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Global Traditional Casual Games Market to reach USD XX billion by the end of 2029

Global Traditional Casual Games Market Size study & Forecast, by Game Types (Strategy Games, Word Games, Solitaire, Brain Games, Memory and Puzzel Games, Others), by Device Type (Tablet, Smartphone, PC or Laptops, Others), by Monetization Model (Subscription Based, Advertisement based, In-game purchases, Merchandising, Others) and Regional Analysis, 2022-2029

Product Code: OIRGSF-31734171
Publish Date: 19-12-2022
Page: 200

Global Traditional Casual Games Market is valued approximately USD XX billion in 2021 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2022-2029. Traditional Casual Games refer to types of video games that are played for enjoyment and do not require users to invest significant time to it. These games are targeted towards mass market users, and not for a hardcore gaming enthusiast. There different traditional casual games available for users are Solitaire, Brain Games, Memory, and Puzzel Games among others. The increasing penetration of Smartphones, and growing inclination towards online gaming in post covid era as well as strategic initiatives from leading market players are key factors accelerating the market growth.

According to Statista – in 2020, the total number of smartphone users in India was estimated at 748 million, and as per projections the number of smartphone users would exceed to 1.5 billion users in 2040. Also, growing penetration of internet services in developing regions and rising popularity of e-sports tournaments would create lucrative growth prospectus for the market over the forecast period. However, the increasing penetration of counterfeit products and rising concern over data security & cyber frauds impede the market growth throughout the forecast period of 2022-2029.

The key regions considered for the Global Traditional Casual Games Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is the leading region in terms of market share owing to presence of leading game studios as well as availability of required technological infrastructure in the region. Whereas Asia Pacific is expected to grow significantly during the forecast period, owing to factors such as rising penetration of smartphones users and increasing availability of low-cost internet services in the region.

Major market player included in this report are:
Arkadium
Microsoft Corporation
Creatiosoft
Nintendo
Roblox
Ubisoft
Pocket Gems, Inc

Bandai Namco Entertainment Inc

Activision Publishing, Inc.

Epic Games, Inc.

Recent Developments in the Market:
 In March 2021, Istanbul based Dream Games raised USD 50 million funding to develop the next generation of casual puzzle games. The funding round was led by Index Ventures, the backers of King, Roblox and Supercell, also seen participation from existing investors Balderton Capital and Makers Fund.

 In February 2022, Singapore based gaming startup Potato Play raised around USD 5 million from investors including Everblue Management, Play Ventures, Atlas Ventures and Beenext to scale up its Casual Puzzle Game offering.

Global Traditional Casual Games Market Report Scope:
Historical Data 2019-2020-2021
Base Year for Estimation 2021
Forecast period 2022-2029
Report Coverage Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered Game Types, Device Type, Monetization Model, Region
Regional Scope North America; Europe; Asia Pacific; Latin America; Rest of the World
Customization Scope Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Game Types
Strategy Games
Word Games
Solitaire
Brain Games
Memory and Puzzel Games
Others
By Device Type
Tablet
Smartphone
PC or Laptops
Others
By Monetization Model
Subscription Based
Advertisement based
In-game purchases
Merchandising
Others

By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Traditional Casual Games Market, by Region, 2019-2029 (USD Billion)
1.2.2. Traditional Casual Games Market, by Game Types, 2019-2029 (USD Billion)
1.2.3. Traditional Casual Games Market, by Device Type, 2019-2029 (USD Billion)
1.2.4. Traditional Casual Games Market, by Monetization Model, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Traditional Casual Games Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Traditional Casual Games Market Dynamics
3.1. Traditional Casual Games Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Increasing penetration of Smartphones.
3.1.1.2. Growing inclination towards online gaming in post covid era.
3.1.1.3. Strategic initiatives from leading market players.
3.1.2. Market Challenges
3.1.2.1. Increasing penetration of counterfeit products
3.1.2.2. Rising concern over data security & Cyber frauds.
3.1.3. Market Opportunities
3.1.3.1. Growing penetration of internet services in developing regions.
3.1.3.2. Rising popularity of e-sports tournaments.
Chapter 4. Global Traditional Casual Games Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter’s 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Investment Adoption Model
4.5. Analyst Recommendation & Conclusion
4.6. Top investment opportunity
4.7. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Traditional Casual Games Market, by Game Types
6.1. Market Snapshot
6.2. Global Traditional Casual Games Market by Game Types, Performance – Potential Analysis
6.3. Global Traditional Casual Games Market Estimates & Forecasts by Game Types 2019-2029 (USD Billion)
6.4. Traditional Casual Games Market, Sub Segment Analysis
6.4.1. Strategy Games
6.4.2. Word Games
6.4.3. Solitaire
6.4.4. Brain Games
6.4.5. Memory and Puzzle Games
6.4.6. Others
Chapter 7. Global Traditional Casual Games Market, by Device Type
7.1. Market Snapshot
7.2. Global Traditional Casual Games Market by Device Type, Performance – Potential Analysis
7.3. Global Traditional Casual Games Market Estimates & Forecasts by Device Type 2019-2029 (USD Billion)
7.4. Traditional Casual Games Market, Sub Segment Analysis
7.4.1. Tablet
7.4.2. Smartphone
7.4.3. PC or Laptops
7.4.4. Others
Chapter 8. Global Traditional Casual Games Market, by Monetization Model
8.1. Market Snapshot
8.2. Global Traditional Casual Games Market by Monetization Model, Performance – Potential Analysis
8.3. Global Traditional Casual Games Market Estimates & Forecasts by Monetization Model 2019-2029 (USD Billion)
8.4. Traditional Casual Games Market, Sub Segment Analysis
8.4.1. Subscription Based
8.4.2. Advertisement based
8.4.3. In-game purchases
8.4.4. Merchandising
8.4.5. Others
Chapter 9. Global Traditional Casual Games Market, Regional Analysis
9.1. Traditional Casual Games Market, Regional Market Snapshot
9.2. North America Traditional Casual Games Market
9.2.1. U.S. Traditional Casual Games Market
9.2.1.1. Game Types breakdown estimates & forecasts, 2019-2029
9.2.1.2. Device Type breakdown estimates & forecasts, 2019-2029
9.2.1.3. Monetization Model breakdown estimates & forecasts, 2019-2029
9.2.2. Canada Traditional Casual Games Market
9.3. Europe Traditional Casual Games Market Snapshot
9.3.1. U.K. Traditional Casual Games Market
9.3.2. Germany Traditional Casual Games Market
9.3.3. France Traditional Casual Games Market
9.3.4. Spain Traditional Casual Games Market
9.3.5. Italy Traditional Casual Games Market
9.3.6. Rest of Europe Traditional Casual Games Market
9.4. Asia-Pacific Traditional Casual Games Market Snapshot
9.4.1. China Traditional Casual Games Market
9.4.2. India Traditional Casual Games Market
9.4.3. Japan Traditional Casual Games Market
9.4.4. Australia Traditional Casual Games Market
9.4.5. South Korea Traditional Casual Games Market
9.4.6. Rest of Asia Pacific Traditional Casual Games Market
9.5. Latin America Traditional Casual Games Market Snapshot
9.5.1. Brazil Traditional Casual Games Market
9.5.2. Mexico Traditional Casual Games Market
9.6. Rest of The World Traditional Casual Games Market

Chapter 10. Competitive Intelligence
10.1. Top Market Strategies
10.2. Company Profiles
10.2.1. Arkadium
10.2.1.1. Key Information
10.2.1.2. Overview
10.2.1.3. Financial (Subject to Data Availability)
10.2.1.4. Product Summary
10.2.1.5. Recent Developments
10.2.2. Microsoft Corporation
10.2.3. Creatiosoft
10.2.4. Nintendo
10.2.5. Roblox
10.2.6. Ubisoft
10.2.7. Pocket Gems, Inc
10.2.8. Bandai Namco Entertainment Inc
10.2.9. Activision Publishing, Inc.
10.2.10. Epic Games, Inc.
Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes
11.3. Research Assumption

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