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Global Social Gaming Market Bwc19349

Global Social Gaming Market Bwc19349

Global Social Gaming Market by Console Type (TV / Gaming Console, Computer Gaming, Mobile Gaming, Social / Casual Gaming, Online MMO Gaming, Others), by Purchase Type (Box/ CD/ DVD Game Purchase, Shareware, Freeware, In-App Purchase Based, others), By Region (North America, Europe, Asia Pacific, Middle East & Africa and Latin America); Trend Analysis, Competitive Market Share & Forecast, 2015-2025

  • Published Date: December 2019
  • Report ID: BWC19349
  • Available Format: PDF
  • Page: 210

Report Overview


Global Social Gaming Market: Overview

Social gaming is a type of activity that involves playing games around via web-based networking media stages, networking sites, or inside internet based life applications. It picked up prominence when the long range interpersonal communication major Facebook and Zynga teamed up in 2009 to offer Farmville on the person to person communication site. Following the accomplishment of Farmville on Facebook, social gaming became well known around the world. Presently like never before, gaming is at the core of the stimulation business. The manner in which shoppers draw in with and through games is continually evolving. In addition to the fact that this results in increasingly generally speaking commitment, however, it likewise prompts completely new fragments of game lovers. There are presently more than 2.6 billion gamers over the world. Consolidated, they will burn through $152.2 billion on games in the year 2019, speaking to an expansion of +9.7% year on year.

The global social gaming market is developing at a fast pace because of the expanding appropriation of cutting edge gaming advances, rising salary levels, ease of gaming activities, increment in online substance, and computerized conveyance, which enable clients to download the substance on their frameworks. Famous social gaming sorts, for example, social club is probably going to drive the market development during the conjecture time frame because of the expanding social gaming traffic. Besides, the entrance of cloud-based applications and accessibility of gadgets that give enlarged reality gaming encounters additionally open new roads for the market.

The key difficulties for the global social gaming market development, for example, the absence of financing, poor web foundation, and expanding theft should be tended to. Likewise, confinements on the use of internet based life sites in certain nations are probably going to hamper market development. Besides, different elements impeding the development are the stages that need stringent age check procedure and change of social gamers to genuine cash card sharks.

Global Social Gaming Market: Type Insight

The Global Social Gaming Market is segmented on the basis of its console type, purchase type, and regional demand. Based on its console type, the market is divided into TV / Gaming Console, Computer Gaming, Mobile Gaming, Social / Casual Gaming, Online MMO Gaming, Others. On the basis of its purchase type, the market is segmented into Box/ CD/ DVD Game Purchase, Shareware, Freeware, In-App Purchase Based, others. Geographically, the Global Social Gaming Market is divided into global regions like Europe, North America, Asia- Pacific, Middle East, LATAM, and Africa.

Global Social Gaming Market: Regional Insight

North America is relied upon to overwhelm the social gaming market because of the high appropriation pace of games, solid web framework, and availability. The nearness of worldwide key players in this locale and their constant endeavors to give the best gaming stages will support the social gaming market. The region sees a growing usage of gaming equipment and devices in various gaming markets. Also, the growing propensity of utilizing the best gaming devices amongst the youth is expected to boost the growth of the global social gaming market.

Global Social Gaming Market: Competitive Insight

The major industry players operating in the global social gaming market include prominent companies like Valve Corporation, PlayJam, Playdom, Bluestack Systems, Gameloft, Microsoft, Nintendo, Rovio Entertainment, NVIDIA, and Sony, among others. These prominent companies are largely focusing on various strategic alliances and other product differentiations for strengthening their position thus resulting in the overall growth and development of the global social gaming market.

The objective of the Study:

·         To analyze and forecast the Global Social Gaming Market size of the market, in terms of value.

·       To examine the careful market segmentation and forecast the market size, in terms value, based on the region by segmenting the Global Social Gaming Market into five regions, namely, North America, Europe, Asia Pacific, Middle East, South America and their leading countries.

·         To outline, categorized and forecast the global Social Gaming Market based on the type and Application.

·         To examine competitive developments like technological advancement, services, and regulative framework within the global Social Gaming Market.

·         To highlight the impact analysis of the factors, affecting the market dynamics such as drivers, restraints, opportunities, and challenges.

·       To strategically profile the key players and comprehensively analyze their market shares along with detailing the competitive landscape for market leaders.

Scope of the Report

By Console Type

·         TV / Gaming Console

·         Computer Gaming

·         Mobile Gaming

·         Social / Casual Gaming

·         Online MMO Gaming

·         Others

     By Purchase Type

·         Box/ CD/ DVD Game Purchase

·         Shareware, Freeware

·         In-App Purchase Based

·         others

Besides, the report provides an analysis of the Global Social Gaming Market with respect to the following geographic segments:

North America

·         U.S.

·         Rest of North America

Europe

·         France

·         The UK

·         Spain

·         Germany

·         Italy

·         Rest of Europe

Asia Pacific

·         China

·         Japan

·         India

·         Southeast Asia

·         Rest of Asia Pacific

Middle East and Africa

·         Southern Africa

·         Rest of Middle East and Africa

Latin America

·         Brazil

·         Rest of Latin America

Business Questions answer by the report

·         How will the market drivers, restraints and opportunities affect the market dynamics?

·         What will be the market size in terms of value and volume and market statistics with a detailed classification?

·         Which segment dominates the market or region and one will be the fastest growing and why?

·         A comprehensive survey of the competitive landscape and the market participant players

·         Analysis of strategy adopted by the key player and their impact on other players.

Customization Scope for the Client

Client satisfaction is our first and last priority and that’s why BlueWeave Consulting offers customization according to Company’s specific needs. The following customization options are available for the report:

Additional Company Information

·         With five additional company detail analysis

·         Additional country analysis

 

·         Detailed segment analysis

1.    Research Framework

1.1. Research Objective

1.2. Product Overview

1.3. Market Segmentation

2.    Research Methodology

2.1. Qualitative Research

2.1.1.   Primary & Secondary Sources

2.2. Quantitative Research

2.2.1.   Primary & Secondary Sources

2.3. Breakdown of Primary Research Respondents

2.3.1.   Secondary Research

2.3.2.   Primary Research

2.4. Breakdown of Primary Research Respondents, By Industry Participants

2.5. Market Size Estimation

2.6. Assumption for the Study

2.7. Market Breakdown & Data Triangulation

3.    Executive Summary

4.    Global Social Gaming Market - Industry Insights

4.1. DROC Analysis

4.1.1.   Growth Drivers

4.1.2.   Restraints

4.1.3.   Opportunities

4.1.4.   Challenges

4.2. Technological Advancement

4.3. Regulatory Framework

4.4. Company Market Share Analysis, 2019

4.5. Porter’s Five Forces Analysis

4.6. Strategic Outlook

5.    Global Social Gaming Market Overview

5.1. Market Size & Forecast, 2016-2026

5.1.1.    By Value (USD Million)

5.1.2.  By Console Type

5.1.2.1.       TV / Gaming Console

5.1.2.2.       Computer Gaming

5.1.2.3.       Mobile Gaming

5.1.2.4.       Social / Casual Gaming

5.1.2.5.       Online MMO Gaming

5.1.2.6.       Others Solutions

5.1.3.  By Purchase Type

5.1.3.1.       Box/ CD/ DVD Game Purchase

5.1.3.2.       Shareware

5.1.3.3.       Freeware

5.1.3.4.       In-App Purchase Based

5.1.3.5.       Others Outdoor Locations

5.1.4.  By Region

5.1.4.1.       North America

5.1.4.2.       Europe

5.1.4.3.       Asia-Pacific

5.1.4.4.       Latin America

5.1.4.5.       Middle East & Africa

6.    North America Social Gaming Market Overview

6.1.1.   Market Size & Forecast (USD Million) 2016-2026

6.1.2.    By Console Type

6.1.3.    By Purchase Type

6.1.4.    By Country

6.1.4.1.       United States

6.1.4.2.       Canada

7.    Europe Social Gaming Market Overview

7.1.1.   Market Size & Forecast (USD Million) 2016-2026

7.1.2.    By Console Type

7.1.3.    By Purchase Type

7.1.4.    By Country

7.1.4.1.       United Kingdom

7.1.4.2.       Germany

7.1.4.3.       France

8.    Asia –Pacific Social Gaming Market Overview

8.1.1.   Market Size & Forecast (USD Million) 2016-2026

8.1.2.    By Console Type

8.1.3.    By Purchase Type

8.1.4.    By Country

8.1.4.1.       China

8.1.4.2.       Japan

8.1.4.3.       India

8.1.4.4.       South Korea

9.    Latin America Social Gaming Market Overview

9.1.1.   Market Size & Forecast (USD Million) 2016-2026

9.1.2.    By Console Type

9.1.3.    By Purchase Type

9.1.4.    By Country

9.1.4.1.       Brazil

9.1.4.2.       Mexico

9.1.4.3.       Rest of Latin America

10.Middle East & Africa Social Gaming Market Overview

10.1.1.                Market Size & Forecast (USD Million) 2016-2026

10.1.2.                 By Console Type

10.1.3.                 By Purchase Type

10.1.4.                 By Country

10.1.4.1.    Saudi Arabia

10.1.4.2.    UAE

10.1.4.3.    South Africa

11.Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *

11.1.     Valve Corporation

11.2.     PlayJam, Playdom

11.3.     Bluestack Systems

11.4.     Gameloft

11.5.     Microsoft

11.6.     Nintendo

11.7.     Rovio Entertainment

11.8.     NVIDIA

11.9.     Sony

11.10.  Aeria Games GmbH

11.11.  Activision Blizzard, Inc.

11.12.  Blizzard Entertainment, Inc.

11.13.  King Digital Entertainment plc

11.14.  Behaviour Interactive, Inc.

11.15.  DeNA Co., Ltd.

11.16.  Electronic Arts, Inc.

11.17.  PopCap Games, Inc.

11.18.  GREE, Inc.

11.19.  Miniclip SA

11.20.  Peak Games

11.21.  Playtech plc

11.22.  Pretty Simple

11.23.  Social Point

11.24.  Supercell

11.25.  SYBO Games

11.26.  Wooga GmbH

11.27.  Zynga, Inc.

11.28.  Other Prominent Players

*Financial information of non-listed Companies will be provided as per availability

 

**The Segmentation and The Companies Are Subjected to Modifications Based On In-Depth Secondary for The Final Deliverable.

Market Segmentation

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