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PUBLISHER: The Business Research Company | PRODUCT CODE: 1429354

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1429354

Browser Games Global Market Report 2024

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Browser games are games that are exclusively played within a web browser, without the need for a video game console or other external devices.

The primary categories of browser games include mobile games, pay-to-play games, free-to-play games, and pay-in-play games. Pay-to-play games involve an upfront fee for access. These games are accessible on various operating systems such as iOS, Android, and Windows, catering to smartphones, tablets, PCs, TVs, and other platforms.

The browser games market research report is one of a series of new reports from The Business Research Company that provides browser games market statistics, including browser games industry global market size, regional shares, competitors with a browser games market share, detailed browser games market segments, market trends and opportunities, and any further data you may need to thrive in the browser games industry. This browser games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The browser games market size has grown steadily in recent years. It will grow from $8.09 billion in 2023 to $8.37 billion in 2024 at a compound annual growth rate (CAGR) of 3.5%. The historical growth can be attributed to factors such as revenue from in-game purchases and freemium models, the influence of live streamers and gaming influencers, and an increase in disposable income.

The browser games market size is expected to see steady growth in the next few years. It will grow to $9.5 billion in 2028 at a compound annual growth rate (CAGR) of 3.2%. Forecasted growth is fueled by increased internet usage, cross-platform gaming, technological advances, higher 5G penetration, and heightened gamer engagement due to COVID-19. Key trends include integrating AR and VR, prioritizing in-game advertising, pursuing independence from publishing houses, offering free access to games with premium features, adopting new technologies for portfolio improvement, and providing in-game incentives for social media sharing.

The rapid surge in the number of active gamers worldwide has been a driving force behind the growth of the browser games market. This increase is attributed to several factors including the proliferation of gaming devices, widespread internet access, technological advancements, and the popularity of online gaming. Browser games, being predominantly free and easily accessible online, cater to the entertainment needs of gamers. Projections from League of Betting suggest that the number of online gamers is poised to escalate to 1 billion by 2024, a notable increase from 877 million in 2020. As a result, the considerable rise in the global active gamer community is anticipated to be a primary driver fueling the expansion of the browser games market.

The growing adoption of the Internet of Things (IoT) is forecasted to further propel the growth of the browser games market in the future. IoT refers to a networked system of interconnected computing devices, mechanical and electronic machinery with unique identities (UIDs) that can transfer data without requiring direct human-to-human or human-to-computer interaction. The increasing integration of IoT technologies holds significant potential for enhancing the interactive features of browser games. It enables attributes such as improved interactivity, real-world integration, personalization, multi-device gaming, environmental effects, integration with wearable tech, location-based features, social interaction, smart home integration, and valuable gameplay analytics. Reports from Ericsson indicate that global IoT connections surged to 13.2 billion in 2022 and are projected to grow by 18% to reach 34.7 billion connections by 2028. This accelerating adoption of IoT technologies is identified as a driving force fostering the expansion of the browser games market.

The browser games market is experiencing a significant trend toward innovation, particularly in the realm of mobile browser games, as major companies seek a competitive advantage. Mobile browser games, designed to be played directly within a mobile web browser without the need for separate downloads or installations, have garnered attention. For instance, Nintendo of America Inc. launched Pikmin Finder in September 2023, an augmented reality (AR) game that utilizes the mobile device's camera to seamlessly integrate AR Pikmin into the player's real-world environment. This innovative addition to the Pikmin franchise offers an engaging and interactive experience, enabling players to interact with their favorite Pikmin characters in a novel way.

Companies within the browser games market are increasingly harnessing cutting-edge technologies such as Augmented Reality (AR) and Virtual Reality (VR) to elevate gaming experiences and introduce superior products. Niantic Labs, known for Pokemon Go, unveiled Peridot in April 2022, an upcoming game featuring AR creatures. Meanwhile, AR's Games, an Italian gaming firm, announced plans to launch The Real Tournament in January 2022, touted as the world's first artificial intelligence-based augmented reality video game. This game is a fusion of artificial intelligence and augmented reality, offering a first-person shooting experience with real people, exclusively designed for mobile devices. These strides in incorporating AR and AI into browser games underscore the industry's commitment to pushing technological boundaries and enhancing user engagement through immersive gaming experiences.

In April 2022, Gaming Innovation Group Inc. (GiG), a Malta-based iGaming company, successfully acquired Sportnco for $54.37 million (€51.37 million). This strategic move enhances GiG's standing in the iGaming industry, particularly in platform and sports segments. The acquisition expands GiG's product line, positioning it as a more profitable and cash-generating business. Sportnco, based in France, specializes in providing gaming and sports betting services for the internet gambling market.

Major companies operating in the browser games market report are King Digital Entertainment, Gameforge, InnoGames GmbH, Zynga Inc., Bigpoint GmbH, Kongregate (A MTG Company), Atrix Entertainment, Goodgame Studios (Stillfront Group), Travian Games GmbH, Arkadium Inc., Sony Corporation, Tencent Holdings Ltd., NetEase, YY, 37 interactive, Perfect World, Elex IGG and Alpha Group., Elex Technology Co. Ltd., Happy Elements Technology (Beijing) Limited, Shanghai Everstar Online Entertainment Co. Ltd., Electronic Arts Games India Private Limited, 99Games, Apar Games, PUBG Corporation, Griptonite Games India Private Limited, Game Freak Inc., Creatures Inc., Square Enix Holdings Co. Ltd., KLab Co. Ltd., Aiming Inc., Supercell, Gameloft, Asobo Studio, Team17 Digital Limited, Engine Software, Sumo Digital Team17 Digital Limited, Codemasters, Ubisoft, Sony Computer Entertainment, XSEED Game, Rockstar North, Rebellion, Bullfrog, Climax, Bizarre Creations, Codemaster, Playrix, Mail.Ru Group, Playkot, Pixonic, Valve Corporation, Bethesda Softworks, Sega, Koei Tecmo Game, Daedalic Entertainment, Headup Game Codemasters, Software Company Limited, Unity Technologies, JnJ Mobile, Otoy, CasinoRPG., LevelUP, Zygna, Arkadium, Playdom, OKAM Studio, Hoplon, Aquiris Game Studio, Behold Studios, Space Rhino Game, Bamtang Game, Squad, Wixel Studios, Nezal Entertainment, Tahadi Games, Game Power 7, Gameguise, Cloudgam.es, Quirkat, Tamatem, Babil Games, Celestial Games, Kuluya, Maliyo Games, Gamsole, RuneStorm

Asia-Pacific was the largest region in the browser games market in 2023. North America was the second largest region in the global browser games market share. The regions covered in the browser games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the browser games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain

The browser games market includes revenues earned by entities by providing design, documentation, installation and support services, and producing and distributing browser games. Browser can be played on smartphones, tablets, PCs, and TVs using a browser. Online or browser games refer to games played over some computer network, most frequently, the internet. Online games can range from plain text games to games that combine complex graphics and virtual worlds populated simultaneously by several players. Values in this market are factory gate values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Browser Games Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on browser games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for browser games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The browser games market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Type: Mobile Games, Pay-to-Play Games, Free-to-Play Games, Pay-in-Play Games
  • 2) By Operating System: iPhone operating system (IOS), Android, Windows
  • 3) By End User: Smartphone and Tablet, Personal Computer (PC), Television (TV), Other End-Users
  • Companies Mentioned: King Digital Entertainment; Gameforge; InnoGames GmbH; Zynga Inc.; Bigpoint GmbH
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.
Product Code: r14366

Table of Contents

1. Executive Summary

2. Browser Games Market Characteristics

3. Browser Games Market Trends And Strategies

4. Browser Games Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Browser Games Market Size and Growth

  • 5.1. Global Browser Games Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Browser Games Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Browser Games Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Browser Games Market Segmentation

  • 6.1. Global Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games
  • 6.2. Global Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • iPhone operating system (IOS)
  • Android
  • Windows
  • 6.3. Global Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Smartphone and Tablet
  • Personal Computer (PC)
  • Television (TV)
  • Other End-Users

7. Browser Games Market Regional And Country Analysis

  • 7.1. Global Browser Games Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Browser Games Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Browser Games Market

  • 8.1. Asia-Pacific Browser Games Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Browser Games Market

  • 9.1. China Browser Games Market Overview
  • 9.2. China Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Browser Games Market

  • 10.1. India Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Browser Games Market

  • 11.1. Japan Browser Games Market Overview
  • 11.2. Japan Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Browser Games Market

  • 12.1. Australia Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Browser Games Market

  • 13.1. Indonesia Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Browser Games Market

  • 14.1. South Korea Browser Games Market Overview
  • 14.2. South Korea Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Browser Games Market

  • 15.1. Western Europe Browser Games Market Overview
  • 15.2. Western Europe Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Browser Games Market

  • 16.1. UK Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Browser Games Market

  • 17.1. Germany Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Browser Games Market

  • 18.1. France Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Browser Games Market

  • 19.1. Italy Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Browser Games Market

  • 20.1. Spain Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Browser Games Market

  • 21.1. Eastern Europe Browser Games Market Overview
  • 21.2. Eastern Europe Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Browser Games Market

  • 22.1. Russia Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Browser Games Market

  • 23.1. North America Browser Games Market Overview
  • 23.2. North America Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Browser Games Market

  • 24.1. USA Browser Games Market Overview
  • 24.2. USA Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Browser Games Market

  • 25.1. Canada Browser Games Market Overview
  • 25.2. Canada Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Browser Games Market

  • 26.1. South America Browser Games Market Overview
  • 26.2. South America Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Browser Games Market

  • 27.1. Brazil Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Browser Games Market

  • 28.1. Middle East Browser Games Market Overview
  • 28.2. Middle East Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Browser Games Market

  • 29.1. Africa Browser Games Market Overview
  • 29.2. Africa Browser Games Market, Segmentation By Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Browser Games Market, Segmentation By Operating System, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Browser Games Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Browser Games Market Competitive Landscape And Company Profiles

  • 30.1. Browser Games Market Competitive Landscape
  • 30.2. Browser Games Market Company Profiles
    • 30.2.1. King Digital Entertainment
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Gameforge
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. InnoGames GmbH
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Zynga Inc.
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Bigpoint GmbH
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Browser Games Market Other Major And Innovative Companies

  • 31.1. Kongregate (A MTG Company)
  • 31.2. Atrix Entertainment
  • 31.3. Goodgame Studios (Stillfront Group)
  • 31.4. Travian Games GmbH
  • 31.5. Arkadium Inc.
  • 31.6. Sony Corporation
  • 31.7. Tencent Holdings Ltd
  • 31.8. NetEase
  • 31.9. YY
    • 31.10. 37 interactive
  • 31.11. Perfect World
  • 31.12. Elex IGG and Alpha Group.
  • 31.13. Elex Technology Co. Ltd.
  • 31.14. Happy Elements Technology (Beijing) Limited
  • 31.15. Shanghai Everstar Online Entertainment Co. Ltd

32. Global Browser Games Market Competitive Benchmarking

33. Global Browser Games Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Browser Games Market

35. Browser Games Market Future Outlook and Potential Analysis

  • 35.1 Browser Games Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Browser Games Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Browser Games Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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