A social game is an online game that is played through social networks. Social gaming is becoming a popular online pastime. Moreover, social games are played by a single player or multi-player at the same time. This multi-player may co-operate or compete against each other. Moreover, social game facilities and encourages social interactions and communication, inside the game. Social games can be accessed through personal computers, gaming consoles, and mobile & portable devices.
Market Dynamics
The penetration of social games is getting increased by the factors such as increasing access to the internet among the people, high penetration of laptops, mobile phones and tablets, high number of availability of social games for all gender, and age group of peoples. For instance, according to Our World in Data, in the year 2000, globally the 413 million internet users, get increased to 3.4 billion in the year 2016, which is further expected to increase over the forecast period. China and India were the countries having the highest number of internet users.
Restrictions on social media networking websites in some countries are expected to hamper the growth of the social gaming market over the forecast period.
Key features of the study:
- This report provides in-depth analysis of the global Social Gaming market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2020–2027), considering 2019 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 approvals, regional outlook, and competitive strategies adopted by the leading market players
- It profiles leading players in the global Social Gaming market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
- Companies covered as part of this study Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.
- Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
- The global Social Gaming market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
- Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global Social Gaming market
Detailed Segmentation
- Global Social Gaming Market, By Segment:
- Virtual Goods
- Advertising
- Lead Generation/Offers
- Global Social Gaming Market, By Gender:
- Global Social Gaming Market, By Age Group:
- 13 – 18 years
- 19 – 25 years
- 26 – 35 years
- 36 – 45 years
- 46+ years
- Global Social Gaming Market, By Region:
- North America
- By Segment:
- Virtual Goods
- Advertising
- Lead Generation/Offers
- By Gender:
- By Age Group:
- 13 – 18 years
- 19 – 25 years
- 26 – 35 years
- 36 – 45 years
- 46+ years
- By Country:
- Europe
- By Segment:
- Virtual Goods
- Advertising
- Lead Generation/Offers
- By Gender:
- By Age Group:
- 13 – 18 years
- 19 – 25 years
- 26 – 35 years
- 36 – 45 years
- 46+ years
- By Country:
- Germany
- K.
- France
- Italy
- Spain
- Russia
- Rest of Europe
- Asia Pacific
- By Segment:
- Virtual Goods
- Advertising
- Lead Generation/Offers
- By Gender:
- By Age Group:
- 13 – 18 years
- 19 – 25 years
- 26 – 35 years
- 36 – 45 years
- 46+ years
- By Country:
- China
- India
- Japan
- Australia
- South Korea
- ASEAN
- Rest of Asia Pacific
- Latin America
- By Segment:
- Virtual Goods
- Advertising
- Lead Generation/Offers
- By Gender:
- By Age Group:
- 13 – 18 years
- 19 – 25 years
- 26 – 35 years
- 36 – 45 years
- 46+ years
- By Country:
- Brazil
- Mexico
- Rest of Latin America
- Middle East & Africa
- By Segment:
- Virtual Goods
- Advertising
- Lead Generation/Offers
- By Gender:
- By Age Group:
- 13 – 18 years
- 19 – 25 years
- 26 – 35 years
- 36 – 45 years
- 46+ years
- By Country/Region:
- GCC Countries
- South Africa
- Rest of Middle East and Africa
- Company Profiles
- Zynga, Inc*
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/ Updates
- Wooga GmbH.
- Playtika Ltd
- King
- Tencent Holdings Ltd
- Electronic Arts, Inc
- Renren Inc
- CrowdStar
- Booyah Inc
- Social Point
“*” marked represents similar segmentation in other categories in the respective section.