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
December 2019
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global social gaming market bwc19349

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       TV / Gaming Console       Computer Gaming       Mobile Gaming       Social / Casual Gaming       Online MMO Gaming       Others Solutions

5.1.3.  By Purchase Type       Box/ CD/ DVD Game Purchase       Shareware       Freeware       In-App Purchase Based       Others Outdoor Locations

5.1.4.  By Region       North America       Europe       Asia-Pacific       Latin America       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       United States       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       United Kingdom       Germany       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       China       Japan       India       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       Brazil       Mexico       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    Saudi Arabia    UAE    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.


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