Global Social Gaming market - By Revenue Source, Gender, Age, Region - Market Size, Demand Forecasts, Industry Trends and Updates (2016-2022)

  • ID: 4396126
  • Report
  • Region: Global
  • 120 pages
  • Oristep Consulting
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until Jun 30th 2018
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FEATURED COMPANIES

  • CrowdStar Inc.
  • Gameloft
  • Playdom Inc.
  • Rovio
  • Supercell Oy
  • TinyCo.
  • MORE
Social Gaming or Online gaming refers to the activity or practice of playing an online game on a social media platform. The increase in the number of people accessing social media platforms is driving the growth of the global social gaming market.

Demand Scenario

The Global Social Gaming market was USD 7.97 billion in 2016 and is estimated to reach USD 19.1 billion by 2022 at a CAGR of 15.67% for the forecasted period.

Growth by Region:

North America, Europe are the key regional markets for social gaming while Asia Pacific is emerging as the market leader owing to the rapid economic rise of the major Asian nations such as China, South Korea, Japan, India, and Indonesia.

Drivers and Constraints

The factors contributing to the growth of global social gaming market is innovative in gaming consoles such as Playstation and Xboxes. The free or low cost of games is further fuelling the growth of global social gaming market.

On the other hand, the restrictions on the usage of social media websites in workplaces especially for young people are a major restraint on the global social gaming market.

Industry Structure and Updates

The share of social games will have a market share of 50% of the total online gaming market by the end of forecasted period. Video game publishers are continuing to acquire social game developers and trying to make their games more available and attractive for social gamers
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • CrowdStar Inc.
  • Gameloft
  • Playdom Inc.
  • Rovio
  • Supercell Oy
  • TinyCo.
  • MORE
1. Research Methodology

2. Executive Summary

3. Market Overview
  • Definition
  • Industry Value Chain Analysis
  • Porter's 5 Forces
  • Regulations
4. Market Dynamics
  • Introduction
  • Drivers
  • Constraints
  • Opportunities
5. Global Social Gaming market Segmentation, Forecasts and Trends - By Revenue

6. By Revenue Source
  • Virtual goods
  • Advertisements
  • Lead generation offers
7. By Gender
  • Male
  • Female
8. By Age
  • 12-18
  • 19-25
  • 26-35
  • 36-45
  • > 45
9. By Region
  • North America
  • US
  • Canada
  • Europe
  • UK
  • France
  • Germany
  • Italy
  • Others
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • Others
  • Latin America
  • Brazil
  • Mexico
  • Argentina
  • Others
  • Middle East and Africa
  • United Arab Emirates
  • Saudi Arabia
  • South Africa
  • Others
10. Vendor Market Share Analysis

11. Company Profiles
  • TinyCo.
  • Social Point S.L.
  • CrowdStar Inc.
  • Playdom Inc.
  • Wooga GmbH
  • Tencent
  • Supercell Oy
  • Electronic Arts Inc.
  • Rovio
  • Gameloft
  • Renren
  • Zynga Inc.
  • Peak Games
  • King Digital Entertainment plc
  • Others
12. Industry Structure
  • Industry M&As, Consolidations
  • Investment Opportunities
13. Global Social Gaming market - Road Ahead
  • Tables
  • Disclaimer
Note: Product cover images may vary from those shown
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  • TinyCo.
  • Social Point S.L.
  • CrowdStar Inc.
  • Playdom Inc.
  • Wooga GmbH
  • Tencent
  • Supercell Oy
  • Electronic Arts Inc.
  • Rovio
  • Gameloft
  • Renren
  • Zynga Inc.
  • Peak Games
  • King Digital Entertainment plc
Note: Product cover images may vary from those shown
5 of 4
Note: Product cover images may vary from those shown
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