Global Social Gaming Market, By Platform (Android, iOS, Microsoft Windows, Linux, Playstation, Nintendo, and Others), By Genre (Action, Shooter, Role-playing, Sports, Adventure, Strategy, Fighting, Others), By Age-Group (13-18 years, 19-25 years, 26-35 years, 35-45 years, 46+ years), By Gender (Male, Female), By Region (North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle-East & Africa (MEA) Trend Analysis, Competitive Market Share & Forecast, 2017-2027

Published:
June 2021
Report Code:
BWC19349
Available Format:
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Pages:
210

global social gaming market bwc19349

Global Social Gaming Market- Industry Trends & Forecast Report 2027

The global Social Gaming market was worth USD 16.7 billion in 2020 and is further projected to reach USD 36.1 billion by the year 2027, growing at the CAGR of 11.4% in the forecast period. The market is gaining significant traction owing to factors such as expanding appropriation of cutting-edge gaming advances, increasing disposable income, ease of gaming activities, increasing acceptance of online content, and computerized conveyance, which enable clients to download the content on their frameworks. Furthermore, the introduction of cloud-based applications and the availability of devices that provide augmented reality gaming experiences are bringing up new avenues for the market.

Source: BlueWeave Consulting

Global Social Gaming Market- Overview

Social gaming is a type of activity that entails playing games with others over the internet on social networking media platforms, networking sites, or within internet-based applications. The concept of social gaming picked up prominence when Facebook and Zynga partnered together in 2009 to offer Farmville— the person-to-person communication platform. Following the accomplishment of Farmville on Facebook, social gaming became well-known around the world. Presently, gaming is at the core of the gaming simulator business like it has never been before. Moreover, the way that retailers entice customers with and through games is always changing.

Global Social Gaming Market Forecast and Trends

Growth Drivers

Expanding Cloud Technologies In The Gaming Industry

The increasing penetration of the cloud in the gaming industry has given a significant boost to the overall global social gaming market. Cloud gaming allows the players to play any online game instantly on their smartphone, PC, or tab without actually needing to spend time and resources to download it. Previously, high-end games required a lot of RAM, computing power, or graphic capacity, which increased the system's overall cost. However, thanks to cloud technologies; users can now play social games on any platform, including PCs, cellphones, and tablets.

Developing Browser-Based Games

Browser-based games are currently receiving a lot of attention from game creators. Several new games are gaining a lot of traction among social gaming enthusiasts. Some of the most popular games include Pokemon Showdown, Frogger Classic, Apple Worm, Prodigy, and RuneScape. Moreover, game developers are working towards launching 3D games with diversified stages to enhance user experience. The easy access to browser-based games eliminates the need to download them on the system or smartphones which leads to less pressure on the device processor. Because of this factor, the market is expanding at a significant growth rate.

Restraints

High Dependence of Social Games on The Social Media Sites May Restrict Market Growth

To play social games, one must first create an account using their social network accounts. Popular games like Ludo King, Candy Crush, Farmville, and others require a Facebook or Gmail login to participate. However, several countries like China, Iran, Syria, etc., have imposed a ban on Facebook and other popular social media platforms such as Instagram, Twitter. Due to this, the developers of the social games lose millions of target demographic and incur huge losses. As a result, the overall, global social gaming market gets affected.

Impact of COVID-19 on Global Social Gaming Market

The Covid-19 pandemic brought immense growth opportunities for the global social gaming market. As people were restricted from going outside due to the lockdown imposed by the government of different countries, they started searching for ways of entertainment, which can keep them engaged during isolation. Because of this, there was a sudden spike in social gaming from all age groups. Furthermore, game development businesses started to develop a variety of games to cater to different age groups. During the COVID-19 period, the social gaming platform grew in popularity as people became more reliant on their smart devices for entertainment. Moreover, social gaming also allowed the working population to combat the tiredness of working from home during the lockdown phase.

Global Social Gaming Market - By Platform

Based on the platform, the global social gaming market is segmented into Android, iOS, Microsoft Windows, Linux, Playstation, Nintendo, and others. Because of the high percentage of smartphone users around the world, the Android sector held the largest market share in 2020 and is likely to maintain its dominance even during the forecast period. The availability of high-processing smartphones with expanded RAM that provide better and improved game support is gaining traction among gamers, resulting in increased demand for the Android platform.

Global Social Gaming Market - By Genre

Based on genre, the global social gaming platform is categorized into action, shooter, role-playing, sports, adventure, strategy, fighting, and others. The action segment holds the largest share in the market and is anticipated to grow with a promising CAGR during the forecast period as well. Some of the most popular action games such as Grand Theft Auto, Fortnite, Call of Duty, Minecraft, etc. dominate the entire gaming world and enjoy a high user base. These games provide high stimulus and give the player a sense of victory and achievements, which is why they are very popular among players.

Global Social Gaming Market - By Age-Group

Based on age group, the global social gaming market is segmented into 13-18 years, 19-25 years, 26-35 years, 35-45 years, and 46+ years. The 19-25-year-old age group accounts for the largest share of the social gaming market, with over 20 hours a week spent playing video games. The 26-35 years age group dominates the second position in the market. The high penetration of smartphones and PCs among these age groups, along with the knowledge of updated technology triggers the market growth of these segments.

Global Social Gaming Market - By Gender

Based on gender, the global social gaming market is divided into males and females. The male segment covers the largest share of the market and surpasses the other with a high percentage. According to research from Stanford University School of Medicine, the reward-generating part of the brain of men gets more triggered than that of females. Therefore, they are more likely to get addicted to playing online games. Furthermore, the game developers essentially develop their games surrounding the traditional needs of men like action, sports, adventure, fighting, etc., which serves as a source of motivation.

Global Social Gaming Market - Regional Insights

Geographically, the global social gaming market is segmented into North America, Europe, Asia-Pacific, Latin America, Middle-East & Africa. North America dominates the global social gaming market and is estimated to maintain its dominance in the forecast period as well. The presence of a solid web framework and high concentration of leading market players like Sony Interactive Entertainment, Nintendo, Ubisoft, Gameloft, etc. is contributing to the growth of the social gaming market in this region. Another element driving the industry is the high disposable income of consumers in North America, which is boosting the use of gaming equipment and devices.

Competitive Landscape

The leading market players of the global social gaming market are Valve Corporation, Bluestack Systems, Gameloft, Microsoft, Nintendo, Rovio Entertainment, NVIDIA, Sony, Aeria Games GmbH, Miniclip SA, Wooga GmbH, Zynga, Inc., Aeria Games GmbH, King Digital Entertainment PLC, Behaviour Interactive, Inc., DeNA Co., Ltd., GREE, Inc., Social Point, Playtech PLC, and other prominent players.

The key industry participants are focusing on developing interactive social games for all age groups and for all platforms to cover the large share of the market. The adoption of market strategies like mergers and acquisitions, partnerships, joint ventures are also very prominent in this market.

Recent Developments

l  In June 2021, Comunix, a social gaming startup and the developer of hit game ‘Pokerface’ announced to have received USD 30 million as an investment for their Series A funding round. The funding is said to target the expansion of Pokerface as well as the gaming platform.

l  In June 2021, Bragg Gaming Group, a global B2B iGaming technology company announced to have acquired Wild Streak Gaming, a US-based content creation studio for USD 30 million on a cash and stock transaction basis.

Scope of the Report

Attributes

Details

Years Considered

Historical data – 2017-2020

Base Year – 2020

Forecast – 2021 – 2027

Facts Covered

Revenue in USD Million

Market Coverage

North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa

Product Service/Segmentation

By Platform, By Genre, By Age Group, By Gender, By Region

Key Players

Valve Corporation, Bluestack Systems, Gameloft, Microsoft, Nintendo, Rovio Entertainment, NVIDIA, Sony, Aeria Games GmbH, Miniclip SA, Wooga GmbH, Zynga, Inc., Aeria Games GmbH, King Digital Entertainment PLC, Behaviour Interactive, Inc., DeNA Co., Ltd., GREE, Inc., Social Point, Playtech PLC, and other prominent players.

By Platform

Ø  Android

Ø  iOS

Ø  Microsoft Windows

Ø  Linux

Ø  Playstation

Ø  Nintendo

Ø  Others

By Genre

Ø  Action

Ø  Shooter

Ø  Role-playing

Ø  Sports

Ø  Adventure

Ø  Strategy

Ø  Fighting

Ø  Others

By Age-Group

Ø  13-18 years

Ø  19-25 years

Ø  26-35 years

Ø  35-45 years

Ø  46+ years

By Gender

Ø  Male

Ø  Female

By Region

Ø  North America

Ø  Europe

Ø  Asia-Pacific (APAC)

Ø  Latin America (LATAM)

Ø  Middle-East & Africa (MEA)

FAQs:

1. What is the current size of the global social gaming market?

Answer: The global social gaming market reached USD 16.7 billion in 2020.

2. What are the major factors driving the growth of the global social gaming market?

Answer: The major factors driving the growth of the global social gaming market are; expanding cloud technologies in the gaming industry and developing browser-based games.

3. Who are the key players in the global social gaming market?

Answer: The key players in the global social gaming market are Valve Corporation, Bluestack Systems, Gameloft, Microsoft, Nintendo, Rovio Entertainment, NVIDIA, Sony, Aeria Games GmbH, Miniclip SA, Wooga GmbH, Zynga, Inc., Aeria Games GmbH, King Digital Entertainment PLC, Behaviour Interactive, Inc., DeNA Co., Ltd., GREE, Inc., Social Point, Playtech PLC, and other prominent players.

4. Which genre accounted for the largest share in the global social gaming market?

Answer: The action segment accounted for the largest share in the global social gaming market.

5. Which region is at the highest growth rate in the global social gaming market?

Answer: North America has the largest share in the global social gaming market.

 


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