Webgame Demand To Boom in Asia-Pacific in Future!
The rising popularity of social media, growing usage of tablets and smartphones, and increasing penetration of the internet are expected to increase the webgame market revenue from $3.5 billion in 2019 to $6.5 billion by 2030. The market is expected to advance at a CAGR of 5.7% during 2020–2030 (forecast period). Currently, smartphones and tablets come with better processors, higher speeds, larger screens, and high-definition (HD) displays, which allow users to play as per their convenience, without being bound to a laptop or computer. Moreover, the high configuration of these devices supports several games.
Furthermore, the increasing usage of social media has led to growth in the number of gamers. Social networking platforms, such as Instagram, Twitter, and Facebook, have introduced new forms of social interaction. To reach the maximum number of people, various browser game developers are offering games on these platforms. For example, Zynga Inc. offers browser games, such as 101 Okey Plus, Spades Plus, Farmville, and Hit It Rich, on Facebook, to increase its reach.
The gameplay segment of the webgame market is categorized into scenario-based, real-time, and turn-based. Amongst these, the real-time category accounted for the largest share during the historical period (2014–2019), and it is projected to demonstrate the fastest growth during the forecast period. This can be ascribed to the real-time interaction feature offered by this gameplay. Real-time games, such as Ikariam, FusionFall, Kantai Collection, and Habbo Hotel, have become more popular than turn-based and scenario-based ones due to their thrill of on-the-spot strategy making and fast pace.
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