In 2024, Empires & Puzzles: Dragon Dawn was Zynga's most popular app with approximately 147 million U.S. dollars in revenues across the Apple App Store and Google Play worldwide. However, the social casino title was not the most-downloaded Zynga title of the year — this honor went to CSR 2 - Realistic Drag Racing.
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The casual games market is experiencing robust growth, driven by the increasing accessibility of mobile devices and the rising popularity of short, engaging gameplay experiences. The market's size in 2025 is estimated at $15 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 12% from 2025 to 2033. This significant expansion is fueled by several key factors. Firstly, the free-to-play model, supported by in-app purchases and advertising, has broadened the market's reach and lowered the barrier to entry for players. Secondly, continuous innovation in game mechanics, coupled with advancements in mobile technology, keeps the casual gaming landscape fresh and exciting. Finally, the diverse range of game genres within the casual gaming sector, including match-3, puzzle, card, and board games, caters to a broad spectrum of player preferences and ensures sustained engagement. The market’s regional distribution sees North America and Europe currently dominating, though the Asia-Pacific region is poised for significant growth driven by increasing smartphone penetration and expanding internet access. The continued growth of the casual games market, however, faces some challenges. Increasing competition among developers necessitates continuous innovation and investment in marketing and user acquisition. Furthermore, evolving player preferences and the saturation of the app stores present obstacles to sustained growth. The market’s segmentation by game type and application (online vs. standalone) reveals varying growth trajectories. Match-3 and puzzle games continue to dominate, but the rise of hyper-casual games and innovative card and board game adaptations are creating new opportunities. Understanding these dynamic trends and effectively navigating competitive pressures will be critical for developers aiming to succeed in this thriving yet challenging market.
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[Keywords] Market include Aristocrat, Caesars Entertainment Corporation, Zynga, SG Digital, International Game Technology
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[Keywords] Market include GigaMedia Limited, HandyGames, Square Enix, Activison Blizzard, DeNA Co. Ltd.
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Get the sample copy of Smart Phone Games Market Report 2025 (Global Edition) which includes data such as Market Size, Share, Growth, CAGR, Forecast, Revenue, list of Smart Phone Games Companies (Activision Blizzard, Electronic Arts Inc, Gameloft, Glu Mobile, GungHo Online Entertainment, Kabam Inc, King Digital Entertainment plc, Rovio Entertainment Ltd, Supercell, Zynga, Netmarble Games, Colopl, CyberAgent, DeNA), Market Segmented by Type (Action Game, Adventure Game, Card Game, Sport Game, RPG Game, Other), by Application (Apple, Windows, Android)
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The global social casino market is experiencing robust growth, projected to reach $11.86 billion in 2025, exhibiting a Compound Annual Growth Rate (CAGR) of 7.7% from 2019 to 2033. This expansion is driven by several key factors. The increasing accessibility of smartphones and mobile internet, coupled with the rising popularity of casual gaming and free-to-play models, fuels significant user acquisition. Furthermore, the integration of social features, such as leaderboards and in-game social interaction, enhances player engagement and retention, fostering a highly lucrative market for developers. The market's success also stems from continuous innovation in game mechanics, graphics, and the introduction of new game titles that cater to evolving player preferences. The appeal of social casino games lies in their ability to offer an entertaining and accessible gambling-like experience without the financial risks associated with real-money gambling, making it attractive to a wide demographic. The market segmentation reveals a strong preference for casual and free-to-play games within the social casino sector. While the "toll" (paid) segment represents a smaller portion, its growth potential should not be underestimated as premium features and exclusive content continue to appeal to a subset of players. Geographic distribution reveals a significant market presence in North America and Europe, with strong growth expected in the Asia-Pacific region driven by increasing smartphone penetration and a burgeoning gaming culture. The competitive landscape is dominated by established players such as Zynga, International Game Technology, Scientific Games Corporation, and Caesars Entertainment Corporation, who continuously invest in research and development to maintain their market positions and attract new users. Continued expansion is anticipated as technological advancements further enhance the gaming experience and as regulatory environments evolve.
In 2024, mobile remained the biggest gaming segment worldwide with approximately 92.6 billion U.S. dollars in annual revenues. The console segment ranked second with 51.9 billion U.S. dollars and PC gaming ranked last. Gaming revenue Revenues in the gaming industry are based on three major sources. Hardware, such as consoles, processors, screens, controllers, and other accessories; software, the actual games, as well as in-game purchases and live services. Some of the most important players in the computer and video games publishing market are Sony Computer Entertainment (Japan), Tencent Holdings Limited (China), Microsoft (United States) and Nintendo Company Ltd. (Japan). Traditional console and PC gaming companies may have worldwide name recognition but mobile gaming publishers are no slouches either: Shenzhen Tencent Tianyou Technology Ltd (formerly known as Tencent Mobile Games) generated more than 95 million U.S. dollars in monthly app revenues in September, and the top-ranked mobile game publishers generate revenues worth millions in the double-digits every month. Several mobile gaming publisher have gone from being an indie company to an IPO in just a few years, with Rovio Entertainment, King, and Zynga just being a few examples of the mobile gaming boom in the mid-2010s. Mobile gaming monetization The majority of mobile gaming revenues are generated via smartphones, with tablet devices only accounting for a small share of mobile gaming gross. The average number of in-app purchases per paying user increased across all gaming genres in 2020-2021 as user engagement with gaming soared during the global COVID-19 pandemic. Another survey of mobile gaming developers found that platformers are the highest-monetizing free-to-play genre.
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The global online mobile game market is projected to exhibit a remarkable growth trajectory, with a market size of XXX million in 2025, expanding at a CAGR of XX% over the forecast period of 2025-2033. The increasing adoption of smartphones and the rising popularity of mobile gaming are primarily driving this growth. Additionally, the proliferation of high-speed internet and the availability of affordable data plans are further fueling market expansion. Emerging trends such as augmented reality (AR) and virtual reality (VR) are expected to provide new opportunities for innovation and growth within the market. Major players in the online mobile game market include Tencent, EA, Zynga, King, Take-Two, Sony, Baidu, Alibaba, Facebook, Foxconn, Glu, Nintendo, Bandai Namco, Ubisoft, Sega, Supercell, Rovio, Taito, Frozen Star Studios, Hipster Whale, Activision Blizzard, and others. These companies are continuously investing in developing advanced games with immersive experiences to attract a wider audience. The market is segmented based on type (iOS and Android) and application (entertainment, education, electronic sports, and others). The entertainment segment currently holds the largest market share and is expected to maintain its dominance throughout the forecast period. Asia-Pacific and North America are projected to be the key growth markets due to the presence of a large smartphone user base and a vibrant gaming culture.
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The global social-network game service market is projected to reach USD XX million by 2033, exhibiting a CAGR of XX% during the forecast period (2025-2033). The increasing popularity of social media platforms, coupled with the growing demand for immersive gaming experiences, is driving the market growth. Furthermore, technological advancements, such as virtual reality (VR) and augmented reality (AR), are creating new opportunities for social-network game service providers. The market is segmented into applications (applications, websites, others), types (casual, adventure, competitive, others), companies (Zynga, Wooga, Gameforge, Bigpoint Games, Goodgame Studios, Plinga, Kabam, RockYou), and regions (North America, South America, Europe, Middle East & Africa, Asia Pacific). North America holds a significant market share due to the presence of established gaming companies and a large user base. Asia Pacific is expected to witness the highest growth rate during the forecast period, driven by the increasing penetration of smartphones and internet services in the region. The competitive landscape includes key players such as Zynga, Wooga, and Gameforge, who are investing heavily in research and development to offer innovative gaming experiences and expand their market reach.
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BASE YEAR | 2024 |
HISTORICAL DATA | 2019 - 2024 |
REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
MARKET SIZE 2023 | 18.63(USD Billion) |
MARKET SIZE 2024 | 20.68(USD Billion) |
MARKET SIZE 2032 | 47.72(USD Billion) |
SEGMENTS COVERED | Simulation Type ,Genre ,Target Audience ,Platform ,Regional |
COUNTRIES COVERED | North America, Europe, APAC, South America, MEA |
KEY MARKET DYNAMICS | Rising popularity of immersive experiences Growing demand for personalized content Advancement in artificial intelligence Expansion into mobile platforms Evolving consumer preferences |
MARKET FORECAST UNITS | USD Billion |
KEY COMPANIES PROFILED | Nintendo ,NetEase ,Sony ,TakeTwo Interactive ,Rovio ,Electronic Arts ,Glu Mobile ,Zynga ,Ubisoft ,Microsoft ,Sega ,Paradox Interactive ,Kabam ,Supercell |
MARKET FORECAST PERIOD | 2025 - 2032 |
KEY MARKET OPPORTUNITIES | 1 Virtual Reality Integration 2 Artificial Intelligence 3 CrossPlatform Play 4 Socialization Features 5 UserGenerated Content |
COMPOUND ANNUAL GROWTH RATE (CAGR) | 11.01% (2025 - 2032) |
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BASE YEAR | 2024 |
HISTORICAL DATA | 2019 - 2024 |
REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
MARKET SIZE 2023 | 205.18(USD Billion) |
MARKET SIZE 2024 | 220.98(USD Billion) |
MARKET SIZE 2032 | 400.0(USD Billion) |
SEGMENTS COVERED | Game Genre, Monetization Model, Platform, Player Engagement Type, Regional |
COUNTRIES COVERED | North America, Europe, APAC, South America, MEA |
KEY MARKET DYNAMICS | Mobile penetration growth, Increasing consumer spending, Evolving gaming technologies, Rise of esports, Expansion of monetization models |
MARKET FORECAST UNITS | USD Billion |
KEY COMPANIES PROFILED | Apple, Supercell, Garena, Microsoft, Google, NetEase, Activision Blizzard, Square Enix, Epic Games, Tencent, Riot Games, Zynga, Niantic, Sony, Bandai Namco |
MARKET FORECAST PERIOD | 2025 - 2032 |
KEY MARKET OPPORTUNITIES | Augmented reality game integration, Subscription-based gaming services, Cross-platform multiplayer features, Cloud gaming advancements, Targeting older demographics. |
COMPOUND ANNUAL GROWTH RATE (CAGR) | 7.7% (2025 - 2032) |
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BASE YEAR | 2024 |
HISTORICAL DATA | 2019 - 2024 |
REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
MARKET SIZE 2023 | 3.65(USD Billion) |
MARKET SIZE 2024 | 3.84(USD Billion) |
MARKET SIZE 2032 | 5.76(USD Billion) |
SEGMENTS COVERED | Game Type, Platform, End Use, Demographics, Regional |
COUNTRIES COVERED | North America, Europe, APAC, South America, MEA |
KEY MARKET DYNAMICS | Increased smartphone penetration, Growing popularity of esports, Advancements in gaming technology, Rising disposable income, Expansion of arcade centers |
MARKET FORECAST UNITS | USD Billion |
KEY COMPANIES PROFILED | Activision Blizzard, Namco Bandai, Razer, Microsoft, Square Enix, Epic Games, Nintendo, Valve Corporation, Atari, Gameloft, Sony Interactive Entertainment, Sega, Electronic Arts, Zynga, Konami |
MARKET FORECAST PERIOD | 2025 - 2032 |
KEY MARKET OPPORTUNITIES | Emerging virtual reality experiences, Nostalgia-driven retro gaming, Expansion in mobile arcade units, Integration of esports competitions, Enhanced multiplayer gaming options |
COMPOUND ANNUAL GROWTH RATE (CAGR) | 5.2% (2025 - 2032) |
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BASE YEAR | 2024 |
HISTORICAL DATA | 2019 - 2024 |
REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
MARKET SIZE 2023 | 53.02(USD Billion) |
MARKET SIZE 2024 | 56.89(USD Billion) |
MARKET SIZE 2032 | 100.0(USD Billion) |
SEGMENTS COVERED | Type, Distribution Channel, User Demographics, Application, Regional |
COUNTRIES COVERED | North America, Europe, APAC, South America, MEA |
KEY MARKET DYNAMICS | Growing demand for in-game purchases, Increasing popularity of esports, Expansion of virtual reality applications, Rise of social gaming platforms, Diversification of digital payment methods |
MARKET FORECAST UNITS | USD Billion |
KEY COMPANIES PROFILED | Apple, Bandai Namco Entertainment, Microsoft, Google, Valve, Nexon, Activision Blizzard, Epic Games, Electronic Arts, Tencent, Riot Games, Zynga, Sony, TakeTwo Interactive |
MARKET FORECAST PERIOD | 2025 - 2032 |
KEY MARKET OPPORTUNITIES | Increased gaming adoption, Expansion in esports events, Growth of virtual reality platforms, Rise of social media commerce, Demand for personalized digital assets |
COMPOUND ANNUAL GROWTH RATE (CAGR) | 7.3% (2025 - 2032) |
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In 2024, Empires & Puzzles: Dragon Dawn was Zynga's most popular app with approximately 147 million U.S. dollars in revenues across the Apple App Store and Google Play worldwide. However, the social casino title was not the most-downloaded Zynga title of the year — this honor went to CSR 2 - Realistic Drag Racing.