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2020 Browser Games Market Key Trends Analysis, Opportunities And Strategies - Global Forecast To 2030

11-30-2020 09:18 AM CET | IT, New Media & Software

Press release from: The Business research company

Browser Games Market

Browser Games Market

The Business Research Company’s Browser Games Market - Opportunities And Strategies - Global Browser Games Market Forecast To 2030

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The global browser games market reached a value of nearly $7,012.9 million in 2019, having increased at a compound annual growth rate (CAGR) of 10.3% since 2015. The market is expected to grow at a CAGR of 7.3% to nearly $9,285.0 million by 2023. The market is expected to reach $11,108.6 million in 2025, and $17,092.2 million in 2030. Growth in the historic period resulted from in-game purchases and freemiums, live streamers and gaming influencers, and rise in disposable income. Factors that negatively affected growth in the historic period were stringent regulations, and low internet speed. Going forward, increasing use of internet, cross-platform publishing and play, technological advances, rising penetration of 5G, and increasing gamers involvement due to COVID-19 will drive the growth. Factors that could hinder the growth of the browser games market in the future include growing privacy concerns, regulatory restrictions to curb games addiction, and economic implications of COVID-19.

The key drivers of the browser games market include:
The rising involvement of gamers due to the COVID-19 pandemic is expected to positively impact the browser games market in the immediate future. In countries such as the UK and the USA where many employees have been furloughed off work, but still being paid and do not have anywhere else to spend the money are turning to online gaming, to get some form of escapism. According to Verizon, overall traffic related to internet gaming has increased 75% since lock down restrictions were imposed in America. Bungie, a video-game developer, said that average daily user engagement on their RPG game “Destiny 2” is up 10% worldwide and as much as 20% in the markets most affected by the coronavirus. This can be attributed to people being increasingly stuck at home and finding online gaming as an easy way to pass time. In February 2020, the games company Blizzard, the maker of World of Warcraft, issued an apology after the users had to wait for lengthy times in China due to a high influx of players from the country.

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Browser Games Market Segmentation:-
By Type- The browser games market can be segmented by type into
a. Pay-to- Play
b. Free-to-Play
c. Pay-in-Play
The free-to-play games market was the largest segment of the browser games market segmented by type, accounting for 79.5% of the total in 2019. Going forward, the pay-in-play games segment is expected to be the fastest growing segment in the browser games market segmented by type, at a CAGR of 11.2% during 2019-2023.

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By Geography - The browser games market is segmented into
1.North America
2.Western Europe
3.Asia Pacific
4.Eastern Europe
5.South America
6.Middle East
7.Africa

Some of the major key players involved in the browser games market are
• King Digital Entertainment
• Gameforge
• InnoGames GmbH
• Zynga Inc.
• Bigpoint GmbH

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Contact Information:
The Business Research Company
Europe: +44 207 1930 708
Asia: +91 8897263534
Americas: +1 315 623 0293
Email: info@tbrc.info
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About US:
The Business Research Company has published over 1000 industry reports, covering over 2500 market segments and 60 geographies. The reports draw on 150,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders. The reports are updated with a detailed analysis of the impact of COVID-19 on various markets after WHO declared COVID-19 as a pandemic.

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