This report analyzes the worldwide markets for Social Gaming in US$ Million. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2016 through 2024. Also, a five-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 92 companies including many key and niche players such as - Aeria Games GmbH, Activision Blizzard Inc., Behaviour Interactive Inc., DeNA Co. Ltd, Electronic Arts Inc., and Etermax.
Social Gaming - A Global Strategic Business Report
1. August 2017
The Global Social Gaming Market
Comprehensive Analysis of Industry Segments, Trends, Growth Drivers,
Market Share, Size & Demand Forecasts
2. Development of Casual
Games With Collaborative &
Competitive Spirit and
Proliferation of Social
Networking Services Drive
Growth of Social Gaming
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3. The global market for Social Gaming is driven by the ubiquity of
social networking platforms; transformation of games from a
solitary activity to a pleasant socially-focused activity; and
development of casual games with collaborative and
competitive spirit. Social games are increasingly being
perceived as viral mechanisms that help promote qualities of
cooperation and healthy competitiveness. Collaborative social
games help sharpen team optimization skills such as group
dynamics, collaborative working out, and the ability to assess
the capability of other players. Major social benefits and value
of social gaming include increase in creativity; cognitive ability;
enables people to make new social connections; helps develop
communication, collaboration skills; build empathy, compassion
and willingness to help; enables development of social
emotional learning skills (SEL); and provides opportunity to
engage in positive relationships. Asia-Pacific represents the
fastest growing market worldwide with a CAGR of 12.9% over
the analysis period led by the development of the Internet and
telecom infrastructure; growing role of social connectedness in
emerging Asian economies; digitalizing lifestyles of the middle
class population and a parallel increase in appetite for digital
forms of entertainment; growing cloud readiness of Asian
economies; rising smartphone penetration and mobile internet
subscriptions largely due to falling device costs and service
tariffs.
5. Largest market with over 1/4th share
Central to future growth with the potential to
add about US$1.9 billion over the next 4
years
6. Wearables
Promise to
Become a Part of
the Social
Strategy of Game
Developers, Given
the Growing
Penetration of
Smart Connected
Wearable Devices
Smartphones, High
Speed Internet and
Next Gen
Bandwidth
Technologies
Emerge as
Powerful
Combinations
Shaping the Future
of Online Social
Gaming
As a Platform
Providing a Social
Outlet, Casual
Mobile Social
Games to Benefit
From Rising
Smartphone
Penetration Rates
Combined with
Growing Number
of Mobile Internet
Subscriptions
Growing Number of
Game Publishers
Developing
Traditional
Multiplayer Games
such as MOBA,
MMORPG, and
FPSO Focus on
including Social
Elements and
Features into the
Game to Capitalize
on the Social Gaming
Opportunity
Summary of Market Trends & Drivers
Interest in Social
Games as a
Marketing Tool
Escalates
Supported by
Wide Audience
Base and Higher
Propensity for
Lead Generation
8. Scope & Coverage of Study
• Market Estimates and Forecasts for 2016-2024
• Historic Review 2011-2015
• Geographic Regions Covered: US, Canada, Japan,
Europe (France, Germany, Italy, UK, Spain, Russia
and Rest of Europe), Asia-Pacific (Australia, China,
India, South Korea and Rest of Asia-Pacific), Latin
America (Brazil, Mexico and Rest of Latin America),
and Rest of World
• Review of Industry/Market Structure
• Analysis of Trends & Drivers
• Insights on Macro Market Scenarios
• Market SWOT Analysis
• Latent Demand Forecasts & Projections
• Comprehensive Geographic Market Analysis
• Presentation Ready Facts & Statistical Data Findings
• Coverage of Major/Niche Players, Market Shares &
Competition
• Coverage of major Company/Technology/Product/
Financial Stories
• Extensive Product/Service/End-Use/Technology
Coverage where applicable
92 major and niche players covered
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Key Research Deliverables
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Gaming : A Global Strategic Business
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