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Global Social Gaming Market, by Console Type, by Purchase Type, by Region; Trend Analysis, Competitive Market Share & Forecast, 2015-2025

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    Report

  • 125 Pages
  • December 2019
  • Region: Global
  • Blueweave Consulting & Research Pvt Ltd
  • ID: 4990228
The Global Social Gaming Market is expected to grow at a significant rate during the forecast period. The mobile gaming market will generate high revenues of approximately $95.4 billion in the year 2022 and is expected to account for almost half of the entire global games market. The global social gaming market is anticipated to grow at a CAGR of 9.7% during the forecast period 2019- 2025. The market is growing due to various factors. The report, the games business' standard for comprehension and measuring the worldwide games market, brags a complete breakdown of the market as far as income and gamer conjectures per fragment.

The report investigates the market patterns molding and driving the scene of the game, further focusing in on the most recent improvements per fragment and area. In this article, we will plunge into a portion of the report's key discoveries, concentrating on the new numbers. The diversion world today has tagged along far away from the prepackaged games and 8-piece computer games as a method of recreation and play.

With the approach of data innovation and progressed graphical and explanatory motors, the worldwide gaming segment has been changed. Different gaming mediums, for example, Computer/Mac gaming, devoted TV reassures, handheld gaming consoles, portable and tablet-based gaming among others have been created and are in a consistent period of refreshing. The worldwide gaming market has been demonstrating a developing pattern since its origin and is relied upon to blast in the forecast years as well.

The global social gaming market is developing at a fast pace because of the expanding appropriation of cutting edge gaming advances, rising salary levels, ease of gaming activities, increment in online substance, and computerized conveyance, which enable clients to download the substance on their frameworks. Famous social gaming sorts, for example, social club is probably going to drive the market development during the conjecture time frame because of the expanding social gaming traffic. Besides, the entrance of cloud-based applications and accessibility of gadgets that give enlarged reality gaming encounters additionally open new roads for the market.

The mobile gaming segment from the console section is projected to hold a major share in the global social gaming market during the forecast period

The mobile gaming (smartphone and tablet), meanwhile, remains the largest segment in 2019, growing +10.2% year on year to $68.5 billion - 45% of the Global Social Gaming Market. Of this, $54.9 billion will come from smartphone games. PC gaming will be both the smallest and slowest-growing segment, increasing +4.0% year on year to $35.7 billion. Despite the segment being smaller in size, PC’s status as the bedrock of innovation in the Global Social Gaming Market remains evident to this day. Nearly all of the most popular game genres, including battle royale and MOBA, can trace their roots back to PC gaming’s modding community.

The North American region holds a lion’s share in the global social gaming market during the forecast period

North America is relied upon to overwhelm the global social gaming market because of the high appropriation pace of games, solid web framework, and availability. The nearness of worldwide key players in this locale and their constant endeavors to give the best gaming stages will support the global social gaming market. The region sees a growing usage of gaming equipment and devices in various gaming markets. Also, the growing propensity of utilizing the best gaming devices amongst the youth is expected to boost the growth of the global social gaming market.

Global Social Gaming Market: Competitive Insight

The major industry players operating in the global social gaming market include prominent companies like Valve Corporation, PlayJam, Playdom, Bluestack Systems, Gameloft, Microsoft, Nintendo, Rovio Entertainment, NVIDIA, and Sony, among others. These prominent companies are largely focusing on various strategic alliances and other product differentiations for strengthening their position thus resulting in the overall growth and development of the global social gaming market.


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Table of Contents

1. Research Framework
1.1. Research Objective
1.2. Product Overview
1.3. Market Segmentation
2. Research Methodology
2.1. Qualitative Research
2.1.1. Primary & Secondary Sources
2.2. Quantitative Research
2.2.1. Primary & Secondary Sources
2.3. Breakdown of Primary Research Respondents
2.3.1. Secondary Research
2.3.2. Primary Research
2.4. Breakdown of Primary Research Respondents, By Industry Participants
2.5. Market Size Estimation
2.6. Assumption for the Study
2.7. Market Breakdown & Data Triangulation
3. Executive Summary
4. Global Social Gaming Market - Industry Insights
4.1. DROC Analysis
4.1.1. Growth Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.1.4. Challenges
4.2. Technological Advancement
4.3. Regulatory Framework
4.4. Company Market Share Analysis, 2019
4.5. Porter’s Five Forces Analysis
4.6. Strategic Outlook
5. Global Social Gaming Market Overview
5.1. Market Size & Forecast, 2016-2026
5.1.1. By Value (USD Million)
5.1.2. By Console Type
5.1.2.1. TV / Gaming Console
5.1.2.2. Computer Gaming
5.1.2.3. Mobile Gaming
5.1.2.4. Social / Casual Gaming
5.1.2.5. Online MMO Gaming
5.1.2.6. Others Solutions
5.1.3. By Purchase Type
5.1.3.1. Box/ CD/ DVD Game Purchase
5.1.3.2. Shareware
5.1.3.3. Freeware
5.1.3.4. In-App Purchase Based
5.1.3.5. Others Outdoor Locations
5.1.4. By Region
5.1.4.1. North America
5.1.4.2. Europe
5.1.4.3. Asia-Pacific
5.1.4.4. Latin America
5.1.4.5. Middle East & Africa
6. North America Social Gaming Market Overview
6.1.1. Market Size & Forecast (USD Million) 2016-2026
6.1.2. By Console Type
6.1.3. By Purchase Type
6.1.4. By Country
6.1.4.1. United States
6.1.4.2. Canada
7. Europe Social Gaming Market Overview
7.1.1. Market Size & Forecast (USD Million) 2016-2026
7.1.2. By Console Type
7.1.3. By Purchase Type
7.1.4. By Country
7.1.4.1. United Kingdom
7.1.4.2. Germany
7.1.4.3. France
8. Asia –Pacific Social Gaming Market Overview
8.1.1. Market Size & Forecast (USD Million) 2016-2026
8.1.2. By Console Type
8.1.3. By Purchase Type
8.1.4. By Country
8.1.4.1. China
8.1.4.2. Japan
8.1.4.3. India
8.1.4.4. South Korea
9. Latin America Social Gaming Market Overview
9.1.1. Market Size & Forecast (USD Million) 2016-2026
9.1.2. By Console Type
9.1.3. By Purchase Type
9.1.4. By Country
9.1.4.1. Brazil
9.1.4.2. Mexico
9.1.4.3. Rest of Latin America
10. Middle East & Africa Social Gaming Market Overview
10.1.1. Market Size & Forecast (USD Million) 2016-2026
10.1.2. By Console Type
10.1.3. By Purchase Type
10.1.4. By Country
10.1.4.1. Saudi Arabia
10.1.4.2. UAE
10.1.4.3. South Africa
11. Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *
11.1. Valve Corporation
11.2. PlayJam, Playdom
11.3. Bluestack Systems
11.4. Gameloft
11.5. Microsoft
11.6. Nintendo
11.7. Rovio Entertainment
11.8. NVIDIA
11.9. Sony
11.10. Aeria Games GmbH
11.11. Activision Blizzard, Inc.
11.12. Blizzard Entertainment, Inc.
11.13. King Digital Entertainment plc
11.14. Behaviour Interactive, Inc.
11.15. DeNA Co., Ltd.
11.16. Electronic Arts, Inc.
11.17. PopCap Games, Inc.
11.18. GREE, Inc.
11.19. Miniclip SA
11.20. Peak Games
11.21. Playtech plc
11.22. Pretty Simple
11.23. Social Point
11.24. Supercell
11.25. SYBO Games
11.26. Wooga GmbH
11.27. Zynga, Inc.
11.28. Other Prominent Players

Methodology

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