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Report overview
The global Casual Game market was valued at US$ 42.2 billion in 2023 and is projected to reach US$ 65.6 billion by 2030, at a CAGR of 6.4% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market size
The global key manufacturers of Casual Game include Kwalee, Supersonic Studios, Ubisoft Entertainment, Tastypill, Zynga Inc, SayGames, Gismart, BoomBit and Voodoo, etc. in 2023, the global top five players have a share approximately % in terms of revenue.
This report aims to provide a comprehensive presentation of the global market for Casual Game, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Casual Game. This report contains market size and forecasts of Casual Game in global, including the following market information:
We has surveyed the Casual Game companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Casual Game Market, by Type, 2019-2024, 2025-2030 ($ millions)
Global Casual Game Market Segment Percentages, by Type, 2023 (%)
Outline of Major Chapters:
Chapter 1: Introduces the definition of Casual Game, market overview.
Chapter 2: Global Casual Game market size in revenue.
Chapter 3: Detailed analysis of Casual Game company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Casual Game in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.