Global Webgame Market Overview:
Whether you're bored at home, frolicking in computer classes, or trying to get the clock done at a desk, web gaming is the all-time solution. Unlike traditional games, there was no installation, no hardware problems. All that was needed was an internet connection and a working web browser, and then you could play your favorite game in seconds. A web game is a video game that is played over the World Wide Web with a web browser. These games can run either by using standard web technologies or through browser plug-ins. When building such games, standard web technologies are usually used as the front end and other technologies for providing a back end. Web games span all video game genres and can be single-player or multiplayer. These games are also portable and can be played on several different devices, web browsers, and operating systems. These web games come in many genres and themes that appeal to both regular and casual gamers. In addition to the online platform, several web games have developed into large titles or franchise companies that are physically sold in shops, online marketplaces, or on decentralized distribution platforms. Some of the key players profiled in the study are 7 Road (China), InterActive Corp (United States), Hat Trick Production (United Kingdom), Youzu Interactive (China), Travian Games (Germany), Auxano Global Services (United States), Syon Infomedia (India), Kadokawa Corporation (Japan), Forgame Holdings Limited (China) and Juego Studio Private Limited (India).
On the basis of geography, the market of Webgame has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Number of Players, the sub-segment i.e. Single-Player will boost the Webgame market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Subscription Type, the sub-segment i.e. Paid will boost the Webgame market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Theme, the sub-segment i.e. Solitaire will boost the Webgame market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Device Used, the sub-segment i.e. PCs will boost the Webgame market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Genre, the sub-segment i.e. Action will boost the Webgame market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Prevailing Pandemic and Lockdown Environment Leading to High
- Growing Penetration of Web Games across the Social Media Platform
- Demand for Web GamesRising Sales of Smartphones and Tablets across the Globe
- Increasing Millenials Inclination towards Gaming
- Increasing Popularity of Real-Time Games among People Owing To Interest in Web Games
- High Cost of Gaming Subscription
- Threat from Open Source Platform
- Stringent Government Regulation by Different Countries
- High Internet Penetration and Development of 5G Infrastructure
- Technological Advancement in Gaming Consoles by Key Market Players
- Technological Advancement in Software & Animation World
- The Requirement of Network Connectivity for Web Games
- Excess Time Spent on Screens Leading to Health Issues
The companies are now exploring the market by adopting mergers & acquisitions, expansions, investments, new developments in existing products, and collaborations as their preferred strategies. The players are also exploring new geographies and industries through expansions and acquisitions so as to avail a competitive advantage through combined synergies.
Target Audience:Providers of Web game, End-Users, Potential Investors, Market Research Firms, Regulatory Bodies and Others
Major Objectives Focused through this Study To define, describe, and forecast the Global Webgame market on the basis of product [Strategy Class, Pet Culture Class, Web Page MMORPG Class, Leisure Sports Class, Simulation Business Class and Others] , application [<15 years old, 15-25 years old, 25-35 years old, 35-45 years old and > 45 years old], key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Webgame market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Webgame industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization: Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Vendors which are also part of the research are Youxigu (China) and Jagex (United Kingdom).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Webgame market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.