Market Overview:
The global social casino market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing penetration of smartphones and other mobile devices, rising demand for social gaming, and growing trend of gamification. In terms of type, the casual games segment is expected to hold the largest share in the global social casino market during the forecast period. This can be attributed to factors such as easy gameplay and low barriers to entry. By application, free games are expected to account for a larger share in the global social casino market than toll games during the forecast period.
Product Definition:
A social casino is a type of online gambling platform where players can gamble without risking any real money. Social casinos usually offer free-to-play games, but some may also require players to make a deposit in order to access all of the features of the site. The purpose of social casinos is to provide a fun and entertaining environment for people who enjoy gambling, without having to risk any money.
Casual Games:
Casual games are those designed for short term entertainment with the primary goal of gaming. Casual games can be played by anyone regardless of age, gender or skill level and do not require any special hardware to play. The casual game market is expected to witness significant growth over the forecast period owing to factors such as increasing internet penetration, rising smartphone adoption rate and rapid development in digital gaming technology.
The global casual games market was valued at USD 31 billion in 2014.
Free Game:
Free game is a term used in the online gaming industry for games that can be played by any player without any specific requirements to win cash or prizes. The concept of free game exists in land-based casinos as well; however, it is more prominent in online casinos. Free games are also known as zero-pressure games since there are no immediate rewards or losses associated with them.
The primary objective of offering free play mode is to attract new players.
Application Insights:
Based on the application, the global social casino market is segmented into free games and toll games. The free game segment dominated the overall market in terms of revenue in 2017. This is attributed to a large number of players who prefer playing for fun rather than real money and also due to an increasing number of mobile casinos that offer this game type. Furthermore, this category includes slots as well as card/board games where players can win real money by betting on their luck.
The toll gaming segment is expected to grow at a faster rate over the forecast period owing to its ability for users to make bets with fractions of dollars and play against friends or strangers from around the world via internet connections or mobile data networks.
Regional Analysis:
Asia Pacific is expected to emerge as the fastest-growing regional market over the forecast period. The growth can be attributed to increasing adoption of social games in China and Japan. In 2016, Chinese players spent around USD X billion on in-app purchases for games, whereas Japanese players spent around USD X billion on such purchases for casual and arcade style games.
North America region accounted for more than 30% revenue share in 2017 owing to high usage of casino style apps among smartphone users living in U.S.
The Middle East & Africa (MEA) is also anticipated to witness significant growth due its large population base coupled with growing disposable income especially amongst youth groups living within major urban cities including Dubai.
Growth Factors:
- Increasing demand for social casino games from the female population.
- Proliferation of new mobile devices and platforms that can support social casino games.
- Introduction of new features and technologies in social casino games that keep players engaged for longer periods of time.
- Growing trend of gamification in other industries, which could be applied to social casino games to make them more engaging and fun to play. 5) Entry of big tech companies into the social casino market, which will bring with it greater levels of innovation and competition
Scope Of The Report
Report Attributes
Report Details
Report Title
Social Casino Market Research Report
By Type
Casual Games, Free Game, Turn-based Game, Other
By Application
Free, Toll
By Companies
Zynga, International Game Technology, Scientific Games Corporation, Caesars Entertainment Corporation
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
232
Number of Tables & Figures
163
Customization Available
Yes, the report can be customized as per your need.
Global Social Casino Market Report Segments:
The global Social Casino market is segmented on the basis of:
Types
Casual Games, Free Game, Turn-based Game, Other
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Free, Toll
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Zynga
- International Game Technology
- Scientific Games Corporation
- Caesars Entertainment Corporation
Highlights of The Social Casino Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Casual Games
- Free Game
- Turn-based Game
- Other
- By Application:
- Free
- Toll
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Social Casino Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Social casino is a type of online gambling where players can compete against each other in games such as poker, blackjack, and roulette. The games are typically played through social media platforms such as Facebook and Twitter.
Some of the major companies in the social casino market are Zynga, International Game Technology, Scientific Games Corporation, Caesars Entertainment Corporation.
The social casino market is expected to grow at a compound annual growth rate of 10.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Social Casino Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Social Casino Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Social Casino Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Social Casino Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Social Casino Market Size & Forecast, 2018-2028 4.5.1 Social Casino Market Size and Y-o-Y Growth 4.5.2 Social Casino Market Absolute $ Opportunity
Chapter 5 Global Social Casino Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Social Casino Market Size Forecast by Type
5.2.1 Casual Games
5.2.2 Free Game
5.2.3 Turn-based Game
5.2.4 Other
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Social Casino Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Social Casino Market Size Forecast by Applications
6.2.1 Free
6.2.2 Toll
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Social Casino Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Social Casino Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Social Casino Analysis and Forecast
9.1 Introduction
9.2 North America Social Casino Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Social Casino Market Size Forecast by Type
9.6.1 Casual Games
9.6.2 Free Game
9.6.3 Turn-based Game
9.6.4 Other
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Social Casino Market Size Forecast by Applications
9.10.1 Free
9.10.2 Toll
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Social Casino Analysis and Forecast
10.1 Introduction
10.2 Europe Social Casino Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Social Casino Market Size Forecast by Type
10.6.1 Casual Games
10.6.2 Free Game
10.6.3 Turn-based Game
10.6.4 Other
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Social Casino Market Size Forecast by Applications
10.10.1 Free
10.10.2 Toll
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Social Casino Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Social Casino Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Social Casino Market Size Forecast by Type
11.6.1 Casual Games
11.6.2 Free Game
11.6.3 Turn-based Game
11.6.4 Other
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Social Casino Market Size Forecast by Applications
11.10.1 Free
11.10.2 Toll
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Social Casino Analysis and Forecast
12.1 Introduction
12.2 Latin America Social Casino Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Social Casino Market Size Forecast by Type
12.6.1 Casual Games
12.6.2 Free Game
12.6.3 Turn-based Game
12.6.4 Other
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Social Casino Market Size Forecast by Applications
12.10.1 Free
12.10.2 Toll
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Social Casino Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Social Casino Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Social Casino Market Size Forecast by Type
13.6.1 Casual Games
13.6.2 Free Game
13.6.3 Turn-based Game
13.6.4 Other
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Social Casino Market Size Forecast by Applications
13.10.1 Free
13.10.2 Toll
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Social Casino Market: Competitive Dashboard
14.2 Global Social Casino Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Zynga
14.3.2 International Game Technology
14.3.3 Scientific Games Corporation
14.3.4 Caesars Entertainment Corporation