Global Social Gaming Market Driven by Increasing Number of Social Gamers
According to the latest report published by Variant Market Research, the global social gaming market size is projected to reach $36.7 Billion by 2024 from $11.8 Billion in 2016. In this report, social gaming market forecast says that the global market is growing at 15.2% CAGR from 2016 to 2024.
Easy access to internet to drive the global market
The global social gaming market trend includes easy access to internet, increased adoption of smartphones and tablets, increasing number of social gamers, and continuous launch of advanced games. Though, social gaming effects include risk of getting addicted, which may hinder the social gaming market growth. Moreover, expansion of cloud gaming would provide an opportunity for players of market.
Click Here to Request a Free Sample PDF of This Report @ https://www.variantmarketresearch.com/report-categories/information-communication-technology/social-gaming-market/sample-request
Market Segmentations
The global social gaming market is classified into gender, age group, revenue generation, and geography. Gender segment includes male, and female. Further, the market is classified on basis of age group into 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 and above years. Revenue generation comprises advertisements, virtual goods, and lead generation. North America (U.S., Mexico, and Canada), Europe (France, Italy, Germany, UK, and Rest of Europe), Asia-Pacific (Japan, China, India, South Korea, and Rest of Asia-Pacific) and RoW (Middle East, South America, and Africa) are the key geographical regions included in this market.
Female, by gender dominated the global market in 2016
Female held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024. The increasing use of internet in homes as well as the rising penetration of smartphones is the driving factor for the growth of segment.
Get Table of Content (TOC) @ https://www.variantmarketresearch.com/report-categories/information-communication-technology/social-gaming-market/toc
19-25 years, by age group dominated the global market in 2016
19-25 years held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024. People of this age group spend most of their online time on social gaming network sites, it is the driving factor for the growth of segment.
Asia-Pacific dominated the global market in 2016
Asia-Pacific held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024. Increasing spectrum of age and income, fewer barriers to entry, and increasing investments into expanding coverage across all the regions (including Philippines, Australia, among others) is the driving factor for the growth of the market in Asia-Pacific.
Competitive Landscape
Key players are offering innovative products and services to increase their social gaming market share. Major players of the market are Zynga, Electronic Arts Inc., Rovio Entertainment, Ltd., Social Point S.L., Gameloft SE, King Digital Entertainment plc, Wooga GmbH, Aeria Games GmbH, CrowdStar, and Behaviour Interactive, Inc., among others.
Get Full Access to This Report @ https://www.variantmarketresearch.com/report-categories/information-communication-technology/social-gaming-market
Scope of the Global Social Gaming Market
Gender Segments
• Male
• Female
Age Group Segments
• 13-18 Years
• 19-25 Years
• 26-35 Years
• 36-45 Years
• 46 Years and Above
Revenue Generation Segments
• Advertisements
• Virtual Goods
• Lead Generation
Geography Segment
• North America
o U.S.
o Canada
o Mexico
• Europe
o UK
o Germany
o France
o Italy
o Others
• Asia Pacific
o China
o India
o Japan
o South Korea
o Others
• RoW
o South America
o Middle East
o Africa
About Variant Market Research
Variant Market Research offers syndicated and customized reports to fulfil clients' objectives. We also provide customized data pack proposing market sizing in an Excel/PDF/PowerPoint or Word format as per the requirement of clients. We cover several industry domains, namely Semiconductor & Electronics, Consumer Electronics, Information and Communication Technology, Automotive, Consumer Goods, Food & Beverages, Pharmaceuticals, Medical Devices, Chemicals, Industrial, Mining Equipment, Automation, Manufacturing, Construction, Energy & Power, Defense & Aerospace and Banking, Financial services and Insurance (BFSI). Our expertise is data triangulation, competitor benchmarking, parent market benchmarking, estimating market size and forecast of the market from 2016 to 2024.
For further information, visit https://www.variantmarketresearch.com
You can connect with us on LinkedIn here @ https://www.linkedin.com/company/variant-market-research
Contact Us:
John Dave,
Head - Sales
Variant Market Research
649 Mission St, 5th Floor, San Francisco, CA 94105, United States.
Tel: +1-415-680-2785
Fax: +1-415-680-2786
Email: john.dave@variantmarketresearch.com
Email: help@variantmarketresearch.com
Easy access to internet to drive the global market
The global social gaming market trend includes easy access to internet, increased adoption of smartphones and tablets, increasing number of social gamers, and continuous launch of advanced games. Though, social gaming effects include risk of getting addicted, which may hinder the social gaming market growth. Moreover, expansion of cloud gaming would provide an opportunity for players of market.
Click Here to Request a Free Sample PDF of This Report @ https://www.variantmarketresearch.com/report-categories/information-communication-technology/social-gaming-market/sample-request
Market Segmentations
The global social gaming market is classified into gender, age group, revenue generation, and geography. Gender segment includes male, and female. Further, the market is classified on basis of age group into 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 and above years. Revenue generation comprises advertisements, virtual goods, and lead generation. North America (U.S., Mexico, and Canada), Europe (France, Italy, Germany, UK, and Rest of Europe), Asia-Pacific (Japan, China, India, South Korea, and Rest of Asia-Pacific) and RoW (Middle East, South America, and Africa) are the key geographical regions included in this market.
Female, by gender dominated the global market in 2016
Female held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024. The increasing use of internet in homes as well as the rising penetration of smartphones is the driving factor for the growth of segment.
Get Table of Content (TOC) @ https://www.variantmarketresearch.com/report-categories/information-communication-technology/social-gaming-market/toc
19-25 years, by age group dominated the global market in 2016
19-25 years held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024. People of this age group spend most of their online time on social gaming network sites, it is the driving factor for the growth of segment.
Asia-Pacific dominated the global market in 2016
Asia-Pacific held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024. Increasing spectrum of age and income, fewer barriers to entry, and increasing investments into expanding coverage across all the regions (including Philippines, Australia, among others) is the driving factor for the growth of the market in Asia-Pacific.
Competitive Landscape
Key players are offering innovative products and services to increase their social gaming market share. Major players of the market are Zynga, Electronic Arts Inc., Rovio Entertainment, Ltd., Social Point S.L., Gameloft SE, King Digital Entertainment plc, Wooga GmbH, Aeria Games GmbH, CrowdStar, and Behaviour Interactive, Inc., among others.
Get Full Access to This Report @ https://www.variantmarketresearch.com/report-categories/information-communication-technology/social-gaming-market
Scope of the Global Social Gaming Market
Gender Segments
• Male
• Female
Age Group Segments
• 13-18 Years
• 19-25 Years
• 26-35 Years
• 36-45 Years
• 46 Years and Above
Revenue Generation Segments
• Advertisements
• Virtual Goods
• Lead Generation
Geography Segment
• North America
o U.S.
o Canada
o Mexico
• Europe
o UK
o Germany
o France
o Italy
o Others
• Asia Pacific
o China
o India
o Japan
o South Korea
o Others
• RoW
o South America
o Middle East
o Africa
About Variant Market Research
Variant Market Research offers syndicated and customized reports to fulfil clients' objectives. We also provide customized data pack proposing market sizing in an Excel/PDF/PowerPoint or Word format as per the requirement of clients. We cover several industry domains, namely Semiconductor & Electronics, Consumer Electronics, Information and Communication Technology, Automotive, Consumer Goods, Food & Beverages, Pharmaceuticals, Medical Devices, Chemicals, Industrial, Mining Equipment, Automation, Manufacturing, Construction, Energy & Power, Defense & Aerospace and Banking, Financial services and Insurance (BFSI). Our expertise is data triangulation, competitor benchmarking, parent market benchmarking, estimating market size and forecast of the market from 2016 to 2024.
For further information, visit https://www.variantmarketresearch.com
You can connect with us on LinkedIn here @ https://www.linkedin.com/company/variant-market-research
Contact Us:
John Dave,
Head - Sales
Variant Market Research
649 Mission St, 5th Floor, San Francisco, CA 94105, United States.
Tel: +1-415-680-2785
Fax: +1-415-680-2786
Email: john.dave@variantmarketresearch.com
Email: help@variantmarketresearch.com