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Browser Games Global Market Report 2022, By Type, End User, Operating System | King Digital Entertainment, NCSOFT, GungHo Online, Zynga, Tencent

Browser Games Market

Browser Games Market

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The global browser games market report by the business research company rapid increase in the number of active gamers across the world is driving the browser games market to be a major growth driver for the Browser Games market. According to data from League of Betting, the number of online gamers is expected to reach 1 billion by 2024 from 877 million in 2020. According to the state of online gaming report in 2019, gamers play for an average of seven hours seven minutes per week. Younger players, however, spend much more time in playing, with those aged 26-35 play 8 hours 12 minutes per week. Germany and the United States were linked to the highest number of gamers who play at 11.6% per week for more than 20 hours. Therefore, the rapid increase in the number of active gamers across the world is expected to drive the browser games market.

The global browser games market grew from $7.48 billion in 2021 to $7.88 billion in 2022 at a compound annual growth rate (CAGR) of 5.3%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, surge in commodity prices, and supply chain disruptions, effecting many markets across the globe. The browser games market is expected to grow to $8.98 billion in 2026 at a CAGR of 3.3%.

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Asia Pacific was the largest region in the browser games market in 2021. North America was the second largest region in the browser games market. The regions covered in the browser games market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

Major players in the browser games market are King Digital Entertainment, NCSOFT, GungHo Online, Zynga, Tencent, Microsoft, Activision Blizzard Inc., Sega, Sony Corporation, Peak Games, Gree, Electronics Arts, Arkadium, Playdom, Fun Technologies, Bwin, Riot Games, Giant Interactive, Ubisoft, Valve, Electronic Arts, Nintendo, Square Unix, Bluepoint Games, Failbetter Games, Midway, Westwood Studios, TakeTwo Interactive, DeNa, Nexon and Shanda.

The countries covered in the browser games market are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK and USA.
The global browser games market is segmented -
1) By Type: Mobile Games, Pay-to-Play Games, Free-to-Play Games, Pay-in-Play Games
2) By End User: Smartphone and Tablet, PC, TV, Other
3) By Operating System: IOS, Android, Windows

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The Browser Games Market Report Contents Include
1. Executive Summary
2. Browser Games Market Characteristics
3. Browser Games Market Trends And Strategies
4. Impact Of COVID-19 On Browser Games
5. Browser Games Market Size And Growth
....
26. Africa Browser Games Market
27. Browser Games Market Competitive Landscape And Company Profiles
28. Browser Games Pipeline Analysis
29. Key Mergers And Acquisitions In The Browser Games Market
30. Browser Games Market Future Outlook and Potential Analysis
31. Appendix

This report covers the trends and market dynamics of the Browser Games market in major countries - Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, and USA. The report also includes consumer surveys and various future opportunities for the market.

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The Business Research Company (www.thebusinessresearchcompany.com) is a market intelligence firm that excels in company, market, and consumer research. It has published over 3000 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.

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