Increasing Use of Social Media To Augment Webgame Demand Globally

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Webgame Market Revenue Estimation and Growth Forecast Report

Smartphones and tablets of contemporary times feature higher speeds, larger screens, better processors, and high definition (HD) displays, owing to which, they have become feasible for gaming from any location and at any time. These devices also feature high configurations, which support all types of games. Additionally, the rapid advancements in the mobile communication sector are enabling gamers to play online games without any graphic or speed issues. Besides, the rising penetration of 4G and 5G is also assisting players in playing online games on smartphones, with few connectivity issues.

In addition, the surging use of social media, owing to the increasing internet and smartphone penetration, also help the webgame market progress at a CAGR of 5.7% during 2020–2030. According to P&S Intelligence, the market was valued at $3.5 billion in 2019 and it is expected to generate $6.5 billion revenue by 2030. Webgame developers are using social media platforms, such as Instagram, Twitter, and Facebook, to market their products and lure more customers. For instance, Zynga Inc. offers Spades Plus, Farmville, Crazy Kitchen, Hit It Rich, and 101 Okey Plus on Facebook.

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Currently, players are opting for sports games, arcade, MMORPG, first-person shooter, and real-time strategy games, which are available in free-to-play and pay-to-play models. In the coming years, the free-to-play model will be preferred over the pay-to-play model as developers do not charge customers for such games and instead, monetize their products through advertisements. For example, Tencent Holdings Ltd., one of the leading webgame developers, is pushing its microtransaction-based games online to increase its revenue.

At present, people within the age group of 25–34 years are the prominent users of real-time, scenario-based, and turn-based webagames due to a substantial surge in their income. Additionally, the surging number of women players within this age bracket, owing to the growing usage of smartphones and the internet, is expected to expand the user base of browser-based games. Additionally, webgames have also become popular among people belonging to 13–17 years, 18–24 years, 35–54 years, and above 55 years age groups.

In recent years, webgame developing companies have focused on launching new games to attract more gamers. For instance, in June 2018, Altigi GmbH (Goodgame Studios) launched EMPIRE: Millennium Wars on the web, which is a strategic game where players have to create their own base, train their units, and command them in action. Likewise, in November 2018, Bytro Labs GmbH introduced a new version of Supremacy 1914, a game based on the First World War. It is a free-to-play real-time strategy browser game that allows users to deploy numerous strategies to compete with others.

Geographically, the Asia-Pacific (APAC) region dominated the webgame market in the recent past, and it is expected to adopt webgames at the highest rate in the foreseeable future. This can be ascribed to the surging penetration of smartphones, tablets, personal computers (PCs), and the internet and the mounting consumer expenditure. For instance, the World Bank estimates that 71% of the Chinese population and 41% of the Indian population were internet users in 2020 and 2019, respectively. Moreover, the presence of a vast gaming population also fuels the adoption of webgames in the region.

Thus, the escalating use of smartphones and rising penetration of social media are expected to propel the adoption of webgames across the world.

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