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PUBLISHER: Coherent Market Insights | PRODUCT CODE: 1708445

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PUBLISHER: Coherent Market Insights | PRODUCT CODE: 1708445

Instant Games Market, By Platform, By Monetization Model, By End User, By Geography

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Global Instant Games Market is estimated to be valued at USD 3.10 Bn in 2025 and is expected to reach USD 7.58 Bn by 2032, growing at a compound annual growth rate (CAGR) of 13.6% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 3.10 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 13.60% 2032 Value Projection: USD 7.58 Bn
Figure. Instant Games Market Share (%), By Region 2025
Instant Games Market - IMG1

The global instant games market has been witnessing significant growth in the recent years. Instant games refer to games that can be instantly played on a digital platform without requiring any download or installation. Factors such as growth of smartphone and internet penetration worldwide, increasing adoption of m-gaming, and preference for instant gratification among gamers are driving the demand for instant games. Moreover, instant games provide an engaging and interactive experience to players without consuming much space on devices. Various game developers are focusing on developing innovative instant games across genres to attract more users. While the market is dominated by social casino games presently, other genres such as casual, arcade, sports and puzzles instant games are expected to gain traction going forward.

Market Dynamics:

The key drivers fueling the growth of the global instant games market include the rising popularity of mobile gaming, increasing adoption of smartphones along with high-speed internet, and preference of gamers for instant accessibility and gratification. Moreover, engagement friendly format and less device resource utilization of instant games is surging their demand. However, concerns around in-app purchases and potential addiction from some instant games is a major restraint. On the positive side, the integration of latest technologies like augmented reality and development of hyper-casual instant games present significant opportunities in the market.

Key features of the study:

This report provides in-depth analysis of the global instant games market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2025-2032), considering 2024 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global instant games market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Electronic Arts (EA), Epic Games, Facebook Gaming, Gameloft, Google, King, NetEase, Niantic, Playtika, Rovio Entertainment, Square Enix, Supercell, Tencent, Ubisoft, and Zynga

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

The global instant games market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global instant games market

Detailed Segmentation-

  • By Platform Insights (Revenue, US$ Bn, 2020 - 2032)
    • Mobile (Smartphones and Tablets)
    • Web-based (PC/Laptop)
    • Social Media (Facebook, Twitter, etc.)
  • By Monetization Model Insights (Revenue, US$ Bn, 2020 - 2032)
    • Free-to-Play (F2P)
    • Pay-to-Play (P2P)
    • Advertising-based
  • By End User Insights (Revenue, US$ Bn, 2020 - 2032)
    • Individual/Casual Gamers
    • Hardcore Gamers
    • Children and Teenagers
    • Adults
  • By Regional Insights (Revenue, US$ Bn, 2020 - 2032)
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Electronic Arts (EA)
    • Epic Games
    • Facebook Gaming
    • Gameloft
    • Google
    • King
    • NetEase
    • Niantic
    • Playtika
    • Rovio Entertainment
    • Square Enix
    • Supercell
    • Tencent
    • Ubisoft
    • Zynga
Product Code: CMI7258

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Global Instant Games Market, By Platform
    • Global Instant Games Market, By Monetization Model
    • Global Instant Games Market, By End User

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Merger and Acquisition Scenario

4. Global Instant Games Market, By Platform, 2025-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2020 - 2032
    • Segment Trends
  • Mobile (Smartphones and Tablets)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)
  • Web-based (PC/Laptop)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)
  • Social media (Facebook, Twitter, etc.)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)

5. Global Instant Games Market, By Monetization Model, 2025-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2020 - 2032
    • Segment Trends
  • Free-to-Play (F2P)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)
  • Pay-to-Play (P2P)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)
  • Advertising-based
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)

6. Global Instant Games Market, By End User, 2025-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2020 - 2032
    • Segment Trends
  • Individual/Casual Gamers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)
  • Hardcore Gamers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)
  • Children and Teenagers
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)
  • Adults
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (US$ Bn)

7. Global Instant Games Market, By Region, 2020 - 2032, Value (US$ Bn)

  • Introduction
    • Market Share (%) Analysis, 2025,2028 & 2032, Value (US$ Bn)
    • Market Y-o-Y Growth Analysis (%), 2020 - 2032, Value (US$ Bn)
    • Regional Trends
  • North America
    • Introduction
    • Market Size and Forecast, By Platform, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (US$ Bn)
  • U.S.
  • Canada
  • Latin America
    • Introduction
    • Market Size and Forecast, By Platform, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (US$ Bn)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Europe
    • Introduction
    • Market Size and Forecast, By Platform, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (US$ Bn)
  • Germany
  • U.K.
  • Spain
  • France
  • Italy
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, By Platform, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (US$ Bn)
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • ASEAN
  • Rest of Asia Pacific
  • Middle East
    • Introduction
    • Market Size and Forecast, By Platform, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (US$ Bn)
  • GCC Countries
  • Israel
  • Rest of Middle East
  • Africa
    • Introduction
    • Market Size and Forecast, By Platform, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020 - 2032, Value (US$ Bn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (US$ Bn)
  • South Africa
  • North Africa
  • Central Africa

8. Competitive Landscape

  • Electronic Arts (EA)
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Epic Games
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Facebook Gaming
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Gameloft
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Google
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • King
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • NetEase
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Niantic
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Playtika
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Rovio Entertainment
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Square Enix
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Supercell
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Tencent
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Ubisoft
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Zynga
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies

9. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. References and Research Methodology

  • References
  • Research Methodology
  • About us
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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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