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Global $17.6 Billion Online Games of Skill Market 2016-2022: Freemium Business Model is a Major Market Opportunity - Research and Markets
[October 25, 2016]

Global $17.6 Billion Online Games of Skill Market 2016-2022: Freemium Business Model is a Major Market Opportunity - Research and Markets


DUBLIN, October 25, 2016 /PRNewswire/ --

Research and Markets has announced the addition of the "Global Online Games of Skill Market by Game Type(Fantasy Sport, Card Based Games, E-Sports & Strategy Games) and by Geography (North America, Europe, APAC & ROW), Analysis & Forecast, 2016-2022" report to their offering.

The global games of skill market is expanding and exploring new avenues. The diverse consumer base has paved way for an array of new revenue streams and integrated payment solutions ranging from subscriptions fees, pay-per-play, in-app purchases, royalties to premium account and upgrade remunerations. While initially users in developing economies showed a predisposition towards free to play games due to concerns regarding safety of online payment gateways, the user base is now migrating towards real money online games and turning into a loyal revenue base.

Strategy games and brain games which are played primarily on smartphones and tablets are the largest contributing segment to the online games of skill market and are continued being so throughout the forecast period. Their large revenue can be attributed to the widespread success of games such as Clash of Clans, Game of War: Fire Age and Puzzles and Dragons, each of which bring in billions in revenue each year and are top grossing games in most countries. 

Card based games that consist of online poker, rummy and blackjack make the second largest revenue due large wagering on online poker across North America, Europe and India, as well soaring popularity of online rummy (Indian Poker) in the Indian subcontinent. However, its e-sports which have expanded far beyond the conservative boundaries of span >South Korea in recent years and are now holding tournaments across the globe drawing millions of viewers, that will experience the fastest growth.



Key Topics Covered:

1. Research Scope and Methodology


2. Market Dynamics

2.1. Market Drivers

  • Proliferation of Smartphones
  • Massive Fan Following of Sports
  • Increasing Availability of High Speed Internet Connection
  • Establishment of gaming leagues driving the increase in viewership
  • Growing Middle Class and Large Youth Population in Emerging Nations

2.2. Market Challenges

  • Non-Uniform and Unclear Legal and Regulatory Framework
  • Negative Connotations Associated with Real Money Gaming
  • Continuous Need for Innovation
  • Fear of Fraudulent Practices and Security
  • Restricted Flow of Funds Leading to Lack of Marketing and Brand Promotion

2.3. Market Opportunities

  • Virtual Reality (VR) and Augmented Reality (AR)
  • Freemium business model
  • Growth of Indie Games
  • Advertisements
  • Partnerships

3. Competitive Insights

3.1. Key Strategies And Developments

3.2. Industry Attractiveness

3.3. Market Share Analysis

3.4. The Global Games of Skill Market: Product Benchmarking

4. Industry Analysis

4.1. Global Online Skill Based Gaming Ecosystem

4.2. Revenue Model Analysis

4.3. Regulatory Bodies

  • Entertainment Software Rating Board (ESRB)
  • Pan-European Game Information (PEGI)
  • Computer Entertainment Rating Organization (CERO)
  • Alderney Gambling Control Commission (AGCC)
  • UK Gambling Commission (UKGC)
  • Gambling Supervision Commission (GSC)
  • World Esports Association (WESA)
  • Nevada Gaming Commission
  • Malta Gaming Authority
  • Other Main Regulatory Bodies

5. The Global Online Games of Skill Market by Type of Game, Analysis & Forecast

6. Global Online Games of Skill Market by Geography

7. Company Profiles

  • Activision Blizzard
  • Amaya Inc.
  • Bet 365
  • Catalyst ESports Solutions
  • Draft Kings
  • Dream 11. Inc.
  • Electronic Arts Inc.
  • Fan Duel
  • Fantasy Draft
  • Fantrax
  • NET Entertainment
  • OulalaGames Limited
  • Playtech
  • Premier Punt
  • Riot Games
  • Rovio Entertainment Limited
  • Square Enix
  • Supercell
  • Ubisoft Group
  • Unibet
  • Valve Corporation
  • Zynga Inc.
  • 888 Holdings Public Limited Company

For more information about this report visit http://www.researchandmarkets.com/research/7t2shb/global_online

Media Contact:

Research and Markets

Laura Wood, Senior Manager

[email protected]

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