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市場調査レポート
商品コード
1799162

オンライン・カジュアルゲームの世界市場

Online Casual Games


出版日
ページ情報
英文 182 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=148.34円
オンライン・カジュアルゲームの世界市場
出版日: 2025年08月27日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 182 Pages
納期: 即日から翌営業日
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  • 概要
  • 目次
概要

オンライン・カジュアルゲームの世界市場は2030年までに248億米ドルに到達

2024年に199億米ドルと推定されるオンライン・カジュアルゲームの世界市場は、2024年から2030年にかけてCAGR 3.8%で成長し、2030年には248億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つである広告は、CAGR 3.3%を記録し、分析期間終了までに143億米ドルに達すると予測されます。アプリ内課金セグメントの成長率は、分析期間中CAGR 4.4%と推定されます。

米国市場は54億米ドル、中国はCAGR6.9%で成長すると予測

米国のオンライン・カジュアルゲーム市場は、2024年に54億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、分析期間2024-2030年のCAGR6.9%を引きずる形で、2030年までに50億米ドルの市場規模に達すると予測されています。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1.6%と2.9%と予測されています。欧州では、ドイツがCAGR 2.2%で成長すると予測されています。

世界のオンライン・カジュアルゲーム市場- 主要動向と促進要因のまとめ

人口動態を超えたオンライン・カジュアルゲーム人気の原動力は?

オンライン・カジュアルゲームは、シンプルなゲームプレイメカニズム、短いセッション時間、多様な年齢層への幅広いアピールを特徴とし、世界のデジタルエンターテインメントエコシステムにおいて圧倒的な力を持つようになりました。長時間のコミットメントや複雑な操作、戦略的な奥深さを必要とするハードコアゲームとは異なり、カジュアルゲームはアクセスのしやすさ、直感的なインターフェース、モバイルファーストのデザインを優先しています。マッチスリーパズル、エンドレスランナー、ハイパーカジュアルタップゲーム、デジタルボードゲーム、トリビアベースのフォーマットなどのジャンルがこのセグメントをリードしており、熱心なゲーマーと手軽な娯楽を求める不定期ユーザーの両方を魅了しています。

特に東南アジア、ラテンアメリカ、アフリカの新興市場では、スマートフォンの普及と低データコストが、カジュアルゲーム利用者の拡大に極めて重要な役割を果たしています。Google PlayやApple App Storeなどのモバイルゲームプラットフォームや、ブラウザベースのポータル、ソーシャルメディアとの統合(Facebook Gamingなど)により、高性能なハードウェアを必要とせず、何百万ものカジュアルゲームにシームレスにアクセスできるようになりました。COVID-19の流行は、デジタルの普及を加速させ、ホームベースのエンターテインメント需要を増加させ、高齢者や従来とは異なるゲーマーなど、これまで未開拓だったユーザー層を取り込むことで、このセグメントの成長をさらに促進しました。

エンゲージメントを最大化するために、マネタイズモデルとゲームメカニクスはどのように進化しているか?

オンライン・カジュアルゲームにおける収益化戦略は、広告ベースの収益にとどまらず、アプリ内課金、シーズンパス、プレミアムサブスクリプション、ブランドスポンサーシップを含む多層的なハイブリッドモデルへと成熟しています。F2P(フリートゥプレイ)は依然として支配的なモデルで、ゲームのダウンロードは無料だが、コスメティックスキン、追加ライフ、ブースター、レベルアンロックなどのマイクロトランザクションを通じて収益化されます。リワード広告とインタースティシャル広告の両方が、特にユーザー離れが激しく、マネタイズウィンドウが短いハイパーカジュアルゲームにおいて、引き続き大きな収益を生み出しています。

ゲーム開発者は、デイリーリワード、ストリークボーナス、ソーシャルリーダーボード、期間限定イベントなど、継続的なプレイを促す仕組みを採用する傾向が強まっています。ライブオペレーション(LiveOps)-リアルタイムアップデート、季節限定コンテンツ、テーマイベントなど-は、現在、トップクラスのパフォーマンスを誇るカジュアルゲームでは標準的な手法となっています。さらに、収集可能なシステム、段階的な進行、達成バッジのようなゲーミフィケーション戦略は、ユーザーのエンゲージメントを深め、セッションの持続時間を延ばすために活用されています。単純なパズルゲームやカードゲームであっても、PvP(プレイヤー対プレイヤー)、非同期課題、協力的なチームクエストのような競争要素を統合したマルチプレイヤー・モードが人気を集めており、ソーシャル・インタラクションやリピート利用を促進しています。

市場の成長とイノベーションを促進する消費者セグメントと地域は?

オンライン・カジュアルゲームは、地域、年齢層、収入レベルなど、驚くほど多様なユーザー層にアピールしています。最も急成長している層には、女性、中高年ユーザー、高齢者が含まれ、その多くは、従来のコンソールゲーム機やPCゲーム機では十分なサービスを受けられなかった層です。これらのユーザーは、競争的なゲームプレイよりも、楽しさ、くつろぎ、社会とのつながりを優先するため、開発者は感情に響くナラティブ、落ち着きのある美学、包括的なデザインに注力するようになります。

地域的には、アジア太平洋が依然として最大の市場であり、中国、インド、インドネシア、韓国がダウンロード数とアクティブユーザー数でリードしています。これらの市場では、現地のテーマに沿ったゲーム、現地語のサポート、地域の文化への言及が、普及を大きく後押ししています。北米と欧州は、高いARPU(ユーザー1人当たりの平均収入)と成熟したデジタル決済エコシステムにより、引き続き好調な収益化を示しています。ラテンアメリカと中東は、スマートフォンの普及率の上昇と4G/5Gのカバー範囲の拡大により、重要な成長フロンティアとして浮上しています。

プラットフォームの融合も、ユーザー行動を形成する動向のひとつです。モバイル、デスクトップ、スマートテレビの各インターフェイスでシームレスにプレイできるクロスプラットフォームのカジュアルゲームが、特にデジタルエコシステムを共有している家庭で人気を集めています。クラウドゲーム技術、ウェブベースのポータル、ミニプログラムエコシステム(WeChatゲームなど)は、ダウンロードの障壁を取り除き、即座にプレイできる環境を強化することで、さらにリーチを広げています。

長期的な成長と戦略的拡大を支える市場勢力とは?

世界のオンライン・カジュアルゲーム市場の成長は、ユーザー獲得効率の高さ、開発コストの低さ、投資対効果の高さ、ゲーム業界に対する組織の関心の高まりなど、いくつかの要因によってもたらされています。開発者の視点から見ると、カジュアルゲームはAAAタイトルよりも開発サイクルが短く、チーム規模も小さく、マーケティング予算も少なくて済むため、インディーズスタジオや新興企業にとって魅力的です。Unity、Buildbox、GDevelopのようなローコード/ノーコードゲームエンジンの登場は、コンテンツクリエイターの新しい波が、最小限の技術的専門知識で迅速にゲームを試作し、発売することを可能にしています。

投資家やメディアコングロマリットは、カジュアルゲームを拡張可能なデジタルメディア分野と見なすようになっています。合併、パブリッシャーとスタジオの提携、ポートフォリオの買収といった統合活動が活発化しており、大手企業は人気IPを買収してユーザーベースを拡大し、新たな地域市場に参入しています。また、カジュアルゲームは、eラーニング、ウェルネスアプリ、フィンテックプラットフォームなど、より広範なデジタルエコシステムに統合され、定着性とユーザーリテンションを高めています。ブランドがインタラクティブなストーリーテリングを通じてデジタルネイティブの消費者を取り込もうとしているため、ブランドコンテンツとの提携やゲーミフィケーション広告が新たな収益手段を生み出しています。

AIを活用したユーザー・パーソナライゼーション、リアルタイム分析、A/Bテストの技術的進歩により、パブリッシャーはゲームデザインと収益化戦略を動的に微調整できるようになっています。データプライバシーやゲーム内課金に関する規制の監視が、特にEUや米国などの市場で強化される中、新興国開拓は透明性の高いマネタイズとコンプライアンス対応のアーキテクチャへとシフトしています。また、持続可能性、包括性、認知の充実も、カジュアルゲームの将来にとって重要な設計事項として浮上しています。拡大し続けるユーザーベース、多様なマネタイズ、継続的なコンテンツイノベーションにより、オンライン・カジュアルゲームはデジタルレジャーの最前線に当分の間君臨し続けるでしょう。

セグメント

タイプ(広告、アプリ内課金、有料アプリ)

調査対象企業の例

  • Aeria Games
  • Big Fish Games
  • CrazyLabs
  • EA(Electronic Arts)
  • GameDuell
  • GameHouse
  • Gametop
  • Glu Mobile
  • Goodgame Studios
  • InnoGames
  • Jam City
  • Kabam
  • King(a part of Activision)
  • Kongregate
  • Miniclip
  • Outfit7(makers of Talking Tom)
  • Peak Games
  • Playrix
  • Rovio Entertainment
  • Zynga

AIインテグレーション

Global Industry Analystsは、有効な専門家コンテンツとAIツールで市場情報と競合情報を変革しています。

Global Industry Analystsは、LLMや業界固有のSLMを照会する一般的な規範に従う代わりに、ビデオ記録、ブログ、検索エンジン調査、膨大な量の企業、製品/サービス、市場データなど、世界中の専門家から収集したコンテンツのリポジトリを構築しました。

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、売上原価(COGS)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。

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: MCP39127

Global Online Casual Games Market to Reach US$24.8 Billion by 2030

The global market for Online Casual Games estimated at US$19.9 Billion in the year 2024, is expected to reach US$24.8 Billion by 2030, growing at a CAGR of 3.8% over the analysis period 2024-2030. Advertising, one of the segments analyzed in the report, is expected to record a 3.3% CAGR and reach US$14.3 Billion by the end of the analysis period. Growth in the In-app Purchase segment is estimated at 4.4% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.4 Billion While China is Forecast to Grow at 6.9% CAGR

The Online Casual Games market in the U.S. is estimated at US$5.4 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$5.0 Billion by the year 2030 trailing a CAGR of 6.9% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 1.6% and 2.9% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 2.2% CAGR.

Global Online Casual Games Market - Key Trends & Drivers Summarized

What Is Driving the Massive Popularity of Online Casual Games Across Demographics?

Online casual games have become a dominant force in the global digital entertainment ecosystem, characterized by their simple gameplay mechanics, short session lengths, and broad appeal across diverse age groups. Unlike hardcore games that require extended time commitments, complex controls, or strategic depth, casual games prioritize ease of access, intuitive interfaces, and mobile-first design. Genres such as match-three puzzles, endless runners, hyper-casual tap games, digital board games, and trivia-based formats are leading this segment, attracting both dedicated gamers and infrequent users seeking quick entertainment.

The ubiquity of smartphones and low data cost have played pivotal roles in expanding the casual gaming audience, particularly in emerging markets across Southeast Asia, Latin America, and Africa. Mobile gaming platforms such as Google Play and Apple App Store, as well as browser-based portals and social media integrations (e.g., Facebook Gaming), have enabled seamless access to millions of casual games without the need for high-performance hardware. The COVID-19 pandemic further catalyzed the segment’s growth by accelerating digital adoption, increasing home-based entertainment demand, and drawing in previously untapped user bases such as older adults and non-traditional gamers.

How Are Monetization Models and Game Mechanics Evolving to Maximize Engagement?

Monetization strategies in online casual games have matured beyond ad-based revenue into multi-layered hybrid models encompassing in-app purchases, season passes, premium subscriptions, and branded sponsorships. Free-to-play (F2P) remains the dominant model, where games are free to download but monetized through microtransactions-such as cosmetic skins, extra lives, boosters, or level unlocks. Advertisements, both rewarded and interstitial, continue to generate substantial revenue, particularly in hyper-casual games where user churn is high and monetization windows are short.

Game developers are increasingly employing retention-driven mechanics such as daily rewards, streak bonuses, social leaderboards, and limited-time events to encourage habitual play. Live operations (LiveOps)-which include real-time updates, seasonal content, and themed events-are now standard practice in top-performing casual games. Additionally, gamification strategies like collectible systems, tiered progression, and achievement badges are being leveraged to deepen user engagement and increase session duration. Multiplayer modes, even in simple puzzle or card games, are gaining traction, integrating competitive elements like PvP (player-vs-player), asynchronous challenges, and cooperative team quests to drive social interaction and repeat usage.

Which Consumer Segments and Regions Are Fueling Market Growth and Innovation?

Online casual games appeal to a remarkably diverse user base that spans geographies, age groups, and income levels. The fastest-growing demographic includes women, middle-aged users, and senior citizens, many of whom were historically underserved by traditional console and PC gaming segments. These users prioritize fun, relaxation, and social connectivity over competitive gameplay, prompting developers to focus on emotionally resonant narratives, calming aesthetics, and inclusive design.

Geographically, Asia-Pacific remains the largest market, with China, India, Indonesia, and South Korea leading in terms of downloads and active users. In these markets, locally themed games, vernacular language support, and regional cultural references significantly enhance adoption. North America and Europe continue to show strong monetization performance due to high ARPU (average revenue per user) and mature digital payment ecosystems. Latin America and the Middle East are emerging as important growth frontiers due to increasing smartphone penetration and expanding 4G/5G coverage.

Platform convergence is another trend shaping user behavior. Cross-platform casual games that can be played seamlessly across mobile, desktop, and smart TV interfaces are gaining popularity, especially in households with shared digital ecosystems. Cloud gaming technologies, web-based portals, and mini-program ecosystems (e.g., WeChat games) are further extending reach by removing download barriers and enhancing instant playability.

What Market Forces Are Sustaining Long-Term Growth and Strategic Expansion?

The growth in the global online casual games market is driven by several factors including user acquisition efficiency, low development costs, high return-on-investment, and increasing institutional interest in the gaming industry. From a developer perspective, casual games require shorter development cycles, smaller team sizes, and lower marketing budgets than AAA titles, making them attractive for indie studios and startups. The advent of low-code/no-code game engines like Unity, Buildbox, and GDevelop is enabling a new wave of content creators to rapidly prototype and launch games with minimal technical expertise.

Investors and media conglomerates are increasingly viewing casual gaming as a scalable digital media vertical. Consolidation activity-such as mergers, publisher-studio partnerships, and portfolio acquisitions-is on the rise, with major firms acquiring popular IPs to expand user bases and enter new regional markets. Casual games are also being integrated into broader digital ecosystems such as e-learning, wellness apps, and fintech platforms to increase stickiness and user retention. Branded content partnerships and gamified advertising are creating new revenue avenues as brands seek to engage digitally native consumers through interactive storytelling.

Technological advances in AI-driven user personalization, real-time analytics, and A/B testing are allowing publishers to fine-tune game design and monetization strategies dynamically. As regulatory scrutiny around data privacy and in-game purchases intensifies, especially in markets like the EU and U.S., developers are shifting toward transparent monetization and compliance-ready architectures. Sustainability, inclusivity, and cognitive enrichment are also emerging as key design considerations for the future of casual games. With an ever-expanding user base, diversified monetization, and continuous content innovation, online casual games are poised to remain at the forefront of digital leisure for the foreseeable future.

SCOPE OF STUDY:

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

Segments:

Type (Advertising, In-app Purchase, Paid App)

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 41 Featured) -

  • Aeria Games
  • Big Fish Games
  • CrazyLabs
  • EA (Electronic Arts)
  • GameDuell
  • GameHouse
  • Gametop
  • Glu Mobile
  • Goodgame Studios
  • InnoGames
  • Jam City
  • Kabam
  • King (a part of Activision)
  • Kongregate
  • Miniclip
  • Outfit7 (makers of Talking Tom)
  • Peak Games
  • Playrix
  • Rovio Entertainment
  • Zynga

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

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 increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Online Casual 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
    • Widening Smartphone Access in Emerging Markets Throws the Spotlight on Online Casual Games
    • Emphasis on Cross-Platform Compatibility Drives User Growth and Retention
    • Rising Demand for Hyper-Casual and Instant Games Strengthens Business Case for Lightweight Game Design
    • Monetization Through In-App Ads and Microtransactions Spurs Publisher Revenue Streams
    • Surge in Social Media Gaming Integration Expands Viral Game Discovery and Engagement
    • Adoption of Gamification Mechanics Enhances Retention Through Reward Loops
    • Growth of Play-To-Earn and NFT-Integrated Casual Games Expands Monetization Avenues
    • Focus on Low-Latency Game Streaming Improves Experience in Casual Competitive Formats
    • Increase in Female and Elderly Gamers Spurs Inclusivity-Focused Game Design and Themes
    • Integration With Messaging Apps and Mini-Game Platforms Expands Addressable Audience
    • Global Rise in Daily Active Users (DAUs) Drives Algorithm-Based Game Personalization
    • Collaboration With Brands and Advertisers Fuels Advergaming and Co-Branded Game Formats
    • Expansion of Subscription Gaming Models Spurs Bundled Access to Premium Casual Titles
    • Development of Idle and Incremental Games Enhances Stickiness in Low-Engagement Contexts
    • Data Privacy Concerns and Regulation Drive Transparent Data Use in Online Gaming Platforms
    • Innovation in Short-Session and Time-Filler Games Matches Commuting and Micro-Break Use Cases
    • Rising Esports Micro-Competitions Within Casual Formats Propel Interest in Competitive Casual Gaming
    • Focus on Multilingual Content and Regional Themes Enhances Global User Retention
    • Growing Appeal of Collaborative Game Mechanics Spurs Adoption of Co-Op Casual Games
    • Emergence of AI-Generated Games Accelerates Iterative Game Launches and Customization
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Online Casual Games Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Online Casual 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 Online Casual 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 2014 through 2023 and % CAGR
    • TABLE 4: World 16-Year Perspective for Online Casual 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 2014, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Advertising 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 Advertising 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 2014 through 2023 and % CAGR
    • TABLE 7: World 16-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for In-app Purchase 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 In-app Purchase 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 2014 through 2023 and % CAGR
    • TABLE 10: World 16-Year Perspective for In-app Purchase by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Paid App 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 Paid App 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 2014 through 2023 and % CAGR
    • TABLE 13: World 16-Year Perspective for Paid App by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 14: USA Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 15: USA Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 16: USA 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • CANADA
    • TABLE 17: Canada Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 18: Canada Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 19: Canada 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • JAPAN
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 20: Japan Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 21: Japan Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 22: Japan 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • CHINA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 23: China Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 24: China Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 25: China 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • EUROPE
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 26: Europe Recent Past, Current & Future Analysis for Online Casual 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 27: Europe Historic Review for Online Casual 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 2014 through 2023 and % CAGR
    • TABLE 28: Europe 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2025 & 2030
    • TABLE 29: Europe Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 30: Europe Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 31: Europe 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • FRANCE
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 32: France Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: France Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 34: France 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • GERMANY
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 35: Germany Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: Germany Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 37: Germany 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ITALY
    • TABLE 38: Italy Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Italy Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 40: Italy 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • UNITED KINGDOM
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 41: UK Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: UK Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 43: UK 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • SPAIN
    • TABLE 44: Spain Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Spain Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 46: Spain 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • RUSSIA
    • TABLE 47: Russia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Russia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 49: Russia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF EUROPE
    • TABLE 50: Rest of Europe Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Rest of Europe Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 52: Rest of Europe 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ASIA-PACIFIC
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 53: Asia-Pacific Recent Past, Current & Future Analysis for Online Casual 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 54: Asia-Pacific Historic Review for Online Casual Games by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 55: Asia-Pacific 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2025 & 2030
    • TABLE 56: Asia-Pacific Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Asia-Pacific Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 58: Asia-Pacific 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • AUSTRALIA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 59: Australia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: Australia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 61: Australia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • INDIA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 62: India Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: India Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 64: India 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • SOUTH KOREA
    • TABLE 65: South Korea Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 66: South Korea Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 67: South Korea 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 68: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of Asia-Pacific Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 70: Rest of Asia-Pacific 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • LATIN AMERICA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 71: Latin America Recent Past, Current & Future Analysis for Online Casual 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 72: Latin America Historic Review for Online Casual Games by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 73: Latin America 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2025 & 2030
    • TABLE 74: Latin America Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Latin America Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 76: Latin America 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ARGENTINA
    • TABLE 77: Argentina Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: Argentina Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 79: Argentina 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • BRAZIL
    • TABLE 80: Brazil Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Brazil Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 82: Brazil 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • MEXICO
    • TABLE 83: Mexico Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: Mexico Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 85: Mexico 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 86: Rest of Latin America Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Rest of Latin America Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 88: Rest of Latin America 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • MIDDLE EAST
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 89: Middle East Recent Past, Current & Future Analysis for Online Casual 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 90: Middle East Historic Review for Online Casual 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 2014 through 2023 and % CAGR
    • TABLE 91: Middle East 16-Year Perspective for Online Casual Games by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2025 & 2030
    • TABLE 92: Middle East Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Middle East Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 94: Middle East 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • IRAN
    • TABLE 95: Iran Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Iran Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 97: Iran 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • ISRAEL
    • TABLE 98: Israel Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Israel Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 100: Israel 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 101: Saudi Arabia Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: Saudi Arabia Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 103: Saudi Arabia 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 104: UAE Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: UAE Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 106: UAE 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 107: Rest of Middle East Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: Rest of Middle East Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 109: Rest of Middle East 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030
  • AFRICA
    • Online Casual Games Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 110: Africa Recent Past, Current & Future Analysis for Online Casual Games by Type - Advertising, In-app Purchase and Paid App - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: Africa Historic Review for Online Casual Games by Type - Advertising, In-app Purchase and Paid App Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2023 and % CAGR
    • TABLE 112: Africa 16-Year Perspective for Online Casual Games by Type - Percentage Breakdown of Value Sales for Advertising, In-app Purchase and Paid App for the Years 2014, 2025 & 2030

IV. COMPETITION