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Global Casual Strategy Game Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 08, 2026
Length 194 Pages
SKU # APRC20800675

Description

The global Casual Strategy Game market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for Casual Strategy Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for Casual Strategy Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for Casual Strategy Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for Casual Strategy Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of Casual Strategy Game include Arkadium, Microsoft Corporation, Creatiosoft, Nintendo, Roblox and Ubisoft, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for Casual Strategy Game, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Casual Strategy Game, also provides the revenue of main regions and countries. Of the upcoming market potential for Casual Strategy Game, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Casual Strategy Game revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Casual Strategy Game market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for Casual Strategy Game revenue, projected growth trends, production technology, application and end-user industry.

Casual Strategy Game Segment by Company

Arkadium
Microsoft Corporation
Creatiosoft
Nintendo
Roblox
Ubisoft

Casual Strategy Game Segment by Type

Subscription Based
Advertisement Based
In-game Purchases

Casual Strategy Game Segment by Application

Tablet
Smartphone
PC&Laptops
Others

Casual Strategy Game Segment by Region

North America

United States

Canada

Mexico
Europe

Germany

France

U.K.

Italy

Russia

Spain

Netherlands

Switzerland

Sweden

Poland
Asia-Pacific

China

Japan

South Korea

India

Australia

Taiwan

Southeast Asia
South America

Brazil

Argentina

Chile
Middle East & Africa

Egypt

South Africa

Israel

Türkiye

GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Casual Strategy Game market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Casual Strategy Game and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Casual Strategy Game.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of Casual Strategy Game in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of Casual Strategy Game company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Casual Strategy Game revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

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Table of Contents

194 Pages
1 Market Overview
1.1 Product Definition
1.2 Casual Strategy Game Market by Type
1.2.1 Global Casual Strategy Game Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Subscription Based
1.2.3 Advertisement Based
1.2.4 In-game Purchases
1.3 Casual Strategy Game Market by Application
1.3.1 Global Casual Strategy Game Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Tablet
1.3.3 Smartphone
1.3.4 PC&Laptops
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Casual Strategy Game Market Dynamics
2.1 Casual Strategy Game Industry Trends
2.2 Casual Strategy Game Industry Drivers
2.3 Casual Strategy Game Industry Opportunities and Challenges
2.4 Casual Strategy Game Industry Restraints
3 Global Growth Perspective
3.1 Global Casual Strategy Game Market Perspective (2021-2032)
3.2 Global Casual Strategy Game Growth Trends by Region
3.2.1 Global Casual Strategy Game Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Casual Strategy Game Market Size by Region (2021-2026)
3.2.3 Global Casual Strategy Game Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Casual Strategy Game Revenue by Players
4.1.1 Global Casual Strategy Game Revenue by Players (2021-2026)
4.1.2 Global Casual Strategy Game Revenue Market Share by Players (2021-2026)
4.1.3 Global Casual Strategy Game Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Casual Strategy Game Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Casual Strategy Game Key Players Headquarters & Area Served
4.4 Global Casual Strategy Game Players, Product Type & Application
4.5 Global Casual Strategy Game Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Casual Strategy Game Market CR5 and HHI
4.6.3 2025 Casual Strategy Game Tier 1, Tier 2, and Tier 3
5 Casual Strategy Game Market Size by Type
5.1 Global Casual Strategy Game Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Casual Strategy Game Revenue by Type (2021-2032)
5.3 Global Casual Strategy Game Revenue Market Share by Type (2021-2032)
6 Casual Strategy Game Market Size by Application
6.1 Global Casual Strategy Game Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Casual Strategy Game Revenue by Application (2021-2032)
6.3 Global Casual Strategy Game Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Arkadium
7.1.1 Arkadium Company Information
7.1.2 Arkadium Business Overview
7.1.3 Arkadium Casual Strategy Game Revenue and Gross Margin (2021-2026)
7.1.4 Arkadium Casual Strategy Game Product Portfolio
7.1.5 Arkadium Recent Developments
7.2 Microsoft Corporation
7.2.1 Microsoft Corporation Company Information
7.2.2 Microsoft Corporation Business Overview
7.2.3 Microsoft Corporation Casual Strategy Game Revenue and Gross Margin (2021-2026)
7.2.4 Microsoft Corporation Casual Strategy Game Product Portfolio
7.2.5 Microsoft Corporation Recent Developments
7.3 Creatiosoft
7.3.1 Creatiosoft Company Information
7.3.2 Creatiosoft Business Overview
7.3.3 Creatiosoft Casual Strategy Game Revenue and Gross Margin (2021-2026)
7.3.4 Creatiosoft Casual Strategy Game Product Portfolio
7.3.5 Creatiosoft Recent Developments
7.4 Nintendo
7.4.1 Nintendo Company Information
7.4.2 Nintendo Business Overview
7.4.3 Nintendo Casual Strategy Game Revenue and Gross Margin (2021-2026)
7.4.4 Nintendo Casual Strategy Game Product Portfolio
7.4.5 Nintendo Recent Developments
7.5 Roblox
7.5.1 Roblox Company Information
7.5.2 Roblox Business Overview
7.5.3 Roblox Casual Strategy Game Revenue and Gross Margin (2021-2026)
7.5.4 Roblox Casual Strategy Game Product Portfolio
7.5.5 Roblox Recent Developments
7.6 Ubisoft
7.6.1 Ubisoft Company Information
7.6.2 Ubisoft Business Overview
7.6.3 Ubisoft Casual Strategy Game Revenue and Gross Margin (2021-2026)
7.6.4 Ubisoft Casual Strategy Game Product Portfolio
7.6.5 Ubisoft Recent Developments
8 North America
8.1 North America Casual Strategy Game Revenue (2021-2032)
8.2 North America Casual Strategy Game Revenue by Type (2021-2032)
8.2.1 North America Casual Strategy Game Revenue by Type (2021-2026)
8.2.2 North America Casual Strategy Game Revenue by Type (2027-2032)
8.3 North America Casual Strategy Game Revenue Share by Type (2021-2032)
8.4 North America Casual Strategy Game Revenue by Application (2021-2032)
8.4.1 North America Casual Strategy Game Revenue by Application (2021-2026)
8.4.2 North America Casual Strategy Game Revenue by Application (2027-2032)
8.5 North America Casual Strategy Game Revenue Share by Application (2021-2032)
8.6 North America Casual Strategy Game Revenue by Country
8.6.1 North America Casual Strategy Game Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Casual Strategy Game Revenue by Country (2021-2026)
8.6.3 North America Casual Strategy Game Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Casual Strategy Game Revenue (2021-2032)
9.2 Europe Casual Strategy Game Revenue by Type (2021-2032)
9.2.1 Europe Casual Strategy Game Revenue by Type (2021-2026)
9.2.2 Europe Casual Strategy Game Revenue by Type (2027-2032)
9.3 Europe Casual Strategy Game Revenue Share by Type (2021-2032)
9.4 Europe Casual Strategy Game Revenue by Application (2021-2032)
9.4.1 Europe Casual Strategy Game Revenue by Application (2021-2026)
9.4.2 Europe Casual Strategy Game Revenue by Application (2027-2032)
9.5 Europe Casual Strategy Game Revenue Share by Application (2021-2032)
9.6 Europe Casual Strategy Game Revenue by Country
9.6.1 Europe Casual Strategy Game Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Casual Strategy Game Revenue by Country (2021-2026)
9.6.3 Europe Casual Strategy Game Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China Casual Strategy Game Revenue (2021-2032)
10.2 China Casual Strategy Game Revenue by Type (2021-2032)
10.2.1 China Casual Strategy Game Revenue by Type (2021-2026)
10.2.2 China Casual Strategy Game Revenue by Type (2027-2032)
10.3 China Casual Strategy Game Revenue Share by Type (2021-2032)
10.4 China Casual Strategy Game Revenue by Application (2021-2032)
10.4.1 China Casual Strategy Game Revenue by Application (2021-2026)
10.4.2 China Casual Strategy Game Revenue by Application (2027-2032)
10.5 China Casual Strategy Game Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Casual Strategy Game Revenue (2021-2032)
11.2 Asia Casual Strategy Game Revenue by Type (2021-2032)
11.2.1 Asia Casual Strategy Game Revenue by Type (2021-2026)
11.2.2 Asia Casual Strategy Game Revenue by Type (2027-2032)
11.3 Asia Casual Strategy Game Revenue Share by Type (2021-2032)
11.4 Asia Casual Strategy Game Revenue by Application (2021-2032)
11.4.1 Asia Casual Strategy Game Revenue by Application (2021-2026)
11.4.2 Asia Casual Strategy Game Revenue by Application (2027-2032)
11.5 Asia Casual Strategy Game Revenue Share by Application (2021-2032)
11.6 Asia Casual Strategy Game Revenue by Country
11.6.1 Asia Casual Strategy Game Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Casual Strategy Game Revenue by Country (2021-2026)
11.6.3 Asia Casual Strategy Game Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA Casual Strategy Game Revenue (2021-2032)
12.2 SAMEA Casual Strategy Game Revenue by Type (2021-2032)
12.2.1 SAMEA Casual Strategy Game Revenue by Type (2021-2026)
12.2.2 SAMEA Casual Strategy Game Revenue by Type (2027-2032)
12.3 SAMEA Casual Strategy Game Revenue Share by Type (2021-2032)
12.4 SAMEA Casual Strategy Game Revenue by Application (2021-2032)
12.4.1 SAMEA Casual Strategy Game Revenue by Application (2021-2026)
12.4.2 SAMEA Casual Strategy Game Revenue by Application (2027-2032)
12.5 SAMEA Casual Strategy Game Revenue Share by Application (2021-2032)
12.6 SAMEA Casual Strategy Game Revenue by Country
12.6.1 SAMEA Casual Strategy Game Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Casual Strategy Game Revenue by Country (2021-2026)
12.6.3 SAMEA Casual Strategy Game Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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