Casual Gaming Market Size, Share & Growth Analysis By Platform (Smartphones & Tablets, PC/Laptops, Consoles, Cloud & Web-Based), By Gaming Type (Puzzle & Match-3 Games, Arcade & Hyper-Casual, Card & Board Games), By Monetization Model (In-App Purchases, Advertising Revenue, Freemium Model, Subscription-Based, Premium One-Time Purchase, Hybrid Monetization Model), By Users Age Group (Kids (3–12 Years), Teens (13–19 Years), Young Adults (20–35 Years), Adults (36–55 Years), Senior Users (56+ Years)), And Regional Forecast, 2026-2034

  • Category:Information & Communication Technology
  • Published on:Jan 2026
  • Pages:200
  • Formats:
  • Report Code:96305

Report Summary

Eternity Insights has published a new study on Global Casual Gaming Market focusing on key segments and regions. This in-depth research report highlights the market and competitive intelligence across the key segments of the market. The report also considers the impact of COVID-19 on the global Casual Gaming Market.

The report considers 2021-2024 as historic period, 2025 as base year, and 2026-2034 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

Casual Gaming Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid databases such as FACIVA, Hoovers, and other benchmarking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global Casual Gaming Market Size, 2021-2034 (USD Million)

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Global Casual Gaming Market Segmentation:

Casual Gaming Market, By Platform

  • Smartphones & Tablets
  • PC/Laptops
  • Consoles
  • Cloud & Web-Based

Casual Gaming Market, By Gaming Type

  • Puzzle & Match-3 Games
  • Arcade & Hyper-Casual
  • Card & Board Games
  • Simulation Casual Games
  • Word & Trivia Games
  • Casino & Social Casino
  • Idle / Clicker Games

Casual Gaming Market, By Monetization Model

  • In-App Purchases
  • Advertising Revenue
  • Freemium Model
  • Subscription-Based
  • Premium One-Time Purchase
  • Hybrid Monetization Model

Casual Gaming Market, By Users Age Group

  • Kids (3–12 Years)
  • Teens (13–19 Years)
  • Young Adults (20–35 Years)
  • Adults (36–55 Years)
  • Senior Users (56+ Years)

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Geographically, the market is categorized into five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Casual Gaming market in terms of demand generation. The Casual Gaming market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Casual Gaming market for below listed countries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global Casual Gaming Market Taxonomy:

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Global Casual Gaming Market Competitive Landscape

The global Casual Gaming market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Tencent
  • ByteDance
  • NetEase
  • King (Candy Crush)
  • Zynga
  • Playrix
  • Supercell (Casual-Hybrid)
  • Rovio
  • Outfit7
  • Miniclip
  • Jam City
  • Peak Games
  • Playtika
  • Scopely
  • FunPlus
  • Voodoo
  • Century Games
  • Other Players of Specific Interest can be added based on the requirement

Market Segmentation

Report Attributes Details
The market size value in 2025 USD XX.XX Million
CAGR (2026 - 2034) XX.XX %
The Revenue forecast in 2034 USD XX.XX Million
Base year for estimation 2025
Historical data 2021-2024
Forecast period 2026-2034
Quantitative units
  • Revenue in USD Million
  • CAGR from 2026 to 2034
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Platform Outlook, Users Age Group Outlook, Regional Outlook
By Platform Outlook Smartphones & Tablets, PC/Laptops, Consoles, Cloud & Web-Based
By Users Age Group Outlook Kids (3–12 Years), Teens (13–19 Years), Young Adults (20–35 Years), Adults (36–55 Years), Senior Users (56+ Years)
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled Tencent, ByteDance, NetEase, King (Candy Crush), Zynga, Playrix, Supercell (Casual-Hybrid), Rovio, Outfit7, Miniclip, Jam City, Peak Games, Playtika, Scopely, FunPlus, Voodoo, Century Games
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stakeholders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic and non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

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