, and drawing in previously untapped user bases such as older adults and non-traditional gamers.

How Are Monetization Models and Game Mechanics Evolving to Maximize Engagement?

Monetization strategies in online casual games have matured beyond ad-based revenue into multi-layered hybrid models encompassing in-app purchases, season passes, premium subscriptions, and branded sponsorships. Free-to-play (F2P) remains the dominant model, where games are free to download but monetized through microtransactions-such as cosmetic skins, extra lives, boosters, or level unlocks. Advertisements, both rewarded and interstitial, continue to generate substantial revenue, particularly in hyper-casual games where user churn is high and monetization windows are short.

Game developers are increasingly employing retention-driven mechanics such as daily rewards, streak bonuses, social leaderboards, and limited-time events to encourage habitual play. Live operations (LiveOps)-which include real-time updates, seasonal content, and themed events-are now standard practice in top-performing casual games. Additionally, gamification strategies like collectible systems, tiered progression, and achievement badges are being leveraged to deepen user engagement and increase session duration. Multiplayer modes, even in simple puzzle or card games, are gaining traction, integrating competitive elements like PvP (player-vs-player), asynchronous challenges, and cooperative team quests to drive social interaction and repeat usage.

Which Consumer Segments and Regions Are Fueling Market Growth and Innovation?

Online casual games appeal to a remarkably diverse user base that spans geographies, age groups, and income levels. The fastest-growing demographic includes women, middle-aged users, and senior citizens, many of whom were historically underserved by traditional console and PC gaming segments. These users prioritize fun, relaxation, and social connectivity over competitive gameplay, prompting developers to focus on emotionally resonant narratives, calming aesthetics, and inclusive design.

Geographically, Asia-Pacific remains the largest market, with China, India, Indonesia, and South Korea leading in terms of downloads and active users. In these markets, locally themed games, vernacular language support, and regional cultural references significantly enhance adoption. North America and Europe continue to show strong monetization performance due to high ARPU (average revenue per user) and mature digital payment ecosystems. Latin America and the Middle East are emerging as important growth frontiers due to increasing smartphone penetration and expanding 4G/5G coverage.

Platform convergence is another trend shaping user behavior. Cross-platform casual games that can be played seamlessly across mobile, desktop, and smart TV interfaces are gaining popularity, especially in households with shared digital ecosystems. Cloud gaming technologies, web-based portals, and mini-program ecosystems (e.g., WeChat games) are further extending reach by removing download barriers and enhancing instant playability.

What Market Forces Are Sustaining Long-Term Growth and Strategic Expansion?

The growth in the global online casual games market is driven by several factors including user acquisition efficiency, low development costs, high return-on-investment, and increasing institutional interest in the gaming industry. From a developer perspective, casual games require shorter development cycles, smaller team sizes, and lower marketing budgets than AAA titles, making them attractive for indie studios and startups. The advent of low-code/no-code game engines like Unity, Buildbox, and GDevelop is enabling a new wave of content creators to rapidly prototype and launch games with minimal technical expertise.

Investors and media conglomerates are increasingly viewing casual gaming as a scalable digital media vertical. Consolidation activity-such as mergers, publisher-studio partnerships, and portfolio acquisitions-is on the rise, with major firms acquiring popular IPs to expand user bases and enter new regional markets. Casual games are also being integrated into broader digital ecosystems such as e-learning, wellness apps, and fintech platforms to increase stickiness and user retention. Branded content partnerships and gamified advertising are creating new revenue avenues as brands seek to engage digitally native consumers through interactive storytelling.

Technological advances in AI-driven user personalization, real-time analytics, and A/B testing are allowing publishers to fine-tune game design and monetization strategies dynamically. As regulatory scrutiny around data privacy and in-game purchases intensifies, especially in markets like the EU and U.S., developers are shifting toward transparent monetization and compliance-ready architectures. Sustainability, inclusivity, and cognitive enrichment are also emerging as key design considerations for the future of casual games. With an ever-expanding user base, diversified monetization, and continuous content innovation, online casual games are poised to remain at the forefront of digital leisure for the foreseeable future.

SCOPE OF STUDY:

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

Segments:

Type (Advertising, In-app Purchase, Paid App)

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 41 Featured) -

  • Aeria Games
  • Big Fish Games
  • CrazyLabs
  • EA (Electronic Arts)
  • GameDuell
  • GameHouse
  • Gametop
  • Glu Mobile
  • Goodgame Studios
  • InnoGames
  • Jam City
  • Kabam
  • King (a part of Activision)
  • Kongregate
  • Miniclip
  • Outfit7 (makers of Talking Tom)
  • Peak Games
  • Playrix
  • Rovio Entertainment
  • Zynga

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

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 increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Online Casual 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
    • Widening Smartphone Access in Emerging Markets Throws the Spotlight on Online Casual Games
    • Emphasis on Cross-Platform Compatibility Drives User Growth and Retention
    • Rising Demand for Hyper-Casual and Instant Games Strengthens Business Case for Lightweight Game Design
    • Monetization Through In-App Ads and Microtransactions Spurs Publisher Revenue Streams
    • Surge in Social Media Gaming Integration Expands Viral Game Discovery and Engagement
    • Adoption of Gamification Mechanics Enhances Retention Through Reward Loops
    • Growth of Play-To-Earn and NFT-Integrated Casual Games Expands Monetization Avenues
    • Focus on Low-Latency Game Streaming Improves Experience in Casual Competitive Formats
    • Increase in Female and Elderly Gamers Spurs Inclusivity-Focused Game Design and Themes
    • Integration With Messaging Apps and Mini-Game Platforms Expands Addressable Audience
    • Global Rise in Daily Active Users (DAUs) Drives Algorithm-Based Game Personalization
    • Collaboration With Brands and Advertisers Fuels Advergaming and Co-Branded Game Formats
    • Expansion of Subscription Gaming Models Spurs Bundled Access to Premium Casual Titles
    • Development of Idle and Incremental Games Enhances Stickiness in Low-Engagement Contexts
    • Data Privacy Concerns and Regulation Drive Transparent Data Use in Online Gaming Platforms
    • Innovation in Short-Session and Time-Filler Games Matches Commuting and Micro-Break Use Cases
    • Rising Esports Micro-Competitions Within Casual Formats Propel Interest in Competitive Casual Gaming
    • Focus on Multilingual Content and Regional Themes Enhances Global User Retention
    • Growing Appeal of Collaborative Game Mechanics Spurs Adoption of Co-Op Casual Games
    • Emergence of AI-Generated Games Accelerates Iterative Game Launches and Customization
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Online Casual Games Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Online Casual 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 Online Casual 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 2014 through 2023 and % CAGR
    • TABLE 4: World 16-Year Perspective for Online Casual 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 2014, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Advertising 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 Advertising 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 2014 through 2023 and % CAGR
    • TABLE 7: World 16-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for In-app Purchase 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 In-app Purchase 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 2014 through 2023 and % CAGR
    • TABLE 10: World 16-Year Perspective for In-app Purchase by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Paid App 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 Paid App 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 2014 through 2023 and % CAGR
    • TABLE 13: World 16-Year Perspective for Paid App by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • JAPAN
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • CHINA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 25: China 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • EUROPE
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Online Casual 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 27: Europe Historic Review for Online Casual 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 2014 through 2023 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2025 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • FRANCE
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 34: France 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • GERMANY
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • UNITED KINGDOM
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ASIA-PACIFIC
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Online Casual 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 54: Asia-Pacific Historic Review for Online Casual Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2025 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • AUSTRALIA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • INDIA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 64: India 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • LATIN AMERICA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Online Casual 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 72: Latin America Historic Review for Online Casual Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2025 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • MIDDLE EAST
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Online Casual 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 90: Middle East Historic Review for Online Casual 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 2014 through 2023 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2025 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • AFRICA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030

IV. COMPETITION