Browser games refer to the games that are played entirely in a web browser, not on a video game console or another device.
The main types of browser games are mobile games, pay-to-play games, free-to-play games, pay-in-play games. Pay-to-play games refers to online games that require a fee to access. The various operating system involved are IOS, android and window that are used in smartphone and tablet, PC, TV, other.
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 End-Users
3) By Operating System: IOS, Android, Windows
The global browser games market size will grow from $7.91 billion in 2022 to $8.26 billion in 2023 at a compound annual growth rate (CAGR) of 4.4%. 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, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The market size of the global browser games is expected to grow to $9.42 billion in 2027 at a CAGR of 3.3%.
Rapid increase in the number of active gamers across the world is driving the browser games market. The active gamers across the world are increasing due to increase in gaming devices, internet penetration, technological advancements, and popularity of online games. The rise in number of active gamers will create a huge demand for browser games as they are online games and mostly played for free, providing entertainment. 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. Therefore, the rapid increase in the number of active gamers across the world is expected to drive the growth of the browser games market.
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 frustration of the gamers due to slow downloads is the major restraining factor in the browser games market. The amount of time it takes to download games has been reported as the biggest issue worldwide, with 33.8 percent pointing this as their key issue. Experienced gamers are the most worried with download speed, with over 41% of ambitious professional and experts pointing this out as their primary concern because experienced gamers are more likely to play more complex games requiring larger downloads, download performance has a greater effect on their gaming experience. For example, according to a 2020 survey of 5,000 gamers published in November 2020 by Edgio Inc. (Limelight), an American IT service management company, 33% of all gamers are often frustrated by slow download speeds with 58% of expert level gamers experiencing frustration. Therefore, the frustration of the gamers due to slow downloads is expected to hamper the growth of the browser games market.
Companies in the browser gamers market are focusing on the technologies such Augmented Reality (AR) and Virtual Reality (VR) to improve gaming experience and offer better products. For instance, in April 2022, Niantic Labs, a developer of Pokemon Go game, launched its newest game in development, Peridot, featuring AR creatures. In addition, in January 2022, AR’s Games, an Italian gaming firm announced that it is set to launch the world’s first artificial intelligence-based augmented reality video game.. This game combines artificial intelligence and augmented reality to develop a first-person shooting game made with real people. It is named The Real Tournament, and made exclusively for mobile devices.
In September 2020, Microsoft Corporation, a USA based technology company acquired ZeniMax Media for $7.5 billion in cash. Through this acquisition Microsoft will grow from 15 to 23 creative studio teams and will be adding Bethesda's franchises to Xbox Game Pass. ZeniMax Media, an American video game holding company based in Rockville, Maryland.
Asia-Pacific was the largest region in the browser games market in 2022. North America was the second largest region in the global browser games market share. The regions covered in the global browser games market analysis report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, the Middle East, and Africa.
The countries covered in the browser games market are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK and USA.
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.
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.