Global Social Gaming Market is estimated to reach $36.7 Billion by 2024; growing at a CAGR of 15.2% from 2016 to 2024. Social games are internet-based games that require social interaction with other players of same online group. These games encourage the users to invite their online friends or strangers to extend in-game functionality. Moreover, advancements in portable devices has increased the demand for gaming platform, as they enable the player to play in various locations and situations. Additionally, the scope of gaming has expanded beyond the core gaming audience to include women, younger players, and elderly population.

Global Social Gaming Market Size and Forecast, 2015 - 2024 (US$ Billion)
Global Social Gaming Market Size and Forecast, 2015 - 2024 (US$ Billion)

Increasing penetration of internet, high adoption of smartphones and tablets, and growing number of social gamers are the drivers fueling the growth of the global social gaming market. Constant development of innovative games, and availability of games on the basis of gender and age also encourages the users to involve in social gaming which significantly boosts the growth of the market. However, possibility of getting addicted and physical consequences of gaming addiction such as poor personal hygiene, migraines, carpal tunnel, and others would pose several challenges for the market. Furthermore, development of cloud gaming, and growing utilization of incentivized social video model would create numerous opportunities in the coming years.

The global social gaming market is categorized as gender, age group, revenue generation, and geography. By gender, the segment is bifurcated as male, and female. Age group includes 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 years and above. Furthermore, revenue generation is segmented as advertisements, virtual goods, and lead generation.

Global Social Gaming market share by region, 2024 (value%)
Global Social Gaming market share by region, 2024 (value%)

Based on geographical analysis, social gaming market is classified into North America, Europe, Asia-Pacific, and Rest of the World (RoW). The U.S., Canada, and Mexico are covered under North America wherein Europe covers UK, Germany, France, Italy, and others. Asia-Pacific covers China, India, Japan, South Korea, and others. While, Rest of the world covers South America, Middle East, and Africa.

The major players involved in this market comprises of Rovio Entertainment, Ltd., Social Point S.L., Gameloft SE, King Digital Entertainment plc, Zynga, Electronic Arts Inc., Wooga GmbH, CrowdStar, Behaviour Interactive, Inc., and Aeria Games GmbH, among others.

The key takeaways from the report

  • The report will provide detailed analysis of Global Social Gaming Market with respect to major segments such as gender, age group, and revenue generation
  • The report will include the qualitative and quantitative analysis with market estimation over 2015-2024 and compound annual growth rate (CAGR) between 2016 and 2024
  • Comprehensive analysis of market dynamics including factors and opportunities will be provided in the report
  • An exhaustive regional analysis of Global Social Gaming Market has been included in the report
  • Profile of the key players in the Global Social Gaming Market will be provided, which include key financials, product & services, new developments, and business strategies

Scope of the Global Social Gaming Market

Gender Segments

  • Male
  • Female

Age Group Segments

  • 13-18 Years
  • 19-25 Years
  • 26-35 Years
  • 36-45 Years
  • 46 Years and Above

Revenue Generation Segments

  • Advertisements
  • Virtual Goods
  • Lead Generation

Geography Segment

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Others
  • RoW
    • South America
    • Middle East
    • Africa

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