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.
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
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.
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.
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.
of the Report
By Console Type
TV / Gaming Console
Social / Casual Gaming
Online MMO Gaming
By Purchase Type
Box/ CD/ DVD Game Purchase
In-App Purchase Based
the report provides an analysis of the Global Social Gaming Market with respect
to the following geographic segments:
Rest of North America
Rest of Europe
Rest of Asia Pacific
Middle East and Africa
Rest of Middle East and Africa
Rest of Latin America
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.
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:
With five additional company detail analysis
Additional country analysis
Detailed segment analysis