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Webgame Market To Generate Revenue Worth $6.5 Billion by 2030

Published Date:   September 2020

The rising uptake of tablets and smartphones, along with the growing use of social media, is one of the key factors that are propelling the adoption of online gaming. Along with this, the surging internet penetration and increasing number of online gamers are further boosting the growth of the industry, globally. Owing to such factors, the global webgame market is projected to reach $6.5 billion by 2030, witnessing a CAGR of 5.7% during the forecast period (2020–2030).

First-Person Shooter Games Are Projected To Witness Fastest Growth in Industry

On the basis of genre, the webgame market has been categorized into real-time strategy games, first-person shooter, sports games, massive multiplayer online roleplaying games (MMORPGs), and arcade games. During the forecast period, the first-person shooter category is projected to gain the most significant traction. Such type of games are not like third-person shooter gamers, in which the gamer can view the character that is being controlled by them. These kinds of browser games are gaining massive popularity owing to their thrilling nature.

Based on gameplay, the webgame market has been categorized into turn-based, real-time, and scenario-based. Among these, the real-time category held the largest market share in 2019. The category is further set to witness the fastest growth during the forecast period. Such type of gameplay provides a real-time interaction among the gamers. Owing to the thrill of on-the-spot strategy making, coupled with their fast-paced nature, such games have exceeded the popularity of scenario-based and turn-based games. Kantai Collection, Habbo Hotel, FusionFall, and Ikariam are some of the well-known real-time games.

Geographically, Asia-Pacific (APAC) held the largest webgame market share in 2019. The rising disposable income in APAC countries, such as China and India, is one of the key factors that is supporting inhabitants in spending on browser games. In recent past, the per capita disposable income in these countries has grown significantly. For instance, China’s per capita disposable income stood at $2,227 in the first half of 2019, up by 8.8% Y-o-Y, in the nominal term. Further, in India, the per capita income in Financial Year 2018–2019 rose by 10% as compared to Financial Year 2017–2018. With the rising income, people are experiencing changes in their lifestyle and spending more on leisure activities, which is resulting in the increasing spending on gaming, thus augmenting the gaming industry’s revenue in the region.

Players Are Merging with and Acquiring Other Companies to Increase Market Revenue

Players in the global webgame market are taking several strategic measures, such as mergers and acquisitions and product launches, to enhance their market presence. For instance, in January 2020, Gamigo AG acquired Verve Wireless Inc., a mobile location-based display and video advertising company, for an undisclosed amount. With the acquisition, the former aimed to offer advertisers the full range of digital advertising products, from full-service packages to individual services.

Similarly, in September 2018, Stillfront Group AB announced the acquisition of Imperia Online JSC, a Bulgaria-based game developer and publisher, for an undisclosed amount. With this acquisition, the company aimed to further enhance its product portfolio.

Some of the major players operating in the webgame market are Altigi GmbH (Goodgame Studios), InnoGames GmbH, Ubisoft Entertainment, Travian Games GmbH, EREPUBLIK LABS Ltd., Jagex Ltd., Microsoft Corporation, Bigpoint GmbH, Gameforge 4D GmbH, Electronic Arts Inc., Upjers GmbH, ZYNGA INC., Imperia Online JSC, Bytro Labs GmbH, Celsius online, Playa Games GmbH, Feerik Games, Splitscreen Studios GmbH, GameArt Studio GmbH, seal Media GmbH, Artix Entertainment LLC, Creaky Corpse Ltd., RedMoon Studios GmbH & Co. KG, and Playata GmbH.