+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Social Gaming: Global Strategic Business Report

  • PDF Icon

    Report

  • 322 Pages
  • April 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 4400013

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.

What's New?

  • Special coverage on Russia-Ukraine war; global inflation; easing of zero-Covid policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.
  • Global competitiveness and key competitor percentage market shares
  • Market presence across multiple geographies - Strong/Active/Niche/Trivial
  • Online interactive peer-to-peer collaborative bespoke updates
  • Access to digital archives and Research Platform
  • Complimentary updates for one year

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
  • 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)
3. MARKET TRENDS & DRIVERS
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
III. MARKET ANALYSIS
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)
SOUTH KOREAREST OF ASIA-PACIFIC
LATIN AMERICA
  • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2023 (E)
ARGENTINABRAZILMEXICOREST OF LATIN AMERICA
MIDDLE EAST
  • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2023 (E)
IRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EAST
AFRICA
  • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2023 (E)
IV. COMPETITION

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