デフォルト表紙
市場調査レポート
商品コード
1733953

インスタントゲームの世界市場

Instant Games


出版日
ページ情報
英文 370 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.87円
インスタントゲームの世界市場
出版日: 2025年05月23日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 370 Pages
納期: 即日から翌営業日
GIIご利用のメリット
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  • 概要
  • 目次
概要

インスタントゲームの世界市場は2030年までに58億米ドルに到達

2024年に26億米ドルと推定されるインスタントゲームの世界市場は、2024年から2030年にかけてCAGR 14.0%で成長し、2030年には58億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるモバイルゲームは、CAGR 15.1%を記録し、分析期間終了時には38億米ドルに達すると予測されます。ウェブベースゲーム分野の成長率は、分析期間中CAGR 12.6%と推定されます。

米国市場は7億2,130万米ドル、中国はCAGR18.8%で成長予測

米国のインスタントゲーム市場は、2024年に7億2,130万米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに13億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは18.8%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ10.2%と12.6%と予測されています。欧州では、ドイツがCAGR 11.1%で成長すると予測されています。

世界のインスタントゲーム市場- 主要動向と促進要因のまとめ

なぜインスタントゲームがカジュアルゲーム市場を形成しているのか?

インスタントゲームは、ウェブブラウザ、ソーシャルメディアプラットフォーム、メッセージングアプリから直接アクセスできる、ダウンロード不要のシームレスな体験を提供することで、カジュアルゲームに革命をもたらしました。これらの軽量なHTML5ベースのゲームでは、アプリをインストールする必要がないため、ユーザーは即座にゲームに参加することができます。この利便性により、従来のゲームアプリをダウンロードしないようなユーザーを惹きつけ、ゲーム利用者の幅が大幅に広がりました。

インスタントゲームの台頭は、スマートフォンの普及や、素早くアクセス可能なエンターテイメントオプションへの需要の高まりと密接に結びついています。Facebook MessengerやWeChatのようなプラットフォームへの統合により、ユーザーは既存のソーシャルエコシステム内でゲームをプレイできるようになり、そのリーチはさらに広がっています。この統合は、ユーザーのエンゲージメントを高めるだけでなく、バイラル共有を促進し、インスタントゲームの急速な普及と人気に貢献しています。

技術の進歩は、インスタントゲームの体験をどのように向上させていますか?

インスタントゲームの進化において、技術革新は極めて重要な役割を果たしています。HTML5の採用により、開発者は軽量なだけでなく、グラフィックや機能性に富んだゲームを開発できるようになりました。これにより、様々なデバイスやプラットフォームでスムーズに動作する、より複雑で魅力的なゲームが開発されるようになりました。

さらに、クラウド・ゲーミング・テクノロジーの統合により、パフォーマンスを損なうことなく、より洗練されたゲームメカニクスやリアルタイムのマルチプレイヤー体験を実現できるようになりました。開発者はまた、アナリティクスとユーザーからのフィードバックを活用してゲームプレイを継続的に改良し、インスタントゲームが魅力的で視聴者に関連性のあるものであり続けるようにしています。このような進歩が、インスタントゲームのクオリティと魅力を高め、ゲーム業界において、インスタントゲームを強力なセグメントとして位置づけています。

インスタントゲームの普及を促進する人口層と地域は?

インスタントゲームの魅力は様々な層に広がっていますが、特に手軽でアクセスしやすいエンターテインメントを求める若年層に人気があります。北米、欧州、アジア太平洋の一部など、スマートフォンの普及率が高く、インターネットインフラがしっかりしている地域では、大きな普及率を示しています。これらの地域では、インスタントゲームの利便性が、ユーザーのペースの速いライフスタイルにうまく合致しています。

新興市場もインスタントゲームの成長に貢献しており、モバイルデバイスの利用増加とインターネット接続の向上がその要因となっています。データコストやデバイスストレージが懸念される地域では、インスタントゲームの軽量性が魅力的な選択肢となっています。その結果、開発者は多様な市場の嗜好や文化的なニュアンスに対応したコンテンツの作成に注力し、世界の普及に拍車をかけています。

インスタントゲーム市場の成長はいくつかの要因によって牽引されている...

インスタントゲーム市場の拡大は、相互に関連する複数の要因によって推進されています。アクセスしやすく便利なゲームオプションへの需要の高まりが、インスタントゲームの開発と流通の急増につながっています。インスタントゲームは、様々なプラットフォームやデバイスに対応しているため、幅広いユーザー層へのリーチが可能です。

ゲーム内広告やマイクロトランザクションなどの収益化戦略は効果的であることが証明されており、開発者に持続可能な収益源を提供しています。さらに、リーダーボード、マルチプレイヤーモード、共有機能などのソーシャル機能を統合することで、ユーザーのエンゲージメントとリテンションが高まります。ウェブテクノロジーの絶え間ない進化やクロスプラットフォーム互換性の重視は、インスタントゲームのスケーラビリティと適応性をさらに後押ししています。

デジタル情勢が進化し続ける中、インスタントゲームは、現代の消費パターンに沿った革新的でユーザーフレンドリーな体験を提供することで、ゲーム業界においてますます重要な役割を果たすことになるでしょう。

セグメント

プラットフォーム(モバイル、ウェブベース、ソーシャルメディア);収益化モデル(無料プレイ、有料プレイ、広告ベース);エンドユーザー(個人/カジュアルゲーマー、ハードコアゲーマー、子供&ティーンエイジャー、大人)

調査対象企業の例(計 34社を掲載)

  • Arkadium
  • DeNA Co., Ltd.
  • Electronic Arts(EA)
  • Epic Games
  • Facebook Gaming
  • Gameloft
  • Google
  • GREE, Inc.
  • International Game Technology(IGT)
  • King
  • Mattel
  • My.Games
  • NetEase Games
  • Niantic, Inc.
  • Playtika
  • Rovio Entertainment
  • Scientific Games
  • SOFTGAMES
  • Supercell
  • Zynga

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、人為的な売上原価の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

Global Industry Analystsは、世界の主要なチーフ・エコノミスト(1万4,949人)、シンクタンク(62団体)、貿易・産業団体(171団体)の専門家の意見に熱心に従いながら、エコシステムへの影響を評価し、新たな市場の現実に対処しています。あらゆる主要国の専門家やエコノミストが、関税とそれが自国に与える影響についての意見を追跡調査しています。

Global Industry Analystsは、この混乱が今後2-3ヶ月で収束し、新しい世界秩序がより明確に確立されると予想しています。Global Industry Analystsは、これらの開発をリアルタイムで追跡しています。

2025年4月:交渉フェーズ

4月のリリースでは、世界市場全体に対する関税の影響を取り上げ、地域別の市場調整について紹介します。当社の予測は、過去のデータと進化する市場影響要因に基づいています。

2025年7月:最終関税リセット

無料アップデート弊社のお客様には、各国間で最終リセットが発表された後、7月に無料アップデート版をお届けします。最終アップデート版には、明確に定義された関税影響分析が組み込まれています。

相互および二国間貿易と関税の影響分析:

アメリカ <>中国<>メキシコ <>カナダ <>EU <>日本<>インド <>その他176カ国

業界をリードするエコノミスト:Global Industry Analystsの知識ベースは、国家、シンクタンク、貿易・産業団体、大企業、そして世界の計量経済状況におけるこの前例のないパラダイムシフトの影響を共有する領域の専門家など、最も影響力のあるチーフエコノミストの厳選されたグループを含む1万4,949人のエコノミストを追跡しています。当社の16,491を超えるレポートのほとんどは、マイルストーンに基づくこの2段階のリリーススケジュールを取り入れています。

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他アジア太平洋地域
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他ラテンアメリカ
  • 中東
  • イラン
  • イスラエル
  • サウジアラビア
  • アラブ首長国連邦
  • その他中東
  • アフリカ

第4章 競合

目次
Product Code: MCP33975

Global Instant Games Market to Reach US$5.8 Billion by 2030

The global market for Instant Games estimated at US$2.6 Billion in the year 2024, is expected to reach US$5.8 Billion by 2030, growing at a CAGR of 14.0% over the analysis period 2024-2030. Mobile Games, one of the segments analyzed in the report, is expected to record a 15.1% CAGR and reach US$3.8 Billion by the end of the analysis period. Growth in the Web-based Games segment is estimated at 12.6% CAGR over the analysis period.

The U.S. Market is Estimated at US$721.3 Million While China is Forecast to Grow at 18.8% CAGR

The Instant Games market in the U.S. is estimated at US$721.3 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$1.3 Billion by the year 2030 trailing a CAGR of 18.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 10.2% and 12.6% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 11.1% CAGR.

Global Instant Games Market - Key Trends & Drivers Summarized

Why Are Instant Games Reshaping the Casual Gaming Landscape?

Instant games have revolutionized casual gaming by offering seamless, no-download experiences accessible directly through web browsers, social media platforms, and messaging apps. These lightweight, HTML5-based games eliminate the need for app installations, allowing users to engage in gaming activities instantly. This convenience has significantly broadened the gaming audience, attracting users who might not typically download traditional gaming apps.

The rise of instant games is closely tied to the proliferation of smartphones and the increasing demand for quick, accessible entertainment options. Their integration into platforms like Facebook Messenger and WeChat has further amplified their reach, enabling users to play games within their existing social ecosystems. This integration not only enhances user engagement but also facilitates viral sharing, contributing to the rapid spread and popularity of instant games.

How Are Technological Advancements Enhancing Instant Game Experiences?

Technological innovations have played a pivotal role in the evolution of instant games. The adoption of HTML5 has enabled developers to create games that are not only lightweight but also rich in graphics and functionality. This has led to the development of more complex and engaging games that can run smoothly across various devices and platforms.

Moreover, the integration of cloud gaming technologies allows for more sophisticated game mechanics and real-time multiplayer experiences without compromising performance. Developers are also leveraging analytics and user feedback to continuously refine gameplay, ensuring that instant games remain engaging and relevant to their audiences. These advancements have collectively elevated the quality and appeal of instant games, positioning them as a formidable segment within the broader gaming industry.

Which Demographics and Regions Are Driving Instant Game Adoption?

The appeal of instant games spans various demographics, but they are particularly popular among younger audiences seeking quick and accessible entertainment. Regions with high smartphone penetration and robust internet infrastructure, such as North America, Europe, and parts of Asia-Pacific, have witnessed significant adoption rates. In these areas, the convenience of instant games aligns well with the fast-paced lifestyles of users.

Emerging markets are also contributing to the growth of instant games, driven by increasing mobile device usage and improved internet connectivity. In regions where data costs and device storage are concerns, the lightweight nature of instant games makes them an attractive option. As a result, developers are focusing on creating content that caters to the preferences and cultural nuances of these diverse markets, further fueling global adoption.

The Growth in the Instant Games Market Is Driven by Several Factors…

The expansion of the instant games market is propelled by multiple interrelated factors. The increasing demand for accessible and convenient gaming options has led to a surge in the development and distribution of instant games. Their compatibility with various platforms and devices ensures a broad reach, catering to a wide spectrum of users.

Monetization strategies such as in-game advertising and microtransactions have proven effective, providing developers with sustainable revenue streams. Additionally, the integration of social features like leaderboards, multiplayer modes, and sharing capabilities enhances user engagement and retention. The continuous evolution of web technologies and the growing emphasis on cross-platform compatibility further support the scalability and adaptability of instant games.

As the digital landscape continues to evolve, instant games are poised to play an increasingly significant role in the gaming industry, offering innovative and user-friendly experiences that align with contemporary consumption patterns.

SCOPE OF STUDY:

The report analyzes the Instant Games market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Platform (Mobile, Web-based, Social Media); Monetization Model (Free-to-Play, Pay-to-Play, Advertising-based); End-User (Individual / Casual Gamers, Hardcore Gamers, Children & Teenagers, Adults)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 34 Featured) -

  • Arkadium
  • DeNA Co., Ltd.
  • Electronic Arts (EA)
  • Epic Games
  • Facebook Gaming
  • Gameloft
  • Google
  • GREE, Inc.
  • International Game Technology (IGT)
  • King
  • Mattel
  • My.Games
  • NetEase Games
  • Niantic, Inc.
  • Playtika
  • Rovio Entertainment
  • Scientific Games
  • SOFTGAMES
  • Supercell
  • Zynga

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by artificially increasing the COGS, reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

We are diligently following expert opinions of leading Chief Economists (14,949), Think Tanks (62), Trade & Industry bodies (171) worldwide, as they assess impact and address new market realities for their ecosystems. Experts and economists from every major country are tracked for their opinions on tariffs and how they will impact their countries.

We expect this chaos to play out over the next 2-3 months and a new world order is established with more clarity. We are tracking these developments on a real time basis.

As we release this report, U.S. Trade Representatives are pushing their counterparts in 183 countries for an early closure to bilateral tariff negotiations. Most of the major trading partners also have initiated trade agreements with other key trading nations, outside of those in the works with the United States. We are tracking such secondary fallouts as supply chains shift.

To our valued clients, we say, we have your back. We will present a simplified market reassessment by incorporating these changes!

APRIL 2025: NEGOTIATION PHASE

Our April release addresses the impact of tariffs on the overall global market and presents market adjustments by geography. Our trajectories are based on historic data and evolving market impacting factors.

JULY 2025 FINAL TARIFF RESET

Complimentary Update: Our clients will also receive a complimentary update in July after a final reset is announced between nations. The final updated version incorporates clearly defined Tariff Impact Analyses.

Reciprocal and Bilateral Trade & Tariff Impact Analyses:

USA <> CHINA <> MEXICO <> CANADA <> EU <> JAPAN <> INDIA <> 176 OTHER COUNTRIES.

Leading Economists - Our knowledge base tracks 14,949 economists including a select group of most influential Chief Economists of nations, think tanks, trade and industry bodies, big enterprises, and domain experts who are sharing views on the fallout of this unprecedented paradigm shift in the global econometric landscape. Most of our 16,491+ reports have incorporated this two-stage release schedule based on milestones.

COMPLIMENTARY PREVIEW

Contact your sales agent to request an online 300+ page complimentary preview of this research project. Our preview will present full stack sources, and validated domain expert data transcripts. Deep dive into our interactive data-driven online platform.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Impact of Covid-19 and a Looming Global Recession
    • Instant Games - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Surge in Mobile Gaming and Social Media Integration Drives Demand for Instant Games
    • Low Barrier to Entry and No-Download Access Expands Global User Base for Instant Gaming Platforms
    • Rising Monetization Opportunities Through In-App Ads and Microtransactions Spurs Game Developer Participation
    • Integration with Messaging Apps and Social Networks Propels Viral Growth and User Engagement
    • Growing Demand for Hyper-Casual Gameplay Experiences Sustains Popularity of Instant Game Formats
    • Technological Advancements in HTML5 and Cloud Rendering Boost Performance Across Devices
    • Increased Interest from Brands in Advergaming and Gamified Marketing Expands Revenue Channels
    • Shift Toward Cross-Platform Game Development Strengthens Business Case for Instant Gaming Ecosystems
    • Expansion of Real-Time Multiplayer Capabilities Enhances Engagement and Retention in Instant Games
    • Growing Focus on Lightweight Game Design Encourages Publisher Investment in Instant Game Studios
    • Integration of Leaderboards, Rewards, and Tournaments Drives Social Competition and Repeat Play
    • App Store Saturation and User Fatigue Propel Shift to Frictionless Instant Play Alternatives
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Instant Games Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Instant Games by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Instant Games by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 4: World 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Mobile by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Mobile by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 7: World 15-Year Perspective for Mobile by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Web-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Web-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 10: World 15-Year Perspective for Web-based by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Social Media by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Social Media by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 13: World 15-Year Perspective for Social Media by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Adults by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for Adults by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 16: World 15-Year Perspective for Adults by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Individual / Casual Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Individual / Casual Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 19: World 15-Year Perspective for Individual / Casual Gamers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Hardcore Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Hardcore Gamers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 22: World 15-Year Perspective for Hardcore Gamers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Children & Teenagers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Children & Teenagers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 25: World 15-Year Perspective for Children & Teenagers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Free-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World Historic Review for Free-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 28: World 15-Year Perspective for Free-to-Play by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 29: World Recent Past, Current & Future Analysis for Pay-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 30: World Historic Review for Pay-to-Play by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 31: World 15-Year Perspective for Pay-to-Play by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Advertising-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World Historic Review for Advertising-based by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 34: World 15-Year Perspective for Advertising-based by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 35: USA Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: USA Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 37: USA 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 38: USA Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: USA Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 40: USA 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 41: USA Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: USA Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 43: USA 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • CANADA
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 46: Canada 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 47: Canada Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Canada Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 49: Canada 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Canada Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 52: Canada 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • JAPAN
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 53: Japan Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 54: Japan Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 55: Japan 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Japan Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 58: Japan 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 59: Japan Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: Japan Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 61: Japan 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • CHINA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 62: China Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: China Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 64: China 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 65: China Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 66: China Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 67: China 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 68: China Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: China Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 70: China 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • EUROPE
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 71: Europe Recent Past, Current & Future Analysis for Instant Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 72: Europe Historic Review for Instant Games by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 73: Europe 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 76: Europe 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 77: Europe Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: Europe Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 79: Europe 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 80: Europe Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Europe Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 82: Europe 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • FRANCE
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 83: France Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: France Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 85: France 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 86: France Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: France Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 88: France 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 89: France Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 90: France Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 91: France 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • GERMANY
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 94: Germany 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 95: Germany Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Germany Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 97: Germany 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 98: Germany Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Germany Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 100: Germany 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ITALY
    • TABLE 101: Italy Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Italy Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 103: Italy 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 104: Italy Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Italy Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 106: Italy 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 107: Italy Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: Italy Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 109: Italy 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • UNITED KINGDOM
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 110: UK Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 112: UK 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 113: UK Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 114: UK Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 115: UK 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 116: UK Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: UK Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 118: UK 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • SPAIN
    • TABLE 119: Spain Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 120: Spain Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 121: Spain 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 122: Spain Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Spain Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 124: Spain 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 125: Spain Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 126: Spain Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 127: Spain 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • RUSSIA
    • TABLE 128: Russia Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Russia Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 130: Russia 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 131: Russia Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 132: Russia Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 133: Russia 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 134: Russia Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Russia Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 136: Russia 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF EUROPE
    • TABLE 137: Rest of Europe Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 138: Rest of Europe Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 139: Rest of Europe 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 140: Rest of Europe Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Rest of Europe Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 142: Rest of Europe 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 143: Rest of Europe Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 144: Rest of Europe Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 145: Rest of Europe 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ASIA-PACIFIC
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific Historic Review for Instant Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 148: Asia-Pacific 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
    • TABLE 149: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 150: Asia-Pacific Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 151: Asia-Pacific 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 152: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Asia-Pacific Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 154: Asia-Pacific 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 155: Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 156: Asia-Pacific Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 157: Asia-Pacific 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • AUSTRALIA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 158: Australia Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: Australia Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 160: Australia 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 161: Australia Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 162: Australia Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 163: Australia 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 164: Australia Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: Australia Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 166: Australia 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • INDIA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 167: India Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 168: India Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 169: India 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 170: India Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: India Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 172: India 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 173: India Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 174: India Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 175: India 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • SOUTH KOREA
    • TABLE 176: South Korea Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: South Korea Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 178: South Korea 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 179: South Korea Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 180: South Korea Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 181: South Korea 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 182: South Korea Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: South Korea Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 184: South Korea 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 185: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 186: Rest of Asia-Pacific Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 187: Rest of Asia-Pacific 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 188: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 189: Rest of Asia-Pacific Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 190: Rest of Asia-Pacific 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 191: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 192: Rest of Asia-Pacific Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 193: Rest of Asia-Pacific 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • LATIN AMERICA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 194: Latin America Recent Past, Current & Future Analysis for Instant Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 195: Latin America Historic Review for Instant Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 196: Latin America 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
    • TABLE 197: Latin America Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 198: Latin America Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 199: Latin America 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 200: Latin America Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Latin America Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 202: Latin America 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 203: Latin America Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 204: Latin America Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 205: Latin America 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ARGENTINA
    • TABLE 206: Argentina Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Argentina Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 208: Argentina 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 209: Argentina Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 210: Argentina Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 211: Argentina 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 212: Argentina Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Argentina Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 214: Argentina 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • BRAZIL
    • TABLE 215: Brazil Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 216: Brazil Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 217: Brazil 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 218: Brazil Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Brazil Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 220: Brazil 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 221: Brazil Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 222: Brazil Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 223: Brazil 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • MEXICO
    • TABLE 224: Mexico Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Mexico Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 226: Mexico 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 227: Mexico Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 228: Mexico Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 229: Mexico 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 230: Mexico Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Mexico Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 232: Mexico 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 233: Rest of Latin America Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 234: Rest of Latin America Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 235: Rest of Latin America 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 236: Rest of Latin America Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 237: Rest of Latin America Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 238: Rest of Latin America 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 239: Rest of Latin America Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 240: Rest of Latin America Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 241: Rest of Latin America 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • MIDDLE EAST
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 242: Middle East Recent Past, Current & Future Analysis for Instant Games by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 243: Middle East Historic Review for Instant Games by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 244: Middle East 15-Year Perspective for Instant Games by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
    • TABLE 245: Middle East Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 246: Middle East Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 247: Middle East 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 248: Middle East Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Middle East Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 250: Middle East 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 251: Middle East Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 252: Middle East Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 253: Middle East 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • IRAN
    • TABLE 254: Iran Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Iran Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 256: Iran 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 257: Iran Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 258: Iran Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 259: Iran 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 260: Iran Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: Iran Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 262: Iran 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • ISRAEL
    • TABLE 263: Israel Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 264: Israel Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 265: Israel 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 266: Israel Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Israel Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 268: Israel 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 269: Israel Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 270: Israel Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 271: Israel 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 272: Saudi Arabia Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: Saudi Arabia Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 274: Saudi Arabia 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 275: Saudi Arabia Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 276: Saudi Arabia Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 277: Saudi Arabia 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 278: Saudi Arabia Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: Saudi Arabia Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 280: Saudi Arabia 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 281: UAE Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 282: UAE Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 283: UAE 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 284: UAE Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 285: UAE Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 286: UAE 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 287: UAE Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 288: UAE Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 289: UAE 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 290: Rest of Middle East Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 291: Rest of Middle East Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 292: Rest of Middle East 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 293: Rest of Middle East Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 294: Rest of Middle East Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 295: Rest of Middle East 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 296: Rest of Middle East Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 297: Rest of Middle East Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 298: Rest of Middle East 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030
  • AFRICA
    • Instant Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 299: Africa Recent Past, Current & Future Analysis for Instant Games by Platform - Mobile, Web-based and Social Media - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 300: Africa Historic Review for Instant Games by Platform - Mobile, Web-based and Social Media Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 301: Africa 15-Year Perspective for Instant Games by Platform - Percentage Breakdown of Value Sales for Mobile, Web-based and Social Media for the Years 2015, 2025 & 2030
    • TABLE 302: Africa Recent Past, Current & Future Analysis for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 303: Africa Historic Review for Instant Games by End-user - Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 304: Africa 15-Year Perspective for Instant Games by End-user - Percentage Breakdown of Value Sales for Adults, Individual / Casual Gamers, Hardcore Gamers and Children & Teenagers for the Years 2015, 2025 & 2030
    • TABLE 305: Africa Recent Past, Current & Future Analysis for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 306: Africa Historic Review for Instant Games by Monetization Model - Free-to-Play, Pay-to-Play and Advertising-based Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 307: Africa 15-Year Perspective for Instant Games by Monetization Model - Percentage Breakdown of Value Sales for Free-to-Play, Pay-to-Play and Advertising-based for the Years 2015, 2025 & 2030

IV. COMPETITION