Social Gaming Market- Global Industry Analysis and Forecast (2023-2029)

Social Gaming Market size was valued at US$ 27.16 Bn. in 2022 and the total revenue is expected to grow at a CAGR of 16.01% from 2023 to 2029, reaching nearly US$ 76.83 Bn.

Social Gaming Market Overview:

Playing online games with other members of the same online community is known as social gaming. Bejewelled, Little Big Planet, and Wii Play are all popular examples. MMORPG (Massively Multiplayer Online Role-Playing Game) – A type of role-playing video games in which large groups of people interact online in a virtual world. World of Warcraft is a famous example. This report focuses on the different segments of the Social Gaming market (Gender, Age Group, Revenue Generation, and Region). This report examines the major market players and regions in depth (North America, Asia Pacific, Europe, Middle East & Africa, and South America). It's a comprehensive look at today's rapid breakthroughs in a range of fields. Facts and numbers, visualisations, and presentations are used to show the primary data analysis during the historical era from 2018 to 2022. The market drivers, restraints, opportunities, and challenges for Social Gaming are examined in this report. The MMR report's investment suggestions are based on a thorough examination of the current competitive environment in the Social Gaming market.Social Gaming MarketTo know about the Research Methodology :- Request Free Sample Report

Social Gaming Market Dynamics:

During the forecast period, rising smartphone demand is expected to boost the social gaming market growth. The demand for mobile phones has risen dramatically in recent years. Growing smartphone applications are leading to increased market support for social gaming. Smartphones run on a variety of operating systems, including iOS, Android, BlackBerry OS, and Windows, which allow users to perform multiple tasks at once. With the help of operating systems, different social games may be downloaded on mobile devices. The phone's huge memory capacity, which ranges from 16 to 64 GB, enables for the storage of many games. As a result, these factors are expected to boost the social gaming market growth over the forecast period. During the forecast period, restrictions on social networking sites are expected to hamper the social gaming market growth. Texas Hold'em poker, Farmville, Candy Crush, and Criminal Case are among the most popular online games on social networking sites like MySpace, Facebook, and Google+. The restriction on social networking sites like Facebook, MySpace, and Twitter has resulted in significant market losses. Many Islamic countries, including Iran, Pakistan, and Indonesia, have made social networking sites illegal. This is also considered forbidden in Middle Eastern cultures. Such sites have been restricted primarily for security concerns. As a result, these factors are expected to hinder the social gaming market growth over the forecast period. In the global social gaming market, improvements in browser experience is expected to create significant growth opportunities. High-quality browser-based games are being developed by the social gaming market. Richer and more complicated 3D social games are being developed by companies. Adobe released a beta of Flash Player, which is intended to support accelerated 3D, while Unity released a Flash export feature. Social games are simple to install on smartphones and tablet computers. The majority of games are available for free. As a result, consumers are more inclined to play browser-based games that provide a similar thrill and experience to those provided by an Xbox or PlayStation. Smartphone and tablet sales are on the rise. The personal computer is a popular choice. Globally, the need for smartphones and tablet computers is driving the growth of social games. Mobile devices make games available 24 hours a day, seven days a week. This is largely driving its growth in the segment. PCs and smartphones are commonly utilised for social gaming because they provide users with convenient access and convenience. The largest gaming platform is available on social networking sites. Social networking sites like Facebook, Twitter, MySpace, and Friendster are currently the most popular places to play games, contributing significantly to the growth of social gaming. In comparison to other platforms, social networking platforms are significantly more convenient.

Social Gaming Market Segment Analysis:

The Social Gaming Market is segmented by Gender, Age Group, and Revenue Generation. Based on the Revenue Generation, the market is segmented into Advertisements, Virtual Goods, and Lead Generation. Lead Generation segment is expected to hold the largest market share of xx% by 2029. The key factor that is expected to drive the growth of the advertisement segment is the increasing use of the social gaming in the world. In 2022, the casual gaming segment's advertising revenues reached Rs 36 billion. With the amount of time spent gaming increasing, advertisers and companies are considering online casual gaming as a feasible way to reach their target customers. This is especially true now that online casual gaming has reached a broad demographic. Based on the Gender, the market is segmented into Male and Female. Both Male and Female segments are expected to grow rapidly at a CAGR of xx% and xx% during the forecast period 2023-2029. Men and women play social games virtually equally, with 52 percent and 48 percent, respectively, playing them more than once a month. Men, on the other hand, play on the PC and console at least once a month, compared to 35 percent and 23 percent of women, respectively. Female gamers value their social connections, with 39 percent discovering a game through friends or family and 20% through social media. Men are less likely than women to find games through friends or family. Instead, 26% of men learn about new titles from review or game sites, and 24% from online video channels.

Regional Insights:

Asia Pacific region is expected to dominate the Social Gaming Market during the forecast period 2023-2029. Asia Pacific region is expected to hold the largest market share of xx% by 2029. The Asia Pacific social gaming market is expected to drive significantly by the region's large population, increasing internet connectivity, and rising disposable income during the forecast period. The increasing GDP of Southeast Asian economies like Malaysia, Thailand, and Indonesia has resulted in the region's most rapid market growth. Japan, South Korea, and India are in the same boat. Experts believe that the region will become the core of social gaming due to low operating costs and an abundance of competent workers for developing and testing new products. The objective of the report is to present a comprehensive analysis of the Global Social Gaming Market to the stakeholders in the industry. The past and current status of the industry with the forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that include market leaders, followers, and new entrants. PORTER, PESTEL analysis with the potential impact of micro-economic factors of the market has been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The reports also help in understanding the Global Social Gaming Market dynamic and structure by analyzing the market segments and projecting the Global Social Gaming Market size. Clear representation of competitive analysis of key players by Distribution Channel, price, financial position, product portfolio, growth strategies, and regional presence in the Social Gaming Market make the report investor’s guide.

Social Gaming Market Scope: Inquire before buying 

Social Gaming Market
Base Year 2022 Forecast Period 2023-2029
Historical Data CAGR Market Size in 2022 Market Size in 2029
2018 to 2022 16.01% US$ 27.16 Bn US$ 76.83 Bn
Segments Covered
by Gender Male Female by Age Group 13-18 Years 19-25 Years 26-35 Years 36-45 Years 46 Years and Above by Revenue Generation Advertisements Virtual Goods Lead Generation
Regions Covered
North America United States Canada Mexico Europe UK France Germany Italy Spain Sweden Austria Rest of Europe Asia Pacific China S Korea Japan India Australia Indonesia Malaysia Vietnam Taiwan Bangladesh Pakistan Rest of APAC Middle East and Africa South Africa GCC Egypt Nigeria Rest of ME&A South America Brazil Argentina Rest of South America

Key Players:

1. Aeria Games GmbH (Germany) 2. Activision Blizzard, Inc. (USA) 3. Blizzard Entertainment, Inc. (USA) 4. King Digital Entertainment plc (UK) 5. Behaviour Interactive, Inc. (Canada) 6. DeNA Co., Ltd. (Japan) 7. Electronic Arts, Inc. (USA) 8. PopCap Games, Inc. (USA) 9. Etermax (Argentina) 10 GREE, Inc. (Japan) 11 Miniclip SA (Switzerland) 12 Peak Games (Turkey) 13 Playtech plc (Isle of Man, UK) 14 Pretty Simple (France) 15 Social Point (Spain) 16 Supercell (Finland) 17 SYBO Games (Denmark) 18 Wooga GmbH (Germany) 19 Zynga, Inc. (USA) Frequently Asked Questions: 1] Which region is expected to hold the highest share in the Social Gaming Market? Ans. Asia Pacific is expected to hold the highest share in the Social Gaming Market. 2] Who are the top key players in the Social Gaming Market? Ans. Aeria Games GmbH (Germany), Activision Blizzard, Inc. (USA), Blizzard Entertainment, Inc. (USA), King Digital Entertainment plc (UK), and Behaviour Interactive, Inc. (Canada) are the top key players in the Social Gaming Market. 3] Which segment is expected to hold the largest market share in the Social Gaming Market by 2029? Ans. Advertisements segment is expected to hold the largest market share in the Social Gaming Market by 2029. 4] What is the market size of the Social Gaming Market by 2029? Ans. The market size of the Social Gaming Market is expected to reach US $76.83 Bn. by 2029. 5] What was the market size of the Social Gaming Market in 2022? Ans. The market size of the Social Gaming Market was worth US $ 27.16 Bn. in 2022.
1. Global Social Gaming Market: Research Methodology 2. Global Social Gaming Market: Executive Summary 2.1 Market Overview and Definitions 2.1.1. Introduction to the Global Social Gaming Market 2.2. Summary 2.1.1. Key Findings 2.1.2. Recommendations for Investors 2.1.3. Recommendations for Market Leaders 2.1.4. Recommendations for New Market Entry 3. Global Social Gaming Market: Competitive Analysis 3.1 MMR Competition Matrix 3.1.1. Market Structure by region 3.1.2. Competitive Benchmarking of Key Players 3.2 Consolidation in the Market 3.2.1 M&A by region 3.3 Key Developments by Companies 3.4 Market Drivers 3.5 Market Restraints 3.6 Market Opportunities 3.7 Market Challenges 3.8 Market Dynamics 3.9 PORTERS Five Forces Analysis 3.10 PESTLE 3.11 Regulatory Landscape by region • North America • Europe • Asia Pacific • The Middle East and Africa • South America 3.12 COVID-19 Impact 4. Global Social Gaming Market Segmentation 4.1 Global Social Gaming Market, by Gender (2022-2029) • Male • Female 4.2 Global Social Gaming Market, by Age Group (2022-2029) • 13-18 Years • 19-25 Years • 26-35 Years • 36-45 Years • 46 Years and Above 4.3 Global Social Gaming Market, by Revenue Generation (2022-2029) • Advertisements • Virtual Goods • Lead Generation 5. North America Social Gaming Market (2022-2029) 5.1 North America Social Gaming Market, by Gender (2022-2029) • Male • Female 5.2 North America Social Gaming Market, by Age Group (2022-2029) • 13-18 Years • 19-25 Years • 26-35 Years • 36-45 Years • 46 Years and Above 5.3 North America Social Gaming Market, by Revenue Generation (2022-2029) • Advertisements • Virtual Goods • Lead Generation 5.4 North America Social Gaming Market, by Country (2022-2029) • United States • Canada • Mexico 6. Europe Social Gaming Market (2022-2029) 6.1. Europe Social Gaming Market, by Gender (2022-2029) 6.2. Europe Social Gaming Market, by Age Group (2022-2029) 6.3. Europe Social Gaming Market, by Revenue Generation (2022-2029) 6.4. Europe Social Gaming Market, by Country (2022-2029) • UK • France • Germany • Italy • Spain • Sweden • Austria • Rest Of Europe 7. Asia Pacific Social Gaming Market (2022-2029) 7.1. Asia Pacific Social Gaming Market, by Gender (2022-2029) 7.2. Asia Pacific Social Gaming Market, by Age Group (2022-2029) 7.3. Asia Pacific Social Gaming Market, by Revenue Generation (2022-2029) 7.4. Asia Pacific Social Gaming Market, by Country (2022-2029) • China • India • Japan • South Korea • Australia • ASEAN • Rest Of APAC 8. South America Social Gaming Market (2022-2029) 8.1. South America Social Gaming Market, by Gender (2022-2029) 8.2. South America Social Gaming Market, by Age Group (2022-2029) 8.3. South America Social Gaming Market, by Revenue Generation (2022-2029) 8.4. South America Social Gaming Market, by Country (2022-2029) • Brazil • Argentina • Rest Of South America 9. Middle East and Africa Social Gaming Market (2022-2029) 9.1 Middle East and Africa Social Gaming Market, by Gender (2022-2029) 9.2. Middle East and Africa Social Gaming Market, by Sales Channel (2022-2029) 9.3. Middle East and Africa Social Gaming Market, by Revenue Generation (2022-2029) 9.4. Middle East and Africa Social Gaming Market, by Country (2022-2029) • South Africa • GCC • Egypt • Nigeria • Rest Of ME&A 10. Company Profile: Key players 10.1 Aeria Games GmbH (Germany) 10.1.1. Company Overview 10.1.2. Financial Overview 10.1.3. Global Presence 10.1.4. Capacity Portfolio 10.1.5. Business Strategy 10.1.6. Recent Developments 10.2 Activision Blizzard, Inc. (USA) 10.3 Blizzard Entertainment, Inc. (USA) 10.4 King Digital Entertainment plc (UK) 10.5 Behaviour Interactive, Inc. (Canada) 10.6 DeNA Co., Ltd. (Japan) 10.7 Electronic Arts, Inc. (USA) 10.8 PopCap Games, Inc. (USA) 10.9 Etermax (Argentina) 10.10 GREE, Inc. (Japan) 10.11 Miniclip SA (Switzerland) 10.12 Peak Games (Turkey) 10.13 Playtech plc (Isle of Man, UK) 10.14 Pretty Simple (France) 10.15 Social Point (Spain) 10.16 Supercell (Finland) 10.17 SYBO Games (Denmark) 10.18 Wooga GmbH (Germany) 10.19 Zynga, Inc. (USA)
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