Online Casual Games Market Size and Share

Online Casual Games Market (2026 - 2031)
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Online Casual Games Market Analysis by Mordor Intelligence

The online casual games market was valued at USD 22.68 billion in 2026 and is projected to reach USD 29.51 billion in 2031, translating into a 5.41% CAGR over the forecast period. This expansion underscores a strategic pivot from single-channel monetization toward hybrid models that blend in-app purchases with rewarded advertising, a mix that captures discretionary micro-spends while preserving free access for price-sensitive users. Rising 5G coverage, sovereign investment funds that underwrite local studio formation, and privacy rules that push publishers toward first-party data loops collectively reinforce the sector’s resilience. Regulatory pressure on loot-box mechanics is steering design toward transparent battle-pass systems that stabilize lifetime value, while direct-to-consumer web shops in Europe are compressing platform fees and boosting average revenue per paying user. Competitive dynamics remain fluid because cross-platform engines have reduced development costs to the point where teams of three or four can launch globally polished titles.

Key Report Takeaways

  • By monetization model, in-app purchases led with 38.19% of revenue in 2025, while hybrid monetization is projected to advance at a 5.89% CAGR to 2031. 
  • By platform, smartphones accounted for 72.11% of the online casual games market share in 2025 and are forecast to grow at a 6.16% CAGR through 2031. 
  • By age group, the 18-35 cohort accounted for 46.29% of revenue in 2025, while the under-18 segment is set to expand at a 5.58% CAGR during the outlook period. 
  • By geography, Asia Pacific accounted for 35.48% of revenue in 2025, while the Middle East is expected to post the fastest CAGR of 5.92% through 2031.

Note: Market size and forecast figures in this report are generated using Mordor Intelligence’s proprietary estimation framework, updated with the latest available data and insights as of January 2026.

Segment Analysis

By Monetization Model: Hybrid Adoption Leads Growth

Hybrid frameworks now sit at the vanguard of the online casual games market, expanding at a 5.89% CAGR through 2031. In-app purchases maintained a 38.19% share of 2025 revenue, sustained by franchises like Candy Crush Saga, yet their share is gradually ceding ground to approaches that combine micro-transactions, rewarded ads, and optional USD 4.99 monthly passes. Roblox’s USD 919 million Q3 2024 revenue illustrates how layered models can monetize both free users and high spenders.[2]Roblox Corporation, “Q3 2024 Earnings,” roblox.com Rewarded videos act as a safety valve, letting non-payers progress without hard locks and keeping retention high enough to convert a minority into payers. The online casual games market for subscription-driven word and puzzle titles is modest today, but is projected to expand as players seek ad-free convenience.

Hybrid design also buffers developers against privacy-related swings in user acquisition efficiency. When attribution visibility narrows, teams lean on engagement loops rather than precision targeting, a hedge that has gained salience since Apple’s privacy changes. Small starter packs priced at USD 0.99 amplify initial conversion by reducing sticker shock, while battle passes introduce predictable revenue arcs over four-week cycles. Paid-only apps are relegated to niche board-game adaptations because free alternatives and rapid content inflation discourage upfront fees.

Online Casual Games Market: Market Share by Monetization Model
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By Platform: Smartphones Remain the Center of Gravity

Smartphones generated 72.11% of 2025 spending and are forecast to grow at 6.16% annually, ensuring mobile remains the backbone of the online casual games market. Sensor Tower logged 1.93 billion Southeast Asian downloads in Q1 2025, underscoring mobile’s gravitational pull. Tablets appeal to younger learners, especially under-18s, who use 10-inch screens for gamified lessons, yet replacement cycles stretch well beyond those of smartphones. Browser-based experiences are re-emerging because WebGL enables near-native performance without installing apps, and Europe’s Digital Markets Act removed distribution friction by forcing Apple and Google to tolerate alternative app stores.

Cross-platform engines further soften platform boundaries by letting studios export a single build to iOS, Android, and WebGL. Roblox’s October 2024 PlayStation launch raised quarterly engagement hours to 18.7 billion, proving that device-agnostic inventories deepen networks and extend play sessions. The online casual games market on PCs and browsers is smaller but growing steadily in idle genres, where players keep tabs open during work hours. Carrier billing and e-wallets, dominant in Indonesia and other emerging economies, cement the smartphone’s lead by simplifying micro-payments unavailable on desktop storefronts.

By Age Group: Under-18s Accelerate, Adults Still Monetize Most

The under-18 cohort is poised for a 5.58% CAGR, driven by parental acceptance of gaming as an educational tool and a screen-time management tool. Age-gated storefronts and family-sharing functions reduce purchase friction, making it easier for minors to secure permissioned access to USD 0.99 booster packs. Adults aged 18-35 retained 46.29% of 2025 revenue, leveraging higher disposable income and mobile immersion during commutes. As this group continues to dominate in engagement minutes, it shapes update cadences and live-ops calendars across the online casual games market.

Players aged 36-50 gravitate toward asynchronous puzzle loops, valuing pause-friendly mechanics that fit around work obligations. Those above 50 represent the smallest but highest-spending slice, averaging more than USD 20 per paying user each month in social casino formats, a segment that often surpasses youthful cohorts in monetization density. Upcoming European rules requiring real-money equivalents for virtual currencies may alter the offerings for minors, but developers are already piloting separate cosmetic-only stores to pre-empt compliance mandates. Overall, demographic diversification cushions revenue volatility and ensures steady gains for the online casual games industry.

Online Casual Games Market: Market Share by Age Group
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Geography Analysis

Asia Pacific commanded 35.48% of spending in 2025, anchored by China’s partial regulatory thaw that cleared NetEase to launch Marvel Rivals and helped Tencent post CNY 51.8 billion (USD 7.3 billion) in Q3 2024 gaming revenue. Southeast Asia’s 1.93 billion Q1 2025 downloads and USD 625 million in receipts highlight the potential unlocked by inexpensive Android devices and carrier billing integrations. India’s rural teledensity is 58.8%, compared with 125.3% in urban areas, so metropolitan gamers stream high-fidelity titles, while villagers gravitate toward lightweight downloadable games that cache assets locally. Japan and South Korea remain revenue-dense but slower-growing, the latter setting a template for alternative payment models after passing its in-app billing choice legislation in 2024.

The Middle East is on course for a 5.92% CAGR, powered by Saudi Arabia’s USD 38 billion gaming investment program and its USD 4.9 billion Scopely acquisition. Vision 2030 targets USD 13.3 billion in gaming GDP contribution, supported by the Qiddiya Gaming District and Dubai’s 10-year Gaming Visa. With 420 million Arabic speakers worldwide, the addressable pool for localized titles is vast, and AI-driven asset generation now compresses translation costs enough for mid-tier studios to pursue the opportunity. Africa’s emerging markets lag due to smartphone affordability and fragmented payment rails, but mobile money services such as M-Pesa are widening the funnel in East Africa.

North America and Europe collectively delivered roughly 45% of 2025 revenue. The United States still leads on absolute spend, though growth tapers as CPI inflation meets Apple’s privacy policy constraints. Canada and Mexico expand faster, with Mexico’s 50 million gamers serving as a gateway into Spanish-speaking South America. Europe’s Digital Markets Act is already shifting spend to web shops that bypass 30% platform fees, boosting average revenue per paying user by as much as 18% without raising prices.[3]European Commission, “Digital Markets Act Gatekeeper Designations,” ec.europa.eu Germany and Belgium’s loot-box prohibitions accelerate cosmetic-only monetization, forcing studios to maintain region-specific builds but also smoothing retention by removing perceived pay-to-win features.

Online Casual Games Market CAGR (%), Growth Rate by Region
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Competitive Landscape

Roughly 40% of global revenue resides with the top 10 publishers, confirming moderate concentration that still leaves room for breakout hits. Tencent’s Honor of Kings now clears 100 million daily actives, yet the publisher wrestles with mounting acquisition costs and Chinese regulatory oversight. NetEase leverages Marvel Rivals to court Western audiences while offsetting domestic license bottlenecks. Microsoft integrated King into the Xbox Game Pass framework after finalizing its USD 68.7 billion Activision Blizzard deal, but Candy Crush revenue, while sturdy at USD 727 million in Q3 2024, grows only in single digits. 

Voodoo, having surpassed 7 billion lifetime downloads, pivots toward hybrid-casual models that extend 30-day retention by layering meta-progression loops on traditionally throwaway mechanics. White-space opportunities cluster around older demographics, underserved languages, and fragmented payment terrains. The over-50 cohort’s willingness to pay USD 20 per month for social casino titles remains largely unmet by mainstream publishers. The 420 million-strong Arabic audience still has limited catalogue depth, and Latin America’s mélange of carrier billing, e-wallets, and cash vouchers rewards studios that localize checkout flows for Mercado Pago or OXXO.

 AI-powered creative pipelines compress cost-per-install by up to 35%, allowing nimble indie teams to iterate 50-100 ad variants a week and outmaneuver slower, committee-bound corporations. Roblox’s user-generated economy, which paid developers USD 1.2 billion over the year to Q3 2024, redefines competition by turning players into creators and lowering the platform owner's content acquisition risk.

Online Casual Games Industry Leaders

  1. Zynga Inc.

  2. Microsoft Corporation

  3. Konami Digital Entertainment

  4. Apple Inc.

  5. Ubisoft Entertainment SA

  6. *Disclaimer: Major Players sorted in no particular order
Online Casual Games Market  Concentration
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Recent Industry Developments

  • September 2025: Roblox unveiled its 4D Generative AI at RDC, allowing creators to generate fully functional, scripted, interactive objects and to translate real-time voice into natural language.
  • September 2025: Savvy Games Group’s subsidiary Scopely acquired Niantic’s game business for USD 3.5 billion, integrating AR and geolocation expertise to expand its global mobile presence.
  • June 2025: Epic Games launched mobile "Webshops" and a 0% store fee for the first USD 1 million in annual revenue to help developers bypass mobile platform commissions.
  • February 2025: Qualcomm enabled Snapdragon “Game Super Resolution” for WebGL, cutting average frame times 18% in browser sessions.

Table of Contents for Online Casual Games Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Growing 5G Smartphone Penetration Accelerating Mobile Gaming Adoption
    • 4.2.2 Expansion of Reward-Based Advertising Networks Boosting Casual Titles Monetization
    • 4.2.3 Cloud-Streaming Integration Lowering Hardware Barriers in Southeast Asia
    • 4.2.4 Cross-Platform Engines (Unity, Unreal) Slashing Dev Costs for Indie Studios
    • 4.2.5 Direct-to-Consumer Web Shops Reducing Platform Fees and Increasing ARPU in Europe
    • 4.2.6 AI-Powered Creative Optimization Lowering CPI for Hyper-Casual Titles in MENA
  • 4.3 Market Restraints
    • 4.3.1 Stringent Loot-Box Regulations in Germany and Belgium
    • 4.3.2 Latency Issues in Rural India Hindering Cloud-Casual Adoption
    • 4.3.3 Rising Energy Costs Increasing Server Opex for Ad-Supported Web Casual Games
    • 4.3.4 ATT Privacy Changes Compressing Attribution Data for Mid-Tier Publishers
  • 4.4 Industry Value Chain Analysis
  • 4.5 Impact of Macroeconomic Factors on the Market
  • 4.6 Regulatory Outlook
  • 4.7 Technological Outlook
  • 4.8 Porter’s Five Forces Analysis
    • 4.8.1 Bargaining Power of Suppliers
    • 4.8.2 Bargaining Power of Buyers
    • 4.8.3 Threat of New Entrants
    • 4.8.4 Threat of Substitute Products
    • 4.8.5 Intensity of Competitive Rivalry

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Monetization Model
    • 5.1.1 Advertising
    • 5.1.2 In-App Purchase
    • 5.1.3 Paid App
  • 5.2 By Platform
    • 5.2.1 Smartphone
    • 5.2.2 Tablet
    • 5.2.3 PC / Web
  • 5.3 By Age Group
    • 5.3.1 Below 18 Years
    • 5.3.2 18-35 Years
    • 5.3.3 36-50 Years
    • 5.3.4 Above 50 Years
  • 5.4 By Geography
    • 5.4.1 North America
    • 5.4.1.1 United States
    • 5.4.1.2 Canada
    • 5.4.1.3 Mexico
    • 5.4.2 South America
    • 5.4.2.1 Brazil
    • 5.4.2.2 Argentina
    • 5.4.2.3 Rest of South America
    • 5.4.3 Europe
    • 5.4.3.1 Germany
    • 5.4.3.2 United Kingdom
    • 5.4.3.3 France
    • 5.4.3.4 Italy
    • 5.4.3.5 Spain
    • 5.4.3.6 Rest of Europe
    • 5.4.4 Asia Pacific
    • 5.4.4.1 China
    • 5.4.4.2 Japan
    • 5.4.4.3 South Korea
    • 5.4.4.4 India
    • 5.4.4.5 Rest of Asia Pacific
    • 5.4.5 Middle East and Africa
    • 5.4.5.1 Middle East
    • 5.4.5.1.1 United Arab Emirates
    • 5.4.5.1.2 Saudi Arabia
    • 5.4.5.1.3 Turkey
    • 5.4.5.1.4 Rest of Middle East
    • 5.4.5.2 Africa
    • 5.4.5.2.1 South Africa
    • 5.4.5.2.2 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products & Services, and Recent Developments)
    • 6.4.1 Tencent Holdings Ltd.
    • 6.4.2 Activision Blizzard Inc.
    • 6.4.3 King Digital Entertainment Plc
    • 6.4.4 Playrix Holding Ltd.
    • 6.4.5 Zynga Inc.
    • 6.4.6 Moon Active Ltd.
    • 6.4.7 Ubisoft Entertainment SA
    • 6.4.8 Microsoft Corporation
    • 6.4.9 Apple Inc.
    • 6.4.10 Konami Digital Entertainment
    • 6.4.11 Sega Corporation
    • 6.4.12 Sony Interactive Entertainment
    • 6.4.13 Nintendo Co., Ltd.
    • 6.4.14 Bandai Namco Entertainment Inc.
    • 6.4.15 Rovio Entertainment Corporation
    • 6.4.16 NetEase Games
    • 6.4.17 Supercell Oy
    • 6.4.18 Miniclip SA
    • 6.4.19 Roblox Corporation
    • 6.4.20 Scopely, Inc.
    • 6.4.21 Voodoo SAS
    • 6.4.22 Playtika Holding Corp.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Research Methodology Framework and Report Scope

Market Definitions and Key Coverage

Our study defines the online casual games market as all gross revenue earned from browser-based or downloadable games that feature simple mechanics, short session loops, and wide age appeal, played on smartphones, tablets, PCs, or lightweight web portals. Revenue streams counted include in-app purchases, reward or display advertising, and one-time paid downloads; regional taxes and platform fees are netted out to keep figures comparable.

Scope Exclusion: Esports tournaments, premium console titles, hardcore PC client games, and gaming hardware are intentionally left outside the sizing.

Segmentation Overview

  • By Monetization Model
    • Advertising
    • In-App Purchase
    • Paid App
  • By Platform
    • Smartphone
    • Tablet
    • PC / Web
  • By Age Group
    • Below 18 Years
    • 18-35 Years
    • 36-50 Years
    • Above 50 Years
  • By Geography
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Rest of South America
    • Europe
      • Germany
      • United Kingdom
      • France
      • Italy
      • Spain
      • Rest of Europe
    • Asia Pacific
      • China
      • Japan
      • South Korea
      • India
      • Rest of Asia Pacific
    • Middle East and Africa
      • Middle East
        • United Arab Emirates
        • Saudi Arabia
        • Turkey
        • Rest of Middle East
      • Africa
        • South Africa
        • Rest of Africa

Detailed Research Methodology and Data Validation

Primary Research

Mordor analysts interviewed casual-game developers, ad-tech network managers, user-acquisition specialists, and regionally diverse players to verify average revenue per daily active user, seasonality impact, and regulation risk. These conversations filled data gaps and helped refine assumptions before totals were frozen.

Desk Research

Analysts collected baseline inputs from high-integrity public domains such as ITU mobile-subscriber data, GSMA Intelligence 5G coverage maps, national telecom regulators, and app-economy trade groups. Storefront leader boards from Google Play and the Apple App Store, Sensor Tower public dashboards, and press releases supplied indicative install counts and monetization patterns. Paid databases, including D&B Hoovers for publisher financials and Questel for patent filings, clarified revenue splits, launch pipelines, and platform fee structures. This list is illustrative; many other open and subscription sources supported the desk work.

Second-round validation tapped company filings, investor presentations, and technology journalism to catch product pivots, privacy-policy changes, and ad-pricing swings, ensuring no early signal was missed.

Market-Sizing & Forecasting

The top-down build starts with each country's active-smartphone base, multiplies it by casual-gamer penetration and monetized ARPU to generate a gross demand pool, which is then reconciled with sampled publisher revenue and ad-impression volumes for a directional bottom-up check. Key variables include smartphone installed base, daily playtime minutes, ad fill rates, IAP conversion, regional GDP per capita, and platform commission. Five-year forecasts employ multivariate regression that links ARPU and penetration to those drivers, followed by scenario stress tests our experts discussed during interviews.

Data Validation & Update Cycle

Every model passes peer review, variance thresholds are flagged, and outliers trigger a re-contact with sources. Reports refresh yearly, with interim patches when platform policy, taxation, or privacy shifts materially alter revenue pathways.

Why Mordor's Online Casual Games Baseline Earns Trust

Published estimates often differ because firms select unique scope boundaries, revenue filters, and refresh cadences. Understanding these levers helps buyers judge credibility.

Key gap drivers include whether advertising revenue is included, if hyper-casual downloads are blended with casual, and the currency year used for conversion. Some studies rely on questionnaire extrapolations or narrow geography, while Mordor's model ties directly to observable device counts and cross-checked publisher take-rates.

Benchmark comparison

Market SizeAnonymized sourcePrimary gap driver
USD 20.57 B (2025) Mordor Intelligence-
USD 24.80 B (2024) Global Consultancy AIncludes mobile ads plus casual casino, limited publisher validation
USD 19.48 B (2023) Regional Consultancy BRolls forward historic growth, excludes browser play
USD 3.22 B (2024) Trade Journal CCovers only IAP for puzzle and card genres

These comparisons show that by aligning scope to genuine monetization streams and by testing inputs against both public statistics and direct stakeholder insight, our baseline offers decision-makers a balanced, transparent reference point.

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Key Questions Answered in the Report

How large is the online casual games market today, and what CAGR is expected?

The online casual games market stands at USD 22.68 billion in 2026 and is projected to grow at a 5.41% CAGR, reaching USD 29.51 billion by 2031.

Which platform contributes most to spending on online casual titles?

Smartphones generate 72.11% of 2025 revenue and are projected to expand at a 6.16% CAGR, keeping mobile firmly in the lead.

What monetization mix is gaining the most traction with players?

Hybrid frameworks that blend in-app purchases, rewarded ads, and optional subscriptions are advancing at a 5.89% CAGR, outpacing single-stream models.

Which region is forecast to grow fastest in casual gaming through 2031?

The Middle East is expected to post a 5.92% CAGR, fueled by Saudi Arabia’s USD 38 billion commitment to gaming infrastructure and studio investment.

How are privacy changes on iOS affecting user-acquisition strategy?

Apple’s aggregated attribution reduces post-install visibility by up to 60%, prompting mid-tier publishers to reallocate 25-35% of their budgets to organic growth channels.

What demographic shows the highest spend per user in casual games?

Players over 50 years old, especially in social casino formats, spend an average of more than USD 20 per paying user per month, the highest among age groups.

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