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Social Gaming - Global Market Trajectory & Analytics

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    Report

  • April 2021
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 4400013
Global Social Gaming Market to Reach $43.9 Billion by 2027

Amid the COVID-19 crisis, the global market for Social Gaming estimated at US$17.6 Billion in the year 2020, is projected to reach a revised size of US$43.9 Billion by 2027, growing at a CAGR of 14% over the period 2020-2027. Female, one of the segments analyzed in the report, is projected to record 14.4% CAGR and reach US$27.7 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the Male segment is readjusted to a revised 13.3% CAGR for the next 7-year period.





The U.S. Market is Estimated at $4.7 Billion, While China is Forecast to Grow at 18.2% CAGR

The Social Gaming market in the U.S. is estimated at US$4.7 Billion in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$9.9 Billion by the year 2027 trailing a CAGR of 18.2% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 9.9% and 12.2% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 11% CAGR.

Select Competitors (Total 92 Featured):
  • Activision Blizzard, Inc.
  • Aeria Games GmbH
  • Behaviour Interactive, Inc.
  • Blizzard Entertainment, Inc.
  • DeNA Co., Ltd.
  • Electronic Arts, Inc.
  • Etermax
  • GREE, Inc.
  • Miniclip SA
  • Peak Games
  • Playtech plc
  • PopCap Games, Inc.
  • Pretty Simple
  • Social Point
  • Supercell
  • SYBO Game
  • Wooga GmbH
  • Zynga, Inc.
The global analysis and forecast periods covered within the report are 2020-2027 (Current & Future Analysis) and 2012-2019 (Historic Review). Research estimates are provided for 2020, while research projections cover the period 2021-2027.
Frequently Asked Questions about the Global Market for Social Gaming

What is the estimated value of the Global Market for Social Gaming?

The Global Market for Social Gaming was estimated to be valued at $17.6 Billion in 2020.

What is the growth rate of the Global Market for Social Gaming?

The growth rate of the Global Market for Social Gaming is 13.9%, with an estimated value of $43.9 Billion by 2027.

What is the forecasted size of the Global Market for Social Gaming?

The Global Market for Social Gaming is estimated to be worth $43.9 Billion by 2027.

Who are the key companies in the Global Market for Social Gaming?

Key companies in the Global Market for Social Gaming include Activision Blizzard, Inc., Aeria Games GmbH, Behaviour Interactive, Inc., Blizzard Entertainment, Inc., DeNA Co. Ltd., Electronic Arts, Inc., Etermax, GREE, Inc. and Peak Games.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Social Gaming: The Next Stage of Video Game Evolution
  • Charting the Evolution of Video Games Over the Decades
  • Gaming Becomes Better When Played Together
  • Recent Market Activity
  • The Rise of Social Networking Provides the Foundation for the Development of Social Gaming
  • Facebook: The Leading Social Gaming Platform
  • Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry
  • Casual Revolution Underway in the Video Games Industry Primes Social Gaming Market for Growth
  • Social Gaming Psychographics: “Women Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality”
  • Adroit Integration of Viral Loops Drives the Value and Success of Social Games
  • Multiplayer Social Games Grow in Popularity
  • Social Gaming Emerges as the Next Frontier for Digital Advertising
  • Social Gambling Games Emerge into a Lucrative Game Genre in the Social Gaming Market
  • Tapping into the Spirit of Competitiveness and Risk Taking, Social Gambling Acquires a Wide Audience Base
  • Traditional Gambling Operators Eye Social Gambling Games as a Tool to Broaden the Horizon of Real Money Gambling
  • Social Gambling Games Remain Fairly Unregulated
  • Conclusions
  • High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Online Social Gaming
  • Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Online Social Gaming
  • Growing Use of Smartphones for Entertainment Drive the Popularity of Social Mobile Gaming
  • Smartphone Penetration to Support Growth in the Market
  • Wearable Social Platforms Make a Disruptive Entry into the Social Mobile Gaming Space
  • Will Social Gaming be impacted by the Ban & Restrictions Imposed on Social Media Services?
  • Regulatory Overview
  • Competition: A Review
  • Heavy Consolidation Activity in the Social Gaming Market
  • List of Social Gaming Companies Acquired During 2014-2016
  • Latency Issues Create Challenge to Online Social Gaming
  • Market Outlook
  • Impact of Covid-19 and a Looming Global Recession

2. FOCUS ON SELECT PLAYERS
  • Aeria Games GmbH (Germany)
  • Activision Blizzard, Inc. (USA)
  • Blizzard Entertainment, Inc. (USA)
  • King Digital Entertainment plc (UK)
  • Behaviour Interactive, Inc. (Canada)
  • DeNA Co., Ltd. (Japan)
  • Electronic Arts, Inc. (USA)
  • PopCap Games, Inc. (USA)
  • Etermax (Argentina)
  • GREE, Inc. (Japan)
  • Miniclip SA (Switzerland)
  • Peak Games (Turkey)
  • Playtech plc (Isle of Man, UK)
  • Pretty Simple (France)
  • Social Point (Spain)
  • Supercell (Finland)
  • SYBO Games (Denmark)
  • Wooga GmbH (Germany)
  • Zynga, Inc. (USA)

3. MARKET TRENDS & DRIVERS4. GLOBAL MARKET PERSPECTIVE
III. MARKET ANALYSIS
  • UNITED STATES
  • CANADA
  • JAPAN
  • CHINA
  • EUROPE
  • FRANCE
  • GERMANY
  • ITALY
  • UNITED KINGDOM
  • SPAIN
  • RUSSIA
  • REST OF EUROPE
  • ASIA-PACIFIC
  • AUSTRALIA
  • INDIA
  • SOUTH KOREA
  • REST OF ASIA-PACIFIC
  • LATIN AMERICA
  • ARGENTINA
  • BRAZIL
  • MEXICO
  • REST OF LATIN AMERICA
  • MIDDLE EAST
  • IRAN
  • ISRAEL
  • SAUDI ARABIA
  • UNITED ARAB EMIRATES
  • REST OF MIDDLE EAST
  • AFRICA

IV. COMPETITION
  • Total Companies Profiled: 92

Companies Mentioned

A selection of companies mentioned in this report includes:

  • Activision Blizzard, Inc.
  • Aeria Games GmbH
  • Behaviour Interactive, Inc.
  • Blizzard Entertainment, Inc.
  • DeNA Co. Ltd.
  • Electronic Arts, Inc.
  • Etermax
  • GREE, Inc.
  • Miniclip SA
  • Peak Games
  • Playtech plc
  • PopCap Games, Inc.
  • Pretty Simple
  • Social Point
  • Supercell
  • SYBO Game
  • Wooga GmbH
  • Zynga, Inc.