Social Gaming Market Global Scenario, Market Size, Outlook, Trend and Forecast, 2016 – 2025

Global Social Gaming Market size is projected to be valued $37 Billion by 2024; with a CAGR of 15.1% from 2017 to 2025. Social gaming is an activity of playing online games with other members of the same online group that allows for social interaction between players. This is used for short periods of relaxation and distraction which provides tutorials, simple and repetitive tasks, social interaction, support for interrupted gameplay, visibility of other players’ activity. We live in a digital era and the use of technology and technological appliances has been growing continuously in the last several years. Thus the advancements in portable devices have increased the demand for online gaming platform, as they enable the player to play in various locations and situations.

Increasing penetration of internet, high adoption of smartphones and tablets, and growing number of social gamers are the drivers fueling the growth of the global social gaming market. Constant development of innovative games and availability of games on the basis of gender and age also encourages the users to involve in social gaming which significantly boosts the growth of the market. However, possibility of getting addicted and physical consequences of gaming addiction such as poor personal hygiene, migraines, carpal tunnel, and others would pose several challenges for the market. Furthermore, development of cloud gaming, and growing utilization of incentivized social video model would create numerous opportunities in the coming years.

The global social gaming market is categorized as gender, age group, revenue generation, and geography. By gender, the segment is bifurcated as male, and female. Age group includes 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 years and above. Furthermore, revenue generation is segmented as advertisements, virtual goods, and lead generation.

Based on geographical analysis, social gaming market is classified into North America, Europe, Asia-Pacific, and Rest of the World (RoW). The U.S., Canada, and Mexico are covered under North America wherein Europe covers UK, Germany, France, Italy, and others. Asia-Pacific covers China, India, Japan, South Korea, and others. While, Rest of the world covers South America, Middle East, and Africa.

Major companies operating in the global Social Gamingmarket are Zynga, Electronic Arts Inc., Social Point S.L., Gameloft SE, King Digital Entertainment plc, Rovio Entertainment, Ltd., CrowdStar, Aeria Games GmbH, Behaviour Interactive, Inc., and Wooga GmbH, among others.

The key takeaways from the report

  • The detailed analysis of Global Social Gaming Market with respect to key segments such as gender, age group, revenue generationand geography has been included in the report
  • The report comprises the qualitative and quantitative analysis of the market with market estimation over 2016 – 2025 and CAGR between 2017 and 2025
  • Comprehensive analysis of market dynamics including Growth factors, restraining factors and opportunities will be provided in the report
  • An exhaustive regional and country wise analysis of Global Social Gaming Market has been covered in the report
  • Profile of the major key players operating in the Global Social Gaming Market will be provided, with detailed study on their key financials, product & services, new developments and business strategies.

Scope of the Global Social Gaming Market

Gender Segments

  • Male
  • Female

Age Group Segments

  • 13-18 Years
  • 19-25 Years
  • 26-35 Years
  • 36-45 Years
  • 46 Years and Above

Revenue Generation Segments

  • Advertisements
  • Virtual Goods
  • Lead Generation

Geography Segment

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Others
  • RoW
    • South America
    • Middle East
    • Africa

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