封面
市場調查報告書
商品編碼
1799162

全球線上休閒遊戲市場

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個工作天內

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簡介目錄

2030年全球線上休閒遊戲市場規模將達248億美元

全球線上休閒遊戲市場規模預計在2024年達到199億美元,預計2024年至2030年期間的複合年成長率為3.8%,到2030年將達到248億美元。廣告是本報告分析的細分市場之一,預計其複合年成長率為3.3%,到分析期結束時將達到143億美元。應用內收費細分市場在分析期間內的複合年成長率預計為4.4%。

美國市場預計將達到 54 億美元,中國市場複合年成長率將達到 6.9%

美國線上休閒遊戲市場規模預計2024年達到54億美元。作為世界第二大經濟體,中國預計到2030年市場規模將達到50億美元,在分析期間(2024-2030年)的複合年成長率為6.9%。其他值得關注的區域市場包括日本和加拿大,預計在分析期間的複合年成長率分別為1.6%和2.9%。在歐洲,德國的複合年成長率預計為2.2%。

全球線上和休閒遊戲市場—主要趨勢和促進因素摘要

是什麼推動了線上休閒遊戲在不同人群中的流行?

線上休閒遊戲以其簡單的遊戲機制、較短的回合時間以及對不同年齡段玩家的廣泛吸引力為特點,已成為全球數位娛樂生態系統的主導力量。與需要長期投入、複雜操控和策略深度的硬核心遊戲不同,休閒遊戲更注重易用性、直覺的介面和行動優先的設計。三消益智遊戲、無盡跑酷遊戲、超休閒點擊遊戲、數位圖板遊戲以及基於問答的遊戲類型引領著這一細分市場,吸引了許多忠實玩家和尋求快速娛樂的普通用戶。

智慧型手機普及率和低流量費用在休閒遊戲受眾群體的擴張中發揮了關鍵作用,尤其是在東南亞、拉丁美洲和非洲等新興市場。 Google Play 和 Apple App Store 等行動遊戲平台,以及基於瀏覽器的入口網站和社交媒體整合(例如 Facebook Gaming),使得用戶無需高效能硬體即可無縫存取數百萬款休閒遊戲。新冠疫情進一步推動了這個細分市場的成長,因為它加速了數位化應用,增加了家庭娛樂需求,並挖掘了先前未被開發的用戶群體,包括老年人和非傳統遊戲玩家。

貨幣化模式和遊戲機制如何發展以最大限度地提高參與度?

線上休閒遊戲的商業化戰略已經成熟,不再僅依賴廣告收益,而是轉向了多層次的混合模式,包括應用程式內收費、季票、高級訂閱和品牌贊助。免費遊戲 (F2P) 仍然是主流模式,遊戲可以免費下載,但透過皮膚裝飾、額外生命、強化道具和等級解鎖等微交易收益。獎勵廣告和插播式廣告持續創造可觀的收益,尤其是在用戶流失率高且獲利窗口期短的超休閒遊戲中。

遊戲開發者擴大採用各種機制來鼓勵玩家持續遊戲,例如每日獎勵、連勝獎勵、社交排行榜和限時活動。即時營運(包括即時更新、季節性內容和主題活動)如今已成為頂級休閒遊戲的標配。此外,收集系統、分段式進度和成就徽章等遊戲化策略也被用於加深用戶參與度並延長遊戲時間。即使在簡單的益智遊戲和卡牌遊戲中,融合了玩家對戰 (PvP)、非同步挑戰和團隊合作任務等競爭元素的多人遊戲模式也越來越受歡迎,這鼓勵了玩家的社交互動和重複遊戲。

哪些消費者群體和地區正在推動市場成長和創新?

線上休閒遊戲吸引了來自不同地理、年齡和收入水平的多元化用戶群。成長最快的群體包括女性、中老年用戶以及老年人,其中許多人尚未獲得傳統主機和電腦遊戲的充分服務。這些用戶更重視娛樂性、放鬆性和社交聯繫,而非競技性,促使開發者專注於打造富有情感共鳴的敘事、寧靜的美學和包容性的設計。

從地區來看,亞太地區仍然是最大的市場,其中中國、印度、印尼和韓國在下載量和有效用戶方面領先。本地主題遊戲、本地語言支援以及對本地文化的融入正在推動這些市場的普及。北美和歐洲持續展現強勁的收益,這得益於高ARPU(每用戶平均收入)和成熟的數位支付生態系統。拉丁美洲和中東正成為關鍵的成長前沿,這得益於智慧型手機普及率的提高和4G/5G覆蓋範圍的擴大。

平台融合是塑造使用者行為的另一個趨勢。能夠在行動裝置、桌上型電腦和智慧電視介面之間無縫暢玩的跨平台休閒遊戲正日益流行,尤其是在共用數位生態系統的家庭中。雲端遊戲技術、網頁端入口網站和小程式生態系統(例如微信小遊戲)透過消除下載障礙和增強即時遊戲體驗,進一步擴大了遊戲的覆蓋範圍。

哪些市場力量支持長期成長和策略擴張?

全球線上休閒遊戲市場的成長受到多種因素的推動,包括高效的用戶獲取、低廉的開發成本、高額的投資回報率以及機構對遊戲產業日益成長的興趣。從開發者的觀點來看,休閒遊戲比 3A 大作擁有更短的開發週期、更小的團隊規模和更低的行銷預算,這使得它們對獨立工作室和新興企業更具吸引力。 Unity、Buildbox 和 GDevelop 等低程式碼/無程式碼遊戲引擎的出現,使得新一波內容創作者能夠以極低的技術專業知識快速製作遊戲原型並發布遊戲。

投資者和媒體集團擴大將休閒遊戲視為一個可擴展的數位媒體領域。隨著大型公司收購熱門IP以擴大用戶群並進入新的地域市場,包括合併、發行商與工作室合作以及投資組合收購在內的整合活動正在增加。休閒遊戲也正在融入更廣泛的數位生態系統,包括數位學習、健康應用和金融科技平台,從而提升用戶黏性和留存率。隨著品牌尋求透過互動式敘事吸引數位原民消費者,品牌內容合作和遊戲化廣告正在創造新的收益管道。

人工智慧驅動的用戶個人化、即時分析和 A/B 測試等技術的進步,使發行商能夠動態地調整其遊戲設計和商業化戰略。隨著對資料隱私和遊戲內收費的監管審查力度不斷加大,尤其是在歐盟和美國等市場,新興市場的發展正轉向透明的獲利和合規架構。永續性、整體性和認知度也正在成為休閒遊戲未來的關鍵設計考量。憑藉著不斷擴大的用戶群、多樣化的獲利選擇和持續的內容創新,線上休閒遊戲將在可預見的未來繼續引領數位休閒領域。

部分

類型(廣告、應用程式內收費、付費應用程式)

受訪公司範例

  • 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

人工智慧整合

全球產業分析師利用可操作的專家內容和人工智慧工具改變市場和競爭情報。

Global 特定產業產業SLM 的典型規範,而是建立了一個從世界各地專家收集的內容庫,包括影片錄影、部落格、搜尋引擎研究以及大量的公司、產品/服務和市場數據。

關稅影響係數

全球產業分析師根據公司總部所在國家、製造地和進出口(成品和原始設備製造商)情況預測其競爭地位的變化。這種複雜而多面的市場動態預計將以多種方式影響競爭對手,包括銷貨成本(COGS) 上升、盈利下降、供應鏈重組以及其他微觀和宏觀市場動態。

目錄

第1章調查方法

第2章執行摘要

  • 市場概覽
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 競賽

簡介目錄
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