Social Gaming Market

Social Gaming by Technology (Advertisements, Virtual Goods, and Lead Generation) By Gender (Female, and Male) By Age (13-18 Years, 19-26 Years, 26-35 Years, 36-45 Years, and 46 Years and Above) By Region (North America, Europe, Asia Pacific, and Rest of the World)

  • Report ID : MD1353
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  • Pages : 215
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  • Tables : 85
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  • Formats :

Social gaming is an activity to play the games online offered and hosted on social networking platforms such as Facebook, Twitter, snap chat, and Instagram, among others. Online games give opportunities for users to interact and form a relationship. Users are spending a lot of their time on social gaming networks with their competitors like friends, families, colleagues and even strangers. Companies are continuously developing and enhancing to launch new fun games that will be accessed by the users. Nowadays, advancement in portal devices has coined to emphasize the demand for gaming platforms such as smartphones, laptops, notebook; these enable the user to play online games in various situations and locations. Online gaming continues to gain popularity with millions of players engaged in playing online games through social networks.

social gaming market
Social Gaming Market revenue is estimated to be $USD Billion in 2022 and shall grow with a CAGR of XX.X% during the forecast period of 2022 to 2031. In terms of sales volume, the figure stood at XX Units in 2022. 

A key factor impacting the growth of the social gaming market is increasing the number of social gamers, and high adoption portable devices such as smartphones and tablets. Besides, the continuous development of attractive new games and the availability of games based on gender and age are also encouraging market growth. Nevertheless, the possibility of getting game addicted and due to gaming addiction physical consequences may occur such as migraines, carpal tunnel, poor personal hygiene, and others acts as restraints of the market. Furthermore, increasing utilization of hi-tech social video model and continuous development of cloud gaming would provide profitable opportunities to the gaming companies.

SEGMENT ANALYSIS

Female user-generated the largest revenue in 2022 and would continue to lead the industry throughout the forecast timeframe. The high growth is attributed to the rising demand for playing online games by females. Female gamer is increasing continuously as compared to men; Some of the major companies are providing innovative games that are designed for women. Women are more active on social media, and this makes them more inclined towards social gaming as it provides the opportunity to play as well as interact with social media connections. The Asia Pacific is anticipated to generate huge demand in the future. The high growth of this region is attributed to the growing spectrum of income and age, and fewer barriers to entry. However, North America occupied the second largest market share and would achieve the largest revenue during the forecast period.

MARKET PLAYER ANALYSIS

Key players operating in the market include Social Point S.L., Rovio Entertainment Corporation, King Digital Entertainment plc, Gameloft, ZYNGA INC., Electronic Arts Inc., Wooga GmbH, Aeria Games GmbH, CrowdStar, and Behaviour Interactive, Inc., among others. Other industries in this domain that are growing at a high CAGR include Virtual Reality (VR) in Gaming Market and Micro controller Market.

COVERAGE HIGHLIGHTS

• Market Revenue Estimation and Forecast (2022 – 2031)
• Market Production Estimation and Forecast (2022 – 2031)
• Market Sales/Consumption Volume Estimation and Forecast (2022 – 2031)
• Breakdown of Revenue by Segments (2022 – 2031)
• Breakdown of Production by Segments (2022 – 2031)
• Breakdown of Sales Volume by Segments (2022 – 2031)
• Gross Margin and Profitability Analysis of Companies
• Business Trend and Expansion Analysis
• Import and Export Analysis
• Regional Analysis and Market Data Breakdown

MARKET SEGMENTATION

By Technology Outlook ($Revenue, 2022-2031)
• Advertisements
• Virtual Goods
• Lead Generation

By Gender Outlook ($Revenue, 2022-2031)
• Female
• Male

By Age Outlook ($Revenue, 2022-2031)
• 13-18 Years
• 19-26 Years
• 26-35 Years
• 36-45 Years
• 46 Years and Above

By Regional Outlook ($Revenue, 2022-2031)
• North America
• Canada
• U.S
• Mexico
• Europe
• Germany
• France
• Italy
• U.K
• Rest of Europe 
• Asia-Pacific
• China
• India
• Japan
• South Korea
• Australia
• Rest of Asia Pacific
• Rest of the World
• Latin America
• Middle East
• Africa

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CHAPTER 1:  INTRODUCTION

1.1. Research Methodology

1.1.1. Desk Research

1.1.2. Data Synthesis

1.1.3. Data Validation & Market Feedback

1.1.4. Data Sources

CHAPTER 2:  EXECUTIVE SUMMARY

2.1. Global Market Outlook

2.2. Core Insights - Technology

2.3. Core Insights – Gender

2.4. Core Insights – Age

2.5. Core Insights – Geography

CHAPTER 3:  MARKET OVERVIEW

3.1.  Market Definition and Scope

3.2. Key Forces Shaping the Industry

3.2.1. Bargaining Power of Suppliers

3.2.2. Bargaining Power of Buyers

3.2.3. Threat of Substitutes

3.2.4. Threat of New Entrants

3.3. Market Dynamics

3.3.1. Drivers

3.3.1.1. Supply-side Drivers

3.3.1.2. Demand-side Drivers

3.3.2. Restraints

3.3.3. Opportunities

3.4. Industry Landscape - PESTEL Analysis

3.4.1. Political Landscape

3.4.2. Environmental Landscape

3.4.3. Social Landscape

3.4.4. Technology Landscape

3.4.5. Economic Landscape

CHAPTER 4:  MARKET BACKGROUND

4.1. Industry Value Chain Analysis

4.1.1. Upstream Participants

4.1.2. Downstream participants

4.2. Pricing Analysis and Forecast, 2018-2026

4.2.1. By Type

4.2.2. By Region

CHAPTER 5:  GLOBAL SOCIAL GAMING MARKET, BY TECHNOLOGY

5.1. Overview

5.1.1. Market Volume and Forecast, 2018-2026

5.1.2. Market Revenue (US$ Million) and Forecast, 2018-2026

5.2. Advertisements

5.2.1. Key Market Trends, Growth Factors and Opportunities

5.2.2. Market Volume and Forecast, By Region

5.2.3. Market Revenue (US$ Million) and Forecast, By Region

5.3. Virtual Goods

5.3.1. Key Market Trends, Growth Factors and Opportunities

5.3.2. Market Volume and Forecast, By Region

5.3.3. Market Revenue (US$ Million) and Forecast, By Region

5.4. Lead Generation

5.4.1. Key Market Trends, Growth Factors and Opportunities

5.4.2. Market Volume and Forecast, By Region

5.4.3. Market Revenue (US$ Million) and Forecast, By Region

CHAPTER 6:  GLOBAL SOCIAL GAMING MARKET, BY GENDER

6.1. Overview

6.1.1. Market Volume and Forecast, 2018-2026

6.1.2. Market Revenue (US$ Million) and Forecast, 2018-2026

6.2. Female

6.2.1. Key Market Trends, Growth Factors and Opportunities

6.2.2. Market Volume and Forecast, By Region

6.2.3. Market Revenue (US$ Million) and Forecast, By Region

6.3. Male

6.3.1. Key Market Trends, Growth Factors and Opportunities

6.3.2. Market Volume and Forecast, By Region

6.3.3. Market Revenue (US$ Million) and Forecast, By Region

CHAPTER 7:  GLOBAL SOCIAL GAMING MARKET, BY AGE

7.1. Overview

7.1.1. Market Volume and Forecast, 2018-2026

7.1.2. Market Revenue (US$ Million) and Forecast, 2018-2026

7.2. 13-18 Years

7.2.1. Key Market Trends, Growth Factors and Opportunities

7.2.2. Market Volume and Forecast, By Region

7.2.3. Market Revenue (US$ Million) and Forecast, By Region

7.3. 19-26 Years

7.3.1. Key Market Trends, Growth Factors and Opportunities

7.3.2. Market Volume and Forecast, By Region

7.3.3. Market Revenue (US$ Million) and Forecast, By Region

7.4. 26-35 Years

7.4.1. Key Market Trends, Growth Factors and Opportunities

7.4.2. Market Volume and Forecast, By Region

7.4.3. Market Revenue (US$ Million) and Forecast, By Region

7.5. 36-45 Years

7.5.1. Key Market Trends, Growth Factors and Opportunities

7.5.2. Market Volume and Forecast, By Region

7.5.3. Market Revenue (US$ Million) and Forecast, By Region

7.6. 46 Years and Above

7.6.1. Key Market Trends, Growth Factors and Opportunities

7.6.2. Market Volume and Forecast, By Region

7.6.3. Market Revenue (US$ Million) and Forecast, By Region        

CHAPTER 8:  GLOBAL SOCIAL GAMING MARKET, BY GEOGRAPHY

8.1. Overview

8.2. North America

8.2.1. Key Market Trends, Growth Factors and Opportunities

8.2.2. Market Volume and Forecast, By Technology

8.2.3. Market Volume and Forecast, By Gender

8.2.4. Market Volume and Forecast, By Age

8.2.5. Market Revenue and Forecast, By Technology

8.2.6. Market Revenue and Forecast, By Gender

8.2.7. Market Revenue and Forecast, By Age

8.2.8. Market Revenue and Forecast, By Country

8.2.9. U.S.

8.2.9.1. Market Volume and Forecast

8.2.9.2. Market Revenue and Forecast

8.2.10. Canada

8.2.10.1. Market Volume and Forecast

8.2.10.2. Market Revenue and Forecast

8.2.11. Mexico

8.2.11.1. Market Volume and Forecast

8.2.11.2. Market Revenue and Forecast

8.3. Europe

8.3.1. Market Volume and Forecast, By Technology

8.3.2. Market Volume and Forecast, By Gender

8.3.3. Market Volume and Forecast, By Age

8.3.4. Market Revenue and Forecast, By Technology

8.3.5. Market Revenue and Forecast, By Gender

8.3.6. Market Revenue and Forecast, By Age

8.3.7. Market Revenue and Forecast, By Country

8.3.8. Germany

8.3.8.1. Market Volume and Forecast, By Technology

8.3.8.2. Market Revenue and Forecast, By Gender

8.3.9. UK

8.3.9.1. Market Volume and Forecast, By Technology

8.3.9.2. Market Revenue and Forecast, By Gender

8.3.10. France

8.3.10.1. Market Volume and Forecast, By Technology

8.3.10.2. Market Revenue and Forecast, By Gender

8.3.11. Italy

8.3.11.1. Market Volume and Forecast, By Technology

8.3.11.2. Market Revenue and Forecast, By Gender

8.3.12. Rest of Europe

8.3.12.1. Market Volume and Forecast, By Technology

8.3.12.2. Market Revenue and Forecast, By Gender

8.4. Asia-Pacific

8.4.1. Market Volume and Forecast, By Technology

8.4.2. Market Volume and Forecast, By Gender

8.4.3. Market Volume and Forecast, By Age

8.4.4. Market Revenue and Forecast, By Technology

8.4.5. Market Revenue and Forecast, By Gender

8.4.6. Market Revenue and Forecast, By Age

8.4.7. Market Revenue and Forecast, By Country

8.4.8. China

8.4.8.1. Market Volume and Forecast, By Technology

8.4.8.2. Market Revenue and Forecast, By Gender

8.4.9. India

8.4.9.1. Market Volume and Forecast, By Technology

8.4.9.2. Market Revenue and Forecast, By Gender

8.4.10. Japan

8.4.10.1. Market Volume and Forecast, By Technology

8.4.10.2. Market Revenue and Forecast, By Gender

8.4.11. South Korea

8.4.11.1. Market Volume and Forecast, By Technology

8.4.11.2. Market Revenue and Forecast, By Gender

8.4.12. Rest of Asia-Pacific

8.4.12.1. Market Volume and Forecast, By Technology

8.4.12.2. Market Revenue and Forecast, By Gender

8.5. REST OF THE WORLD

8.5.1. Market Volume and Forecast, By Technology

8.5.2. Market Volume and Forecast, By Gender

8.5.3. Market Volume and Forecast, By Age

8.5.4. Market Revenue and Forecast, By Technology

8.5.5. Market Revenue and Forecast, By Gender

8.5.6. Market Revenue and Forecast, By Age

8.5.7. Market Revenue and Forecast, By Country

8.5.8. Latin America

8.5.8.1. Market Volume and Forecast, By Technology

8.5.8.2. Market Revenue and Forecast, By Gender

8.5.9. Middle East

8.5.9.1. Market Volume and Forecast, By Technology

8.5.9.2. Market Revenue and Forecast, By Gender

8.5.10. Africa

8.5.10.1. Market Volume and Forecast, By Technology

8.5.10.2. Market Revenue and Forecast, By Gender

CHAPTER 9:  COMPETITIVE LANDSCAPE

9.1. Social Gaming Market Share Analysis, 2018

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