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市場調查報告書
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1550711

即時遊戲市場:按平台、按收益模式、按最終用戶、按地區

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

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

價格
簡介目錄

預計2024年全球即時遊戲市場規模將達到27.3億美元,預計到2031年將達到65.8億美元, 年複合成長率(CAGR)%。

報告範圍 報告詳情
基準年 2023年 2024年市場規模 27.3億美元
實際資料 2019年至2023年 預測期 從2024年到2031年
預測 2024-2031 年複合年成長率: 13.40% 2031年價值預測 65.8億美元
圖:2024 年即時遊戲市場佔有率(按地區分類)
小遊戲市場-IMG1

近年來,全球即時遊戲市場經歷了顯著成長。即時遊戲是指無需下載或安裝即可在數位平台上即時玩的遊戲。智慧型手機和網路在全球的普及、行動遊戲的日益普及以及遊戲玩家對即時滿足感的渴望等因素正在推動即時遊戲的需求。此外,即時遊戲為玩家提供引人入勝的互動體驗,且不會佔用太多設備空間。各種遊戲開發商都致力於開發跨類型的創新即時遊戲,以吸引更多用戶。目前,市場以社交賭場遊戲為主,但預計休閒、遊樂場、體育和益智遊戲等其他類型的即時遊戲將在未來佔據主導地位。

市場動態:

推動全球即時遊戲市場成長的關鍵因素包括行動遊戲的日益普及、高速網路和智慧型手機的普及率不斷提高以及遊戲玩家對即時存取和滿足感的偏好。此外,即時遊戲是一種適合參與的格式,並且使用較少的設備資源,這導致了需求的激增。然而,對應用程式內收費的擔憂以及某些即時遊戲的潛在成癮性是主要的阻礙因素。從積極的一面來看,擴增實境等新興技術的融合和超休閒即時遊戲的開拓正在為市場創造重大機會。

本研究的主要特點

本報告對全球即時遊戲市場進行了詳細分析,並給出了以2023年為基準年的預測期(2024-2031)的市場規模和年複合成長率(CAGR%)。

它還揭示了各個細分市場的潛在商機,並說明了該市場有吸引力的投資提案矩陣。

它還提供了有關市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景、主要企業採取的競爭策略等的重要見解。

根據公司亮點、產品系列、主要亮點、業績和策略等參數列出了全球即時遊戲市場主要企業的概況。

本研究涵蓋的主要企業包括藝電 (EA)、Epic Games、Facebook Gaming、Gameloft、Google、King、網易、Niantic、Playtika、Rovio Entertainment、Square Enix、Supercell、騰訊、Ubisoft 和 Zynga Contains。

該報告的見解將幫助負責人和公司經營團隊就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。

全球即時遊戲市場報告迎合了該行業的各個相關人員,如投資者、供應商、產品製造商、經銷商、新進業者和財務分析師。

透過用於分析全球即時遊戲市場的各種策略矩陣,將有助於相關人員做出決策。

目錄

第1章 研究目的與前提

  • 研究目的
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告說明
    • 市場定義和範圍
  • 執行摘要

第3章市場動態、法規及趨勢分析

  • 市場動態
  • 影響分析
  • 主要亮點
  • 監管場景
  • 產品發布/核准
  • PEST分析
  • 波特分析
  • 併購場景

第4章全球即時遊戲市場(按平台)2024-2031

  • 行動裝置(智慧型手機和平板電腦)
  • 網路(PC/筆記型電腦)
  • 社群媒體(Facebook、Twitter 等)

第5章全球即時遊戲市場,按收益模式,2024-2031

  • 免費玩(F2P)
  • 付費遊戲 (P2P)
  • 基於廣告

第6章 全球即時遊戲市場,依最終用戶分類,2024-2031 年

  • 個人/休閒玩家
  • 重度核心玩家
  • 兒童和青少年
  • 成人

第7章2019-2031年全球即時遊戲市場(按地區)

  • 美國
  • 加拿大
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 其他拉丁美洲
  • 歐洲
  • 德國
  • 英國
  • 西班牙
  • 法國
  • 義大利
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 中國
  • 印度
  • 日本
  • 澳洲
  • 韓國
  • ASEAN
  • 其他亞太地區
  • 中東
  • 海灣合作理事會國家
  • 以色列
  • 其他中東地區
  • 非洲
  • 南非
  • 北非
  • 中部非洲

第8章 競爭格局

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

第9章 分析師建議

  • 命運之輪
  • 分析師觀點
  • 一致的機會圖

第10章 參考文獻與調查方法

  • 參考
  • 調查方法
  • 關於出版商
簡介目錄
Product Code: CMI7258

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

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

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

Market Dynamics:

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

Key features of the study:

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

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

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

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

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

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

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

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

Detailed Segmentation-

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

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

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

3. Market Dynamics, Regulations, and Trends Analysis

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

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

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

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

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

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

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

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

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

8. Competitive Landscape

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

9. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. References and Research Methodology

  • References
  • Research Methodology
  • About us