Workflow
纸牌游戏
icon
Search documents
2025-2031全球及中国休闲游戏行业需求预测及投资风险展望报告报告
Sou Hu Cai Jing· 2025-08-19 17:34
Group 1: Market Overview - The global casual gaming market is projected to grow significantly from 2020 to 2031, with various product types showing different growth trends [3][4]. - The casual gaming market in China is expected to increase its share of the global market, reflecting a growing consumer base and increased engagement [4][12]. - Different application types, including online and offline games, are anticipated to see varying growth rates, with online games likely leading the expansion [5][12]. Group 2: Industry Development and Trends - The "14th Five-Year Plan" outlines the overall development of the casual gaming industry, highlighting key characteristics and barriers to entry [4][5]. - Major trends in the industry include technological advancements, increased mobile penetration, and changing consumer preferences towards casual gaming experiences [4][5]. - Recommendations for industry players include focusing on innovative game design and enhancing user engagement strategies to capture market share [4][5]. Group 3: Competitive Landscape - The competitive landscape of the global casual gaming market is characterized by a few dominant players, with the top five companies holding significant market shares [4][9]. - Revenue analysis of major global players from 2020 to 2025 indicates a strong growth trajectory, with specific companies leading in revenue generation [4][9]. - The market is witnessing consolidation through mergers and acquisitions, which is reshaping the competitive dynamics [4][9]. Group 4: Product and Application Analysis - Different product types within the casual gaming sector, such as puzzle games and card games, are expected to show distinct growth patterns from 2020 to 2031 [5][12]. - The market share of various application types, including online and offline games, will evolve, with online games projected to dominate [5][12]. - Forecasts indicate that the casual gaming market will continue to diversify, with new genres and innovative gameplay attracting a broader audience [5][12]. Group 5: Regional Insights - North America, Europe, and the Asia-Pacific region are identified as key markets, each with unique growth drivers and consumer behaviors [4][12]. - The Asia-Pacific region, particularly China, is expected to see the highest growth rates, driven by a large population and increasing smartphone penetration [4][12]. - Regional market analyses reveal that different countries exhibit varying levels of engagement and revenue potential in the casual gaming sector [4][12].
32亿美元规模的市场迎来开闸放水,Meta新政带来哪些机会?
3 6 Ke· 2025-06-13 02:14
Core Insights - Meta has modified its advertising policy for the Indian market, allowing advertisers to promote real money gambling games, subject to specific requirements [1][4] - The Indian real money gambling market is projected to reach $3.2 billion in 2024, accounting for 85.7% of the online gaming market [1][5] - The new policy simplifies the process for advertisers by recognizing licenses issued by the All India Gaming Federation (AIGF) [4] Group 1: Policy Changes - Meta now requires advertisers to submit a special application form along with their legal gambling operating license for approval [2] - The policy change includes age restrictions, allowing advertisements only for users aged 18 and above [4] - Advertisers must specify the regions where ads will be displayed, avoiding areas where gambling is prohibited [4] Group 2: Market Overview - The real money gambling market in India is primarily dominated by two categories: card games (mainly Rummy) and fantasy sports [5] - In 2023, card games accounted for approximately 37% of the total revenue in the real money gambling sector, while fantasy sports made up 52% [5][6] - The total revenue for the real money gambling market is expected to grow from $150 million in 2022 to $222 million in 2024 [6] Group 3: Industry Players - Dream11, a leading fantasy sports platform, previously attracted a $100 million investment from Tencent in 2018 [7][9] - Gameskraft is the largest player in the card game segment, focusing on the Rupee card game, with annual revenue exceeding $400 million in 2024 [9] - The opening of Meta's advertising for real money gambling may lead to significant changes in the market landscape and the emergence of new key players [9]