Global Puzzle Video Game Market Overview:
Puzzle video gaming is puzzle-solving gaming in terms of video entertainment. These are available with various problem-solving skills such as logic, pattern recognition, sequence solving, and others. There are various players are entering this market with advanced technologies. The high availability of smartphones along with internet penetration is driving huge growth in this market. Some of the players profiled in the study are Tencent Games (China), Fireproof Games (United Kingdom), IDreamSky (China), NetEase Games (China), Happy Elements (China), Leiting Games (China), No Brakes Games (Spain), Rusty Lake (the Netherland), Zynga (United States) and Informa (United Kingdom).
On the basis of geography, the market of Puzzle Video Game 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 Deployment Mode, the sub-segment i.e. Cloud-based will boost the Puzzle Video Game market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Platform, the sub-segment i.e. Android will boost the Puzzle Video Game market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Devices, the sub-segment i.e. Mobile/Smartphones will boost the Puzzle Video Game market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Growth Drivers
- Integration of Virtual Reality and Augmented Reality in the Video Game Software
- Growing Popularity of Puzzle Video Games Among Millennials
Influencing Trend
- Accenting on Development of Mobile Compatible Video Game Software
- High Investment in Technological Advancement, Along with the Development in Video Game Software
Restraints
- High-Cost Associates with Subscription-Based Gaming Software
- Lack of Skilled Technical Expertise
Opportunities
- Development in the Mobile Gaming Segment
- Growing Interest Towards Puzzle Gaming
Challenges
- Huge Market Share is Covered by the Substitute Product
Key Market Developments:
In Sep 2020, Zynga Inc. announced its magical Match 3 mobile game. This game is rolling out across the globe. It is officially licensed from Warner Bros. Through this initiative the company is capturing huge market share across the globe.
The market is fragmented by market-leading players who are focusing on production technologies, improving efficiency, and service life. There are various growth opportunities that are capturing by tracking the ongoing process improvement and financial stability to invest in business growth strategies.
Target Audience:
Venture Capitalists and Private Equity Firms, New Entrants/Investors, Analysts and Strategic Business Planners, Puzzle Video Game Providers, Government Regulatory and Research Organizations and End-Use Industries
Major Objectives Focused through this Study
To define, describe, and forecast the Global Puzzle Video Game market on the basis of product [Logical, Trial and Error Game, Hidden Object Game, Tile Matching and Others] , application [
], 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 Puzzle Video Game 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 Puzzle Video Game 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 Valve Corporation (United States), Thekla Inc. (United States) and Croteam (Balkans).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Puzzle Video Game market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.