Report

Global Traditional Casual Games Market Size study & Forecast, by Game Types, by Device Type, by Monetization Model and Regional Analysis, 2022-2029

  • Publish Date: Jan,2023
  • Report ID: 3-12-1344
  • Page : 200
  • Report Type : PDF (Email)
Table of Contents
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