Global Casual Strategy Game Market Overview:
Casual strategy games are defined by the minimal time commitment required, where playing and understanding the mechanics don't take up a lot of the player's time. It typically doesn't demand the same level of dedication as "hardcore" games, which suggests a learning curve. Nevertheless, players engage in this kind of game on occasion, casually, or anytime they want to have fun quickly and without devoting too much time. Casual strategy games are sometimes web-based, so users can access them via smartphones and tablets in addition to personal PCs. A casual video game typically caters to a broad audience rather than a specific target market. Skyrocketing penetration of mobile devices and advancements in the technology of gaming hardware and software are some factors that are driving the market. Whereas, challenging factors for the market are the availability of paid games through online piracy and growth in substitute games.
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- Advancements in the Android Platform
- Development of Games to Provide Reliable Mediation Platform to Maximize Ad Revenue
- Adaptation of Tech Breakthroughs (5G, cloud, and virtual reality)
- Skyrocketing Penetration of Mobile Devices
- Advancements in the Technology of Gaming Hardware and Software
- Stringent Regulations for User-Data
- Incredible Growth of Viewership in E-Sports
- Puzzle Game Genre Is Evolving Further
- Enhancement of User Interface in Various Gaming Devices
- Availability of Paid Games through Online Piracy
- Availability of freer customization games
Global Casual Strategy Game is a fragmented market due to the presence of numerous players. The players are focusing on investing more in developing games for a better gaming experience. These will enhance their market presence. The companies are also planning strategic activities like partnerships, mergers, and acquisitions which will help them to sustain in the market and maintain their competitive edge.
Some of the key players profiled in the report are Sony Interactive Entertainment (Japan), Tencent Games (China), Nintendo (Japan), Microsoft (United States), NetEase (China), Activision Blizzard (United States), Electronic Arts (United States), Take-Two Interactive (United States), Bandai Namco Entertainment (Japan), Square Enix (Japan), Nexon (Japan), Netmarble (South Korea), Ubisoft (France), Konami (Japan), Sega (Japan), Capcom (Japan) and Embracer Group (Sweden). Additionally, following companies can also be profiled that are part of our coverage like 505 Games (Italy), Aksys Games (United States), Annapurna Interactive (United States), Devolver Digital (United States), Focus Entertainment (France), Koei Tecmo (Japan), Marvelous Inc (Japan) and Nacon (France). Analyst at AMA Research see United States Players to retain maximum share of Global Casual Strategy Game market by 2027. Considering Market by Platform, the sub-segment i.e. IOS will boost the Casual Strategy Game market. Considering Market by Device, the sub-segment i.e. Mobile will boost the Casual Strategy Game market. Considering Market by Purchase Type, the sub-segment i.e. Subscription Based will boost the Casual Strategy Game market. Considering Market by End User, the sub-segment i.e. Gen Z will boost the Casual Strategy Game market.
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What Can be Explored with the Casual Strategy Game Market Study Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Casual Strategy Game Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Casual Strategy Game
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:The top-down and bottom-up approaches are used to estimate and validate the size of the Global Casual Strategy Game market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Casual Strategy Game market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Publishers, Game Developers, Operating system developers, App Stores and End Users.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.