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Global Puzzle Video Game Market by Type (One-time Billing, Free for Charge), By Application (Private Computer, Mobile Phone, Game Console) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: SS-9898
  • Author: Up Market Research
  • Rating: 4.9
  • Total Reviews: 94
  • No. Of Pages: 223
  • Format:
  • Pub. Date: 2021-04-04
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The Global Puzzle Video Game Market size is expected to grow at a CAGR of 6.5% during the forecast period (from 2021-2028). The increasing number of mobile phones and tablets in developing countries, coupled with the rise in internet connectivity, has led to an increase in the popularity of puzzle games. In addition, due to increased participation from women gamers who typically prefer puzzles over other types of games, there has been a growing demand for such games globally.

 

Puzzle Video Games are a subgenre of puzzle games. They typically involve the player figuring out how to solve puzzles or challenges by applying logic and intuition to various clues, objects, and features. Puzzles can be divided into numerous categories such as: classic (i.e., Rubik's cube), word completion/cryptic crossword style (e.g., Boggle) number placement problem solving (e.g., Sudoku), sliding block puzzles (aka Tetris).

 

On the basis of Types, the market is segmented into Free for Charge and One-time Billing.

 

Free for Charge Puzzle Video Game:

A free-for-charge puzzle video game is a type of computer or mobile game that you can play without paying anything. There are some restrictions like in-game ads or other types of limitations.

 

One-time Billing Puzzle Video Game:

One-time billing is a one-time payment for the purchase of an item. The price to buy this type of puzzle video game from developers, publishers, or digital distribution platforms usually ranges between $0 and $100. This type of software needs players to pay in advance before playing, which means they do not have any access to content until their payment has been successfully confirmed by the system.

 

On the basis of Application, the market is segmented into Private Computers, Mobile Phones, Game Console.

 

Private Computers:

The most common use of puzzle video games in private computers is to develop cognitive skills and stimulate the player’s brain. They are also used as a therapeutic activity for those who are experiencing mental or emotional difficulties, such as depression. The game helps them escape from their problems by focusing on solving puzzles within an imaginary world.

 

Mobile Phones:

Puzzle video games are popular on mobile phones because of the convenience and accessibility of these devices. Due to their ease of playing, puzzle video game apps provide a user-friendly experience that can be enjoyed anywhere at any time. In addition, due to the popularity of social media platforms such as Facebook (FB), people have become accustomed to being able to play individualized puzzles while they communicate with friends via messages or chats on these networks.

 

Game Consoles:

One-time Billing: Puzzle video games for game consoles are purchased at a one-time fee. This is the most common form of puzzle video game and it caters to all age groups.

Free For Charge: In this case, players need not pay any charge either one-time or recurring. It has been observed that puzzles like Tetris have taken up this model since they do not require high maintenance cost owing to its mechanics which does not give rise to more than two levels of playing depth while there are complex puzzlers with many layers who would incur an increase in running costs over time as new content was added or upgraded.

 

On the basis of Region, the market is segmented into North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The Asia Pacific is the largest market for puzzle video games followed by North America owing to its large population base and availability of advanced electronic gadgets in countries like China and India which have led to an increase in penetration of puzzles on smartphones as well as gaming consoles with a rising inclination towards downloading free content.

Europe has emerged as the fastest-growing market when compared to other regions due to high adoption rates across developed markets such as Germany, Spain, or France where online gaming platforms are popular among gamers who want more than just one-time fee payment models. In this region, there has also been an exponential growth in awareness about puzzle games through digital media channels which helped raise their popularity.

 

Growth Factors For The Global Puzzle Video Game Market:

Increase in disposable income and technological advances, which lead to an increase in demand for digital content such as mobile apps or games. The emergence of new types of puzzles that are more complex than conventional puzzles like Sudoku, Shikaku, and Kakuro. These newer types of puzzles have created a need among users who want to improve their mental performance by actively solving difficult problems.

Puzzles with no less than 100 pieces can be found on different platforms including Facebook and YouTube channels where people share tips on how to solve them quickly without using any hints provided within the app itself. This creates a demand among these gamers who seek challenging brain teasers.

 


Up Market Research published a new report titled “Puzzle Video Game Market research report which is segmented by Types (One-time Billing, Free for Charge), By Applications (Private Computer, Mobile Phone, Game Console), By Players/Companies Tencent Games, Fireproof Games, IDreamSky, NetEase Games, Happy Elements, Leiting Games, CottonGame, No Brakes Games, Valve, Rusty Lake, Onyx Lute”. 

 

Report Scope

Report Attributes Report Details
Report Title Puzzle Video Game Market Research Report
By Type One-time Billing, Free for Charge
By Application Private Computer, Mobile Phone, Game Console
By Companies Tencent Games, Fireproof Games, IDreamSky, NetEase Games, Happy Elements, Leiting Games, CottonGame, No Brakes Games, Valve, Rusty Lake, Onyx Lute
Regions Covered North America, Europe, APAC, Latin America, MEA
Base Year 2020
Historical Year 2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year 2028
Number of Pages 223
Number of Tables & Figures 157
Customization Available Yes, the report can be customized as per your need.
 

The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.


Global Puzzle Video Game Industry Outlook
 

Global Puzzle Video Game Market Report Segments:

The market is segmented by Type One-time Billing, Free for Charge and By Application Private Computer, Mobile Phone, Game Console.

 

Some of the companies that are profiled in this report are:

  1. Tencent Games
  2. Fireproof Games
  3. IDreamSky
  4. NetEase Games
  5. Happy Elements
  6. Leiting Games
  7. CottonGame
  8. No Brakes Games
  9. Valve
  10. Rusty Lake
  11. Onyx Lute
 

Puzzle Video Game Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.

 

Key Benefits for Industry Participants & Stakeholders:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Puzzle Video Game Market
 

Overview of the regional outlook of the Puzzle Video Game Market:

Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.


Puzzle Video Game Market Overview
 

Highlights of The Puzzle Video Game Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Puzzle Video Game Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
  6. By Type:

                1. One-time Billing

                2. Free for Charge

       7. By Application:

                1. Private Computer

                2. Mobile Phone

                3. Game Console

  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.
 

We have studied the Puzzle Video Game Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.

 

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Puzzle Video Game Market Statistics
 

Reasons to Purchase the Puzzle Video Game Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Puzzle Video Game Market Overview
   4.1 Introduction 
      4.1.1 Market Taxonomy 
      4.1.2 Market Definition 
      4.1.3 Macro-Economic Factors Impacting the Market Growth 
   4.2 Puzzle Video Game Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Puzzle Video Game Market - Supply Chain Analysis 
      4.3.1 List of Key Suppliers 
      4.3.2 List of Key Distributors 
      4.3.3 List of Key Consumers 
   4.4 Key Forces Shaping the Puzzle Video Game Market 
      4.4.1 Bargaining Power of Suppliers 
      4.4.2 Bargaining Power of Buyers 
      4.4.3 Threat of Substitution 
      4.4.4 Threat of New Entrants 
      4.4.5 Competitive Rivalry 
   4.5 Global Puzzle Video Game Market Size & Forecast, 2018-2028 
      4.5.1 Puzzle Video Game Market Size and Y-o-Y Growth 
      4.5.2 Puzzle Video Game Market Absolute $ Opportunity 


Chapter 5 Global Puzzle Video Game Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Puzzle Video Game Market Size Forecast by Type
      5.2.1 One-time Billing
      5.2.2 Free for Charge
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Puzzle Video Game Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Puzzle Video Game Market Size Forecast by Applications
      6.2.1 Private Computer
      6.2.2 Mobile Phone
      6.2.3 Game Console
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Puzzle Video Game Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Puzzle Video Game Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Puzzle Video Game Analysis and Forecast
   9.1 Introduction
   9.2 North America Puzzle Video Game Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Puzzle Video Game Market Size Forecast by Type
      9.6.1 One-time Billing
      9.6.2 Free for Charge
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Puzzle Video Game Market Size Forecast by Applications
      9.10.1 Private Computer
      9.10.2 Mobile Phone
      9.10.3 Game Console
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Puzzle Video Game Analysis and Forecast
   10.1 Introduction
   10.2 Europe Puzzle Video Game Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Puzzle Video Game Market Size Forecast by Type
      10.6.1 One-time Billing
      10.6.2 Free for Charge
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Puzzle Video Game Market Size Forecast by Applications
      10.10.1 Private Computer
      10.10.2 Mobile Phone
      10.10.3 Game Console
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Puzzle Video Game Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Puzzle Video Game Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Puzzle Video Game Market Size Forecast by Type
      11.6.1 One-time Billing
      11.6.2 Free for Charge
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Puzzle Video Game Market Size Forecast by Applications
      11.10.1 Private Computer
      11.10.2 Mobile Phone
      11.10.3 Game Console
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Puzzle Video Game Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Puzzle Video Game Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Puzzle Video Game Market Size Forecast by Type
      12.6.1 One-time Billing
      12.6.2 Free for Charge
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Puzzle Video Game Market Size Forecast by Applications
      12.10.1 Private Computer
      12.10.2 Mobile Phone
      12.10.3 Game Console
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Puzzle Video Game Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Puzzle Video Game Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Puzzle Video Game Market Size Forecast by Type
      13.6.1 One-time Billing
      13.6.2 Free for Charge
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Puzzle Video Game Market Size Forecast by Applications
      13.10.1 Private Computer
      13.10.2 Mobile Phone
      13.10.3 Game Console
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Puzzle Video Game Market: Competitive Dashboard
   14.2 Global Puzzle Video Game Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Tencent Games
      14.3.2 Fireproof Games
      14.3.3 IDreamSky
      14.3.4 NetEase Games
      14.3.5 Happy Elements
      14.3.6 Leiting Games
      14.3.7 CottonGame
      14.3.8 No Brakes Games
      14.3.9 Valve
      14.3.10 Rusty Lake
      14.3.11 Onyx Lute
Segments Covered in the Report
The global Puzzle Video Game market has been segmented based on

By Types
  • One-time Billing
  • Free for Charge
By Applications
  • Private Computer
  • Mobile Phone
  • Game Console
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Tencent Games
  • Fireproof Games
  • IDreamSky
  • NetEase Games
  • Happy Elements
  • Leiting Games
  • CottonGame
  • No Brakes Games
  • Valve
  • Rusty Lake
  • Onyx Lute

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