Table of Content


1 Introduction
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHT
4.1 Market Overview
4.2 Industry Attractiveness - Porter’s Five Forces Analysis
4.2.1 Bargaining Power of Suppliers
4.2.2 Bargaining Power of Consumers
4.2.3 Threat of New Entrants
4.2.4 Threat of Substitute Products
4.2.5 Intensity of Competitive Rivalry
4.3 Assessment of COVID-19 Impact on the Market - By Major Countries
4.4 Analysis on Casual Game Apps in Major Countries
4.4.1 United States
4.4.2 Japan
4.4.3 China
4.4.4 Germany
4.4.5 United Kingdom
4.4.6 Other Countries


5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 The Increasing Penetration of Internet and Smartphones Boosted the Demand for the Online Casual Games Market
5.1.2 Rising Popularity of Cloud Gaming Encouraging the Expansion of the Gaming Industry
5.2 Market Challenges
5.2.1 Online Security One of the Major Challenges for Online Gaming


6 MARKET SEGMENTATION
6.1 By Type
6.1.1 Advertising
6.1.2 In-app Purchase
6.1.3 Paid App
6.2 By Geography
6.2.1 North America
6.2.1.1 United States
6.2.1.2 Canada
6.2.2 Europe
6.2.2.1 United Kingdom
6.2.2.2 France
6.2.2.3 Germany
6.2.2.4 Rest of Europe
6.2.3 Asia-Pacific
6.2.3.1 China
6.2.3.2 India
6.2.3.3 Japan
6.2.3.4 Rest of Asia Pacific
6.2.4 Latin America
6.2.5 Middle East and Africa


7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 Ubisoft Entertainment
7.1.2 Zynga Inc.
7.1.3 Microsoft Corporation
7.1.4 Apple Inc. (Apple Arcade)
7.1.5 Konami Digital Entertainment
7.1.6 Sega Corporation
7.1.7 Sony Corporation
7.1.8 Tencent Holdings Ltd
7.1.9 Nintendo Co. Ltd
7.1.10 Bandai Namco Entertainment Inc.
7.1.11 Betsson AB
7.1.12 Beijing Kunlun Tech Co. Ltd


8 INVESTMENT ANALYSIS


9 FUTURE OUTLOOK OF THE MARKET