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

2019-12-13
Report Code: BWC19349
Available Format: PDF PDF Icon
Pages: 210

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

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