Market Overview:
The global social gaming market is expected to grow at a CAGR of 10.8% during the forecast period from 2018 to 2030. The growth in the social gaming market can be attributed to various factors such as increasing penetration of smartphones and tablets, rising number of gamers, and growing trend of online multiplayer games. In terms of type, the voice social gaming segment is expected to witness highest growth during the forecast period owing to increasing popularity of voice-based chat applications such as WhatsApp, Facebook Messenger, and Skype. In terms of application, the male segment is expected to dominate the global social gaming market during the forecast period owing to higher adoption rate among males for online multiplayer games. Regionally, North America is estimated to account for largest share in global social gaming market in 2018 followed by Europe and Asia Pacific respectively.
Product Definition:
Social gaming is a type of online game that encourages players to interact with each other. These games can take many different forms, including multiplayer games, casino-style games, and word or puzzle games. Social gaming is important because it allows people to connect with each other and have fun while doing so. It can also help promote teamwork and cooperation skills.
Voice Social Gaming:
Voice social gaming is a new term in the Social Gaming industry. It's basically about using voice as an input mechanism for games. Voice can be used for various purposes such as to interact with characters, to solve puzzles, and even just for fun. In many ways it's similar to how text works in traditional gaming but with more flexibility and creativity since speech acts can trigger game events rather than simply providing information or commands.
Video Social Gaming:
Video social gaming is a new term used for online video games that are played through the use of live streaming on the internet. These games are usually played by a group of people in one location and broadcasted over the internet to another location where other players can interact with them. The main objective behind video social gaming is to increase awareness about the product/ service being advertised, as it allows users to experience what they are selling before buying.
Application Insights:
The male application segment dominated the global social gaming market, accounting for 54.5% share of the total revenue in 2017. The growth of this segment can be attributed to increasing usage of smartphones and tablets globally, which has led to a significant increase in mobile gaming population across the globe. According to eMarketer's estimates, there are over 575 million gamers worldwide who spend around USD 2,000 per year on average on mobile games and that number is expected to reach 744 million by 2021.
Moreover, majority of social game players are males aged between 18-24 years old as compared with female players who make up a smaller demographic among all age groups globally owing to different interests and spending capacities among females globally as compared with males.
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 smartphone penetration and rising adoption of social networking sites in countries such as China, Japan, South Korea, and India. In addition, increasing investments by companies for developing gaming apps will drive the industry growth further. For instance, in September 2016 it was announced that Tencent Holdings Limited., a Chinese Internet company had invested USD X million for acquiring shares of Riot Games Inc., an American provider of League of Legends game content and services.
North America is estimated to account for a significant share owing to presence of major technology companies such as Google LLC; Apple Inc.; Microsoft Corporation; International Business Machines Corporation; Facebook Inc.; Twitter Inc.; Amazon Web Services LLC; among others which are actively involved in developing innovative technologies pertaining towards gaming sector.
Growth Factors:
- Increasing penetration of internet and smartphones, especially in developing countries.
- Rising adoption of social media platforms for gaming purposes.
- Proliferation of free-to-play games that do not require any upfront payment from users.
- Growing trend of eSports and competitive gaming, which is attracting a large number of gamers worldwide.
- Increasing focus on immersive and interactive gaming experiences by game developers
Scope Of The Report
Report Attributes
Report Details
Report Title
Social Gaming Market Research Report
By Type
Voice Social Gaming, Video Social Gaming, Others
By Application
Male, Female
By Companies
Activision Blizzard, Electronic Arts, King Digital Entertainment, Supercell, Behaviour Interactive, Wooga, Zynga, Etermax, Peak Games, Tencent, TinyCo, Gameloft, CrowdStar, Aeria Games GmbH, DeNA Co., Ltd
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
220
Number of Tables & Figures
154
Customization Available
Yes, the report can be customized as per your need.
Global Social Gaming Market Report Segments:
The global Social Gaming market is segmented on the basis of:
Types
Voice Social Gaming, Video Social Gaming, Others
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
Male, Female
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:
- Activision Blizzard
- Electronic Arts
- King Digital Entertainment
- Supercell
- Behaviour Interactive
- Wooga
- Zynga
- Etermax
- Peak Games
- Tencent
- TinyCo
- Gameloft
- CrowdStar
- Aeria Games GmbH
- DeNA Co., Ltd
Highlights of The Social Gaming 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:
- Voice Social Gaming
- Video Social Gaming
- Others
- By Application:
- Male
- Female
- 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 Gaming 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
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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 gaming is a type of video game that involves players interacting with each other online. This can involve playing games together, sharing tips or strategies, or just chatting about the game.
Some of the major companies in the social gaming market are Activision Blizzard, Electronic Arts, King Digital Entertainment, Supercell, Behaviour Interactive, Wooga, Zynga, Etermax, Peak Games, Tencent, TinyCo, Gameloft, CrowdStar, Aeria Games GmbH, DeNA Co., Ltd.
The social gaming market is expected to grow at a compound annual growth rate of 10.8%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Social Gaming 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 Gaming Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Social Gaming 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 Gaming 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 Gaming Market Size & Forecast, 2020-2028 4.5.1 Social Gaming Market Size and Y-o-Y Growth 4.5.2 Social Gaming Market Absolute $ Opportunity
Chapter 5 Global 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 Market Size Forecast by Type
5.2.1 Voice Social Gaming
5.2.2 Video Social Gaming
5.2.3 Others
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global 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 Market Size Forecast by Applications
6.2.1 Male
6.2.2 Female
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Social Gaming 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 Gaming 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 Analysis and Forecast
9.1 Introduction
9.2 North America 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 Market Size Forecast by Type
9.6.1 Voice Social Gaming
9.6.2 Video Social Gaming
9.6.3 Others
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 Market Size Forecast by Applications
9.10.1 Male
9.10.2 Female
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 Analysis and Forecast
10.1 Introduction
10.2 Europe 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 Market Size Forecast by Type
10.6.1 Voice Social Gaming
10.6.2 Video Social Gaming
10.6.3 Others
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 Market Size Forecast by Applications
10.10.1 Male
10.10.2 Female
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 Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific 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 Market Size Forecast by Type
11.6.1 Voice Social Gaming
11.6.2 Video Social Gaming
11.6.3 Others
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 Market Size Forecast by Applications
11.10.1 Male
11.10.2 Female
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 Analysis and Forecast
12.1 Introduction
12.2 Latin America 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 Market Size Forecast by Type
12.6.1 Voice Social Gaming
12.6.2 Video Social Gaming
12.6.3 Others
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 Market Size Forecast by Applications
12.10.1 Male
12.10.2 Female
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) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) 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) Market Size Forecast by Type
13.6.1 Voice Social Gaming
13.6.2 Video Social Gaming
13.6.3 Others
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) Market Size Forecast by Applications
13.10.1 Male
13.10.2 Female
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 Gaming Market: Competitive Dashboard
14.2 Global Social Gaming Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Activision Blizzard
14.3.2 Electronic Arts
14.3.3 King Digital Entertainment
14.3.4 Supercell
14.3.5 Behaviour Interactive
14.3.6 Wooga
14.3.7 Zynga
14.3.8 Etermax
14.3.9 Peak Games
14.3.10 Tencent
14.3.11 TinyCo
14.3.12 Gameloft
14.3.13 CrowdStar
14.3.14 Aeria Games GmbH
14.3.15 DeNA Co., Ltd