Global Social Gaming Market to Reach $110.9 Billion by 2030
The global market for Social Gaming estimated at US$37.3 Billion in the year 2022, is projected to reach a revised size of US$110.9 Billion by 2030, growing at a CAGR of 14.6% over the analysis period 2022-2030. Virtual Goods, one of the segments analyzed in the report, is projected to record 13.8% CAGR and reach US$58.1 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the Advertising segment is readjusted to a revised 17.4% CAGR for the next 8-year period.The U.S. Market is Estimated at $10.2 Billion, While China is Forecast to Grow at 20.8% CAGR
The Social Gaming market in the U.S. is estimated at US$10.2 Billion in the year 2022. China, the world's second largest economy, is forecast to reach a projected market size of US$28.3 Billion by the year 2030 trailing a CAGR of 20.8% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 8.3% and 11.9% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 9.9% CAGR.Select Competitors (Total 136 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.
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Table of Contents
I. METHODOLOGYII. EXECUTIVE SUMMARY3. MARKET TRENDS & DRIVERSIII. MARKET ANALYSISSOUTH KOREAREST OF ASIA-PACIFICARGENTINABRAZILMEXICOREST OF LATIN AMERICAIRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EASTIV. COMPETITION
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
- Social Gaming - Global Key Competitors Percentage Market Share in 2022 (E)
- 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
- Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
- 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)
4. GLOBAL MARKET PERSPECTIVE
- Table 1: World Recent Past, Current & Future Analysis for Virtual Goods by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 2: World Historic Review for Virtual Goods by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 3: World 16-Year Perspective for Virtual Goods by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 4: World Recent Past, Current & Future Analysis for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 5: World Historic Review for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 6: World 16-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 7: World Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 8: World Historic Review for Social Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 9: World 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2023 & 2030
- Table 10: World Recent Past, Current & Future Analysis for Lead Generation / Subscription by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 11: World Historic Review for Lead Generation / Subscription by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 12: World 16-Year Perspective for Lead Generation / Subscription by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 13: World Recent Past, Current & Future Analysis for Female by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 14: World Historic Review for Female by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 15: World 16-Year Perspective for Female by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 16: World Recent Past, Current & Future Analysis for Male by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 17: World Historic Review for Male by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 18: World 16-Year Perspective for Male by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 19: World Social Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
UNITED STATES
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
- Table 20: USA Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 21: USA Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 22: USA 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 23: USA Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 24: USA Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 25: USA 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
CANADA
- Table 26: Canada Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 27: Canada Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 28: Canada 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 29: Canada Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 30: Canada Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 31: Canada 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
JAPAN
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
- Table 32: Japan Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 33: Japan Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 34: Japan 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 35: Japan Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 36: Japan Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 37: Japan 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
CHINA
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
- Table 38: China Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 39: China Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 40: China 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 41: China Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 42: China Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 43: China 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
EUROPE
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
- Table 44: Europe Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 45: Europe Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 46: Europe 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 47: Europe Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 48: Europe Historic Review for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 49: Europe 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2023 & 2030
- Table 50: Europe Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 51: Europe Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 52: Europe 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
FRANCE
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
- Table 53: France Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 54: France Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 55: France 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 56: France Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 57: France Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 58: France 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
GERMANY
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
- Table 59: Germany Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 60: Germany Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 61: Germany 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 62: Germany Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 63: Germany Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 64: Germany 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
ITALY
- Table 65: Italy Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 66: Italy Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 67: Italy 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 68: Italy Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 69: Italy Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 70: Italy 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
UNITED KINGDOM
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
- Table 71: UK Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 72: UK Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 73: UK 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 74: UK Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 75: UK Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 76: UK 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
SPAIN
- Table 77: Spain Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 78: Spain Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 79: Spain 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 80: Spain Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 81: Spain Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 82: Spain 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
RUSSIA
- Table 83: Russia Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 84: Russia Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 85: Russia 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 86: Russia Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 87: Russia Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 88: Russia 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
REST OF EUROPE
- Table 89: Rest of Europe Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 90: Rest of Europe Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 91: Rest of Europe 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 92: Rest of Europe Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 93: Rest of Europe Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 94: Rest of Europe 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
ASIA-PACIFIC
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
- Table 95: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 96: Asia-Pacific Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 97: Asia-Pacific 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2023 & 2030
- Table 98: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 99: Asia-Pacific Historic Review for Social Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 100: Asia-Pacific 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2023 & 2030
- Table 101: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 102: Asia-Pacific Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 103: Asia-Pacific 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2023 & 2030
AUSTRALIA
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2023 (E)
INDIA
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2023 (E)
LATIN AMERICA
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2023 (E)
MIDDLE EAST
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2023 (E)
AFRICA
- Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2023 (E)
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- 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.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 322 |
Published | April 2024 |
Forecast Period | 2020 - 2027 |
Estimated Market Value ( USD | $ 26.8 Billion |
Forecasted Market Value ( USD | $ 70.2 Billion |
Compound Annual Growth Rate | 14.7% |
Regions Covered | Global |