ReleaseWire

Casual Game Market Sets the Table for Continued Growth : Bethesda Softworks, Nintendo, Ubisoft Montreal, Square Enix Holdings

Posted: Wednesday, October 12, 2022 at 6:00 AM CDT

New Jersey, USA -- (SBWire) -- 10/12/2022 --Worldwide Casual Game Market In-depth Research Report 2021, Forecast to 2028 is latest research study released by AMA evaluating the market risk side analysis, highlighting opportunities and leveraged with strategic and tactical decision-making support. The report provides information on market trends and development, growth drivers, technologies, and the changing investment structure of the Worldwide Casual Game Market. Some of the key players profiled in the study are Nintendo (Japan), Naughty Dog (United States), Bethesda Softworks LLC (United States), Valve Corporation (United States), RockStar North Limited (United Kingdom), Ubisoft Montreal (Canada), Microsoft (United States), Square Enix Holdings Co., Ltd. (Japan), Rare Limited (United Kingdom), Bioware (Canada).

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The global casual game market is anticipated to witness a high growth owing to advancements in the technology of gaming hardware and software and rising penetration of mobile devices worldwide. The term casual games refers to video games which do not need a major time investment to play, win, and enjoy. A casual gamer is a player who enjoys any video game without devoting important time to it, playing it spontaneously, irregularly or infrequently.

Market Drivers
- Rising Penetration of Mobile Devices Worldwide
- Advancements in the Technology of Gaming Hardware and Software

Influencing Market Trend
- Adoption of Video Games in the Vertical of Academia

Opportunities:
- Improvements in User Interface of Smart Phone, Laptops and Personal Computers
- Increasing Number of Internet or Social Game Players May Further Augment the Market

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Regulatory Insights:
The State of Sikkim is the only state in India which has enacted a law for online gaming and sports betting. 'The Sikkim Online Gaming (Regulation) Act, 2008' was passed on June 28, 2008 with an object of controlling and regulating online gaming through electronic or non-electronic formats, and to impose a tax on such games, in the State of Sikkim. The Sikkim Online Gaming (Regulation) Rules, 2009, were subsequently passed on March 4, 2009.

Furthermore, the years considered for the study are as follows:
Historical year – 2017-2021
Base year – 2021
Forecast period** – 2022 to 2027 [** unless otherwise stated]

Highlighted of Global Casual Game Market Segments and Sub-Segment:

Market by Key Players: Nintendo (Japan), Naughty Dog (United States), Bethesda Softworks LLC (United States), Valve Corporation (United States), RockStar North Limited (United Kingdom), Ubisoft Montreal (Canada), Microsoft (United States), Square Enix Holdings Co., Ltd. (Japan), Rare Limited (United Kingdom), Bioware (Canada)

Market by: by Type (Try-Before-You-Buy, Subscription Services, Skill-Based Gaming, Advergames), Application (Education, Entertainment, Electronic Sports, Other), Outlook (Online, Offline), Device (Game Console, Mobile Phones, TV Set-Top Box, Others)
Regional Analysis for Worldwide Casual Game Market:
- APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
- Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)
- North America (U.S., Canada, and Mexico)
- South America (Brazil, Chile, Argentina, Rest of South America)
- MEA (Saudi Arabia, UAE, South Africa)

The study is a source of reliable data on: Market segments and sub-segments, Market trends and dynamics Supply and demand Market size Current trends/opportunities/challenges Competitive landscape Technological innovations Value chain and investor analysis.

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Key Growths in the Market: This section of the report incorporates the essential enhancements of the marker that contains assertions, coordinated efforts, R&D, new item dispatch, joint ventures, and associations of leading participants working in the market.

Key Points in the Market: The key features of this Casual Game market report includes production, production rate, revenue, price, cost, market share, capacity, capacity utilization rate, import/export, supply/demand, and gross margin. Key market dynamics plus market segments and sub-segments are covered.

There are 15 Chapters to display the Worldwide Casual Game Market
Chapter 1, Overview to describe Definition, Specifications and Classification of Worldwide Casual Game market, Applications, Market Segment by Types;
Chapter 2, objective of the study.
Chapter 3, Research methodology, measures, assumptions and analytical tools
Chapter 4 and 5, Worldwide Casual Game Market Trend Analysis, Drivers, Challenges by consumer behaviour, Marketing Channels, Value Chain Analysis
Chapter 6 and 7, to show the Worldwide Casual Game Market Analysis, segmentation analysis, characteristics;
Chapter 8 and 9, to show Five forces (bargaining Power of buyers/suppliers), Threats to new entrants and market condition;
Chapter 10, to identify major decision framework accumulated through Industry experts and strategic decision makers;
Chapter 11 and 12, about competition landscape (classification and Market Ranking)
Chapter 13, deals with Worldwide Casual Game Market sales channel, research findings and conclusion, appendix and data source.

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Casual Game Market