all report title image

Social Gaming Market, By Game Type (Casual Games, Strategy Games, Action Games, Role-Playing Games (RPGs), and Others), By Monetization Model (Free-to-Play (F2P), Premium, and Subscription-Based), By Platform (Mobile, PC, Console, and Web-based), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)

  • Published In : Sep 2024
  • Code : CMI4357
  • Pages :130
  • Formats :
      Excel and PDF
  • Industry : Smart Technologies
Ingographics Image

Global social gaming market growth is driven by rising penetration of smartphones and increased internet connectivity. Social gaming refers to games played online that allow interaction and competition with other players across the world. Some of the popular social games include FarmVille, Candy Crush, Clash of Clans and others. Increased usage of social media platforms like Facebook, which act as distribution channels for social games, can drive the market growth. In-game purchases and advertisements have enabled developers to monetize these games effectively. However, growing privacy concerns around data usage and stringent regulations can hamper the market growth.

Market Dynamics:

Global social gaming market growth is driven by rising popularity of casual and mobile games coupled with high smartphone penetration worldwide. Growing adoption of 5G technology can drive the market growth by enhancing gaming experiences. However, data privacy laws in different countries pose a challenge for social gaming companies who rely on collection and analysis of user behavior data. Increasing discretionary spending on other forms of digital entertainment can hamper demand. Integration of augmented reality and virtual reality in gaming offers lucrative market growth opportunities. Emerging trends like cloud gaming also support remote and seamless access to games.

Key features of the study:

- This report provides in-depth analysis of the global social gaming market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024–2031), considering 2023 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 approval, market trends, regional outlook, and competitive strategies adopted by key players

- It profiles key players in the global social gaming market based on the following parameters – company highlights, products portfolio, key highlights, financial performance, and strategies

- Key companies covered as a part of this study include Zynga Inc., Electronic Arts (EA), Activision Blizzard, Inc., Tencent Holdings Limited, Supercell, King Digital Entertainment, Niantic, Inc., Roblox Corporation, Epic Games, Inc., Playtika Holding Corp., Gameloft SE, Bandai Namco Entertainment Inc., NetEase, Inc., Square Enix Holdings Co., Ltd., and Ubisoft Entertainment S.A.

- Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

- Global social gaming market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

- Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global social gaming market

Detailed Segmentation-

  •  Game Type Insights (Revenue, US$ Bn, 2019 - 2031)
    • Casual Games
    • Strategy Games
    • Action Games
    • Role-Playing Games (RPGs)
    • Others
  •  Monetization Model Insights (Revenue, US$ Bn, 2019 - 2031)
    • Free-to-Play (F2P)
    • Premium
    • Subscription-Based
  •  Platform Insights (Revenue, US$ Bn, 2019 - 2031)
    • Mobile
    • PC
    • Console
    • Web-based
  • Regional Insights (Revenue, US$ Bn, 2019 - 2031)
    • North America
      • U.S.
      • Canada
    • Latin America
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
    • Europe
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
    • Middle East
      • GCC Countries
      • Israel
      • Rest of Middle East
    • Africa
      • South Africa
      • North Africa
      • Central Africa
  • Key Players Insights
    • Zynga Inc.
    • Electronic Arts (EA)
    • Activision Blizzard, Inc.
    • Tencent Holdings Limited
    • Supercell
    • King Digital Entertainment
    • Niantic, Inc.
    • Roblox Corporation
    • Epic Games, Inc.
    • Playtika Holding Corp.
    • Gameloft SE
    • Bandai Namco Entertainment Inc.
    • NetEase, Inc.
    • Square Enix Holdings Co., Ltd.
    • Ubisoft Entertainment S.A.

Detailed Segmentation-

  •  Game Type Insights (Revenue, US$ Bn, 2019 - 2031)
    • Casual Games
    • Strategy Games
    • Action Games
    • Role-Playing Games (RPGs)
    • Others
  •  Monetization Model Insights (Revenue, US$ Bn, 2019 - 2031)
    • Free-to-Play (F2P)
    • Premium
    • Subscription-Based
  •  Platform Insights (Revenue, US$ Bn, 2019 - 2031)
    • Mobile
    • PC
    • Console
    • Web-based
  • Regional Insights (Revenue, US$ Bn, 2019 - 2031)
    • North America
      • U.S.
      • Canada
    • Latin America
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
    • Europe
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
    • Middle East
      • GCC Countries
      • Israel
      • Rest of Middle East
    • Africa
      • South Africa
      • North Africa
      • Central Africa
  • Need a Custom Report?

    We can customize every report - free of charge - including purchasing stand-alone sections or country-level reports

    Customize Now
Logo

Credibility and Certifications

ESOMAR
DUNS Registered

860519526

Clutch
Credibility and Certification
Credibility and Certification

9001:2015

Credibility and Certification

27001:2022

EXISTING CLIENTELE

Joining thousands of companies around the world committed to making the Excellent Business Solutions.

View All Our Clients
trusted clients logo
© 2024 Coherent Market Insights Pvt Ltd. All Rights Reserved.