How Will Real-Time Games Accelerate Webgame Market Growth?

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Webgame Market Revenue Estimation and Growth Forecast Report

Growth drivers such as the rising penetration of smartphones and tablets, increasing usage of social media, and booming number of internet users will drive the growth of the webgame market at a CAGR of 5.7% during the forecast period (2020–2030). On account of the expanding internet connectivity, individuals across the world are showing more interest in online browser games. In 2019, the market generated revenue of $3.5 billion and it is expected to generate $6.5 billion by 2030.

The amplifying demand for tablets and smartphones will facilitate the webgame market growth in future. The Global System for Mobile Communications (GSMA) states that smartphone penetration will accelerate from 60% in 2018 to nearly 79% by 2025. Moreover, continuous advancements in the mobile communications sector are encouraging people to play more online games without any graphic or speed issue. Contemporary devices offer better processors, large screens, high definition (HD) displays, and high speeds, which enable users to play games anytime and anywhere, as they are no longer dependent on laptops or computers.

Read Full Report: Webgame Market Revenue Estimation and Growth Forecast Report

Another key factor contributing to the webgame market growth is the escalating use of social media. The usage of social media platforms, such as Instagram, Facebook, and Twitter, have tremendously increased in the last few years. These platforms offer new methods of social interaction and one such example is the availability of online games on these interfaces. At present, nearly 3.5 billion people actively use these platforms on a daily basis. To tap on this immense consumer base, various browser game developers are offering numerous games on social media platforms.

Currently, the webgame market is witnessing the trend of high demand for real-time games. Gamers nowadays are opting for games that are realistic in their flow and allow for rapid decision making and fluid reactions. Real-time games create an ecosystem that is constantly evolving and possessing new problems and hindrances in real time, which should be quickly crossed by an individual to reach to the next level. To progress efficiently, the gamers must understand the entire game, particular situations, and interaction with the game in less time.

Individual Category Generated Higher Revenue in Industry in 2019

Categories under the model segment of the webgame market include free to play and pay to play. Under this segment, the free to play category is expected to lead the market in the forecast period. This is because game developers or publishers do not charge players, as people prefer free games over paid ones. Several free-to-play games generate money through advertisements and a major chunk of this money comes from India and China. Leading market players, such as Tencent Holdings Ltd., are pushing numerous microtransaction-based games to amplify their revenue.

Geographically, the webgame market received the highest revenue from Asia-Pacific (APAC) in 2019 and it is expected to exhibit the fastest growth in the forecast years. This can be attributed to the surging penetration of internet, tablets, laptops, smartphones, and personal computers (PCs); escalating consumer spending; and strong presence of vast gaming population in the region. In addition, the North American and the European markets will also display a notable growth, on account of high internet penetration and huge number of smartphones, tablets, and social media users.

Real-Time Category Is Expected To Witness Fastest Growth during Forecast Period

Thus, with the increasing adoption of smartphones and tablets and the proliferating number of internet and social media users, the demand for online games will exponentially rise in the future.

The global webgame market generated a revenue of $3.5 billion in 2019 and is predicted to attain a valuation of $6.5 billion by 2030. According to the estimates of P&S Intelligence, a market research firm based in India, the market would progress at a CAGR of 5.7% between 2020 and 2030. The growing usage of tablets and smartphones and the increasing utilization of social media are the prominent two factors driving the growth of the market across the globe.

Both developing and developed nations have witnessed a sharp surge in the usage of tablets and smartphones over the last few years. Moreover, according to GSMA Intelligence, the worldwide penetration of smartphones is predicted to rise from 60% to 79% from 2018 to 2025. With rapid technological advancements in mobile communications, the popularity of online games is growing rapidly as people are now able to play these games without graphics issues or lag.

Free-to-Play Category Is Projected To Continue Its Dominance in Coming Years

With the development of advanced devices having better processors, higher speeds, larger screens, and high-definition (HD) displays, people are able to play games anytime and anywhere without worrying about the device breaking down. The present-generation smartphones feature advanced configurations that support various types of games. Furthermore, the increasing penetration of the 5G and 4G networks is eliminating internet connectivity issues, which is, in turn, boosting the popularity of mobile games across the globe.

The surging penetration of the internet is also fueling the expansion of the webgame market. According to the International Telecommunication Union, the global internet penetration rose from 23.1% to 51.4% from 2008 to 2018. Because of the soaring internet connectivity, people all over the world are increasingly becoming addicted to various online browser games. Depending on genre, the market is divided into first-person shooters, massive multiplayer online roleplaying games (MMORPGs), arcade games, sports games, and real-time strategy games.

Players of Age Between 25 and 34 Years Led Industry in 2019

Out of these, the first-person shooter category is predicted to exhibit rapid advancement in the market in the future years. Unlike the third-person shooter games in which the user can see their character, in first-person shooters, the user cannot see the model of their character. Instead, they can see the world from their character’s eyes. These types of games are gaining massive popularity all over the world, on account of their thrilling nature.

Globally, the webgame market recorded the highest growth in Asia-Pacific (APAC) in the past. This was because of the high disposable income of the people residing in the regional countries such as India and China. In the last few years, the per capita disposable income of the inhabitants of these countries has risen massively. For example, in the first half of 2019, the per capita disposable income of people in China was $2,227, which was a growth of 8.8% Y-o-Y.

Hence, it can be said with certainty that the market would demonstrate huge expansion all over the world in the forthcoming years, mainly because of the ballooning usage of tablets and smartphones and the rising penetration of the internet in various countries around the world.

Read More: https://www.psmarketresearch.com/market-analysis/webgame-market-insights

The research offers market size of the global webgame market for the period 2014–2030.

Player Type

  • Individual
  • Multiplayer

Gameplay

  • Real-Time
  • Turn Based
  • Scenario Based

Model

  • Free to Play
  • Pay to Play

Age Group

  • 13–17
  • 18–24
  • 25–34
  • 35–54
  • Above 55

Genre

  • Real-Time Strategy Games
  • MMORPG
  • Sports Games
  • First-Person Shooter
  • Arcade

Geographical Analysis

  • North America Webgame Market
    • By player type
    • By gameplay
    • By model
    • By age group
    • By genre
    • By country – U.S. and Canada
      • U.S. webgame market
        • By genre
  • Europe Webgame Market
    • By player type
    • By gameplay
    • By model
    • By age group
    • By genre
    • By country – U.K., Germany, Italy, France, Spain and Rest of Europe
      • U.K. webgame market
        • By genre
      • Germany webgame market
        • By genre
  • Asia-Pacific (APAC) Webgame Market
    • By player type
    • By gameplay
    • By model
    • By age group
    • By genre
    • By country – China, Japan, India, South Korea, Australia, and Rest of APAC
      • China webgame market
        • By genre
      • Japan webgame market
        • By genre
  • Latin America (LATAM) Webgame Market
    • By player type
    • By gameplay
    • By model
    • By age group
    • By genre
    • By country – Brazil, Mexico, and Rest of LATAM
      • Mexico webgame market
        • By genre
  • Middle East and Africa (MEA) Webgame Market
    • By player type
    • By gameplay
    • By model
    • By age group
    • By genre
    • By country – Saudi Arabia, Turkey, U.A.E., Iran, and Rest of MEA

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