A Social Gaming Market, By Segment (Virtual Goods

Social Gaming Market, By Segment (Virtual Goods, Advertising, and Lead Generation / Offers), By Gender (Male, and Female), By Age Group (13 – 18 years, 19 – 25 years, 26 – 35 years, 36 – 45 years, and 46+ years), and by Geography (North America, Europe, Asia Pacific, Latin America and Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2028

A social game is an online game that is played through social networks. Social gaming is becoming a popular online pastime. Moreover, social games are played by a single player or multi-player at the same time. This multi-player may co-operate or compete against each other. Moreover, social game facilities and encourages social interactions and communication, inside the game. Social games can be accessed through personal computers, gaming consoles, and mobile & portable devices.

Market Dynamics
The penetration of social games is getting increased by the factors such as increasing access to the internet among the people, high penetration of laptops, mobile phones and tablets, high number of availability of social games for all gender, and age group of peoples. For instance, according to Our World in Data, in the year 2000, globally the 413 million internet users, get increased to 3.4 billion in the year 2016, which is further expected to increase over the forecast period. China and India were the countries having the highest number of internet users.
Restrictions on social media networking websites in some countries are expected to hamper the growth of the social gaming market over the forecast period.
Key features of the study:
This report provides in-depth analysis of the global Social Gaming market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2022-2028), considering 2021 as the base year
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
It profiles leading players in the global Social Gaming market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
Companies covered as part of this study Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.
Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
The global Social Gaming market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global Social Gaming market
Detailed Segmentation
Global Social Gaming Market, By Segment:
Virtual Goods
Advertising
Lead Generation/Offers
Global Social Gaming Market, By Gender:
Male
Female
Global Social Gaming Market, By Age Group:
13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years
Global Social Gaming Market, By Region:
North America
By Segment:
Virtual Goods
Advertising
Lead Generation/Offers
By Gender:
Male
Female
By Age Group:
13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years
By Country:
U.S.
Canada
Europe
By Segment:
Virtual Goods
Advertising
Lead Generation/Offers
By Gender:
Male
Female
By Age Group:
13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years
By Country:
Germany
U.K.
France
Italy
Spain
Russia
Rest of Europe
Asia Pacific
By Segment:
Virtual Goods
Advertising
Lead Generation/Offers
By Gender:
Male
Female
By Age Group:
13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years
By Country:
China
India
Japan
Australia
South Korea
ASEAN
Rest of Asia Pacific
Latin America
By Segment:
Virtual Goods
Advertising
Lead Generation/Offers
By Gender:
Male
Female
By Age Group:
13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years
By Country:
Brazil
Mexico
Rest of Latin America
Middle East & Africa
By Segment:
Virtual Goods
Advertising
Lead Generation/Offers
By Gender:
Male
Female
By Age Group:
13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years
By Country/Region:
GCC Countries
South Africa
Rest of Middle East and Africa
Company Profiles
Zynga, Inc*
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments/ Updates
Wooga GmbH.
Playtika Ltd
King
Tencent Holdings Ltd
Electronic Arts, Inc
Renren Inc
CrowdStar
Booyah Inc
Social Point
“*” marked represents similar segmentation in other categories in the respective section.


1. Research Objectives and Assumptions
Research Objectives
Assumptions
Abbreviations
2. Market Purview
Report Description
Market Definition and Scope
Executive Summary
Market Snippet, By Segment
Market Snippet, By Gender
Market Snippet, By Age Group
Market Snippet, By Region
Coherent Opportunity Map (COM)
3. Market Dynamics, Regulations, and Trends Analysis
Market Dynamics
Drivers
Restraints
Market Opportunities
Regulatory Scenario
Component Trend
Merger and Acquisitions
New system Launch/Approvals
4. Global Social Gaming Market - Impact of Coronavirus (COVID-19) on Market
Short Term
Long term
5. Global Social Gaming, By Segment, 2017 - 2028 (US$ Million)
Introduction
Market Share Analysis, 2022 and 2028 (%)
Segment trends
Virtual Goods
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
Advertising
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
Lead Generation/Offers
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
6. Global Social Gaming, By Gender, 2017 - 2028 (US$ Million)
Introduction
Market Share Analysis, 2022 and 2028 (%)
Segment trends
Male
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
Female
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
7. Global Social Gaming, By Age Group, 2017 - 2028 (US$ Million)
Introduction
Market Share Analysis, 2022 and 2028 (%)
Segment trends
13 – 18 years
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
19 – 25 years
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
26 – 35 years
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
36 – 45 years
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
46+ years
Introduction
Market Size and Forecast, 2017 - 2028, (US$ Million)
8. Global Social Gaming, By Region, 2017 - 2028 (US$ Million)
Introduction
Market Share Analysis, By Region, 2022 and 2028 (%)
North America
Regional Trends
Market Size and Forecast, By Segment, 2017 - 2028(US$ Million)
Market Size and Forecast, By Gender, 2017 - 2028(US$ Million)
Market Size and Forecast, By Age Group, 2017 - 2028(US$ Million)
Market Share Analysis, By Country, 2022 and 2028 (%)
U.S.
Canada
Europe
Regional Trends
Market Size and Forecast, By Segment, 2017 - 2028(US$ Million)
Market Size and Forecast, By Gender, 2017 - 2028(US$ Million)
Market Size and Forecast, By Age Group, 2017 - 2028(US$ Million)
Market Share Analysis, By Country, 2022 and 2028 (%)
U.K.
Germany
Italy
France
Russia
Rest of Europe
Asia Pacific
Regional Trends
Market Size and Forecast, By Segment, 2017 - 2028(US$ Million)
Market Size and Forecast, By Gender, 2017 - 2028(US$ Million)
Market Size and Forecast, By Age Group, 2017 - 2028(US$ Million)
Market Share Analysis, By Country, 2022 and 2028 (%)
China
India
Japan
ASEAN
Australia
South Korea
Rest of Asia Pacific
Latin America
Regional Trends
Market Size and Forecast, By Segment, 2017 - 2028(US$ Million)
Market Size and Forecast, By Gender, 2017 - 2028(US$ Million)
Market Size and Forecast, By Age Group, 2017 - 2028(US$ Million)
Market Share Analysis, By Country, 2022 and 2028 (%)
Brazil
Argentina
Mexico
Rest of Latin America
Middle East and Africa
Regional Trends
Market Size and Forecast, By Segment, 2017 - 2028(US$ Million)
Market Size and Forecast, By Gender, 2017 - 2028(US$ Million)
Market Size and Forecast, By Age Group, 2017 - 2028(US$ Million)
Market Share Analysis, By Country, 2022 and 2028 (%)
Israel
GCC Countries
South Africa
Rest of the Middle East and Africa
9. Competitive Landscape
Company Profiles
Zynga, Inc *
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments/ Updates
Wooga GmbH
Playtika Ltd
King
Tencent Holdings Ltd
Electronic Arts, Inc
Renren Inc
CrowdStar
Booyah Inc
Social Point
10. Section
References
Research Methodology
About us and Sales Contact
*Browse market data tables and figures on “Global Social Gaming -forecast to 2028”.

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