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Social Gaming Market

Social Gaming Market Size, Share, Trends & Analysis By Type, Regional Outlook, Industry Insights, Key Players, Applications And Forecast To 2028

  • No of Pages: 137
  • Published On: Dec 2020
  • Format: PDF
  • Report ID : 31427

Report Summary

Eternity Insights has published a new study on Global Social Gaming Market focusing on key segments as by Type (Advertisements,Lead Generation,Virtual Goods, Other), by Application (Age 13-18 Users,Age 19-25 Users,Age 26-35 Users,Age 36-45 Users,Age 46+ Users), and by region. This deep dive re-search report highlights the market and competitive intelligence across the key segments of the mar-ket. The report also considers the impact of COVID-19 on the global Social Gaming Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

Social Gaming Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global Social Gaming Market Size, 2018-2028 (USD Million)

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Global Social Gaming Market Segmentation:

Social Gaming Market, By Type

  • Advertisements
  • Lead Generation
  • Virtual Goods
  • Other

Social Gaming Market, By Application

  • Age 13-18 Users
  • Age 19-25 Users
  • Age 26-35 Users
  • Age 36-45 Users
  • Age 46+ Users

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Social Gaming market in terms of demand generation. The Social Gaming market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Social Gaming market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global Social Gaming Market Taxonomy:

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Global Social Gaming Market Competitive Landscape

The global Social Gaming market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • Activision Blizzard
  • Aeria Games
  • Behaviour Interactive
  • Booyah
  • CrowdStar
  • DeNA
  • Electronic Arts
  • Etermax
  • Gameloft
  • Kabam
  • King Digital Entertainment
  • Peak Games
  • Playdom
  • Renren
  • Renren Inc.
  • RockYou
  • Rovio Entertainment
  • Social Point
  • Supercell
  • Tencent
  • TinyCo
  • Wooga
  • Zynga
  • Other Players of Specific Interest can be added based on requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Type Outlook, Application Outlook, Regional Outlook
By Type Outlook Advertisements,Lead Generation,Virtual Goods, Other
By Application Outlook Age 13-18 Users,Age 19-25 Users,Age 26-35 Users,Age 36-45 Users,Age 46+ Users
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled Activision Blizzard,Aeria Games,Behaviour Interactive,Booyah,CrowdStar,DeNA,Electronic Arts,Etermax,Gameloft,Kabam,King Digital Entertainment,Peak Games,Playdom,Renren,Renren Inc.,RockYou,Rovio Entertainment,Social Point,Supercell,Tencent,TinyCo,Wooga,Zynga
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stake holders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

Table Of Contents

Table of Contents

Chapter 1 Social Gaming Market Overview
1.1 Social Gaming Definition
1.2 Global Social Gaming Market Size Status and Outlook (2014-2027)
1.3 Global Social Gaming Market Size Comparison by Region (2014-2027)
1.4 Global Social Gaming Market Size Comparison by Type (2014-2027)
1.5 Global Social Gaming Market Size Comparison by Application (2014-2027)
1.6 Global Social Gaming Market Size Comparison by Sales Channel (2014-2027)
1.7 Social Gaming Market Dynamics (COVID-19 Impacts)
1.7.1 Market Drivers/Opportunities
1.7.2 Market Challenges/Risks
1.7.3 Market News (Mergers/Acquisitions/Expansion)
1.7.4 COVID-19 Impacts on Current Market
1.7.5 Post-Strategies of COVID-19 Outbreak
Chapter 2 Social Gaming Market Segment Analysis by Player
2.1 Global Social Gaming Sales and Market Share by Player (2017-2019)
2.2 Global Social Gaming Revenue and Market Share by Player (2017-2019)
2.3 Global Social Gaming Average Price by Player (2017-2019)
2.4 Players Competition Situation & Trends
2.5 Conclusion of Segment by Player
Chapter 3 Social Gaming Market Segment Analysis by Type
3.1 Global Social Gaming Market by Type
3.1.1 Advertisements
3.1.2 Lead Generation
3.1.3 Virtual Goods
3.2 Global Social Gaming Sales and Market Share by Type (2014-2019)
3.3 Global Social Gaming Revenue and Market Share by Type (2014-2019)
3.4 Global Social Gaming Average Price by Type (2014-2019)
3.5 Leading Players of Social Gaming by Type in 2019
3.6 Conclusion of Segment by Type
Chapter 4 Social Gaming Market Segment Analysis by Application
4.1 Global Social Gaming Market by Application
4.1.1 Age 13-18 Users
4.1.2 Age 19-25 Users
4.1.3 Age 26-35 Users
4.1.4 Age 36-45 Users
4.1.5 Age 46+ Users
4.2 Global Social Gaming Sales and Market Share by Application (2014-2019)
4.3 Leading Consumers of Social Gaming by Application in 2019
4.4 Conclusion of Segment by Application
Chapter 5 Social Gaming Market Segment Analysis by Sales Channel
5.1 Global Social Gaming Market by Sales Channel
5.1.1 Direct Channel
5.1.2 Distribution Channel
5.2 Global Social Gaming Sales and Market Share by Sales Channel (2014-2019)
5.3 Leading Distributors/Dealers of Social Gaming by Sales Channel in 2019
5.4 Conclusion of Segment by Sales Channel
Chapter 6 Social Gaming Market Segment Analysis by Region
6.1 Global Social Gaming Market Size and CAGR by Region (2014-2027)
6.2 Global Social Gaming Sales and Market Share by Region (2014-2019)
6.3 Global Social Gaming Revenue and Market Share by Region (2014-2019)
6.4 North America
6.4.1 North America Market by Country
6.4.2 North America Social Gaming Market Share by Type
6.4.3 North America Social Gaming Market Share by Application
6.4.4 United States
6.4.5 Canada
6.4.6 Mexico
6.5 Europe
6.5.1 Europe Market by Country
6.5.2 Europe Social Gaming Market Share by Type
6.5.3 Europe Social Gaming Market Share by Application
6.5.4 Germany
6.5.5 UK
6.5.6 France
6.5.7 Italy
6.5.8 Russia
6.5.9 Spain
6.6 Asia-Pacific
6.6.1 Asia-Pacific Market by Country
6.6.2 Asia-Pacific Social Gaming Market Share by Type
6.6.3 Asia-Pacific Social Gaming Market Share by Application
6.6.4 China
6.6.5 Japan
6.6.6 Korea
6.6.7 India
6.6.8 Southeast Asia
6.6.9 Australia
6.7 South America
6.7.1 South America Market by Country
6.7.2 South America Social Gaming Market Share by Type
6.7.3 South America Social Gaming Market Share by Application
6.7.4 Brazil
6.7.5 Argentina
6.7.6 Colombia
6.8 Middle East & Africa
6.8.1 Middle East & Africa Market by Country
6.8.2 Middle East & Africa Social Gaming Market Share by Type
6.8.3 Middle East & Africa Social Gaming Market Share by Application
6.8.4 UAE
6.8.5 Saudi Arabia
6.8.6 South Africa
6.9 Conclusion of Segment by Region
Chapter 7 Profile of Leading Social Gaming Players
7.1 Activision Blizzard
7.1.1 Company Snapshot
7.1.2 Product/Service Offered
7.1.3 Business Performance (Sales, Price, Revenue, Gross Margin and Market Share)
7.1.4 COVID-19 Impact on Activision Blizzard
7.2 Aeria Games
7.3 Behaviour Interactive
7.4 Booyah
7.5 CrowdStar
7.6 DeNA
7.7 Electronic Arts
7.8 Etermax
7.9 Gameloft
7.10 Kabam
7.11 King Digital Entertainment
7.12 Peak Games
7.13 Playdom
7.14 Renren
7.15 Renren Inc.
7.16 RockYou
7.17 Rovio Entertainment
7.18 Social Point
7.19 Supercell
7.20 Tencent
7.21 TinyCo
7.22 Wooga
7.23 Zynga
Chapter 8 Upstream and Downstream Analysis of Social Gaming
8.1 Industrial Chain of Social Gaming
8.2 Upstream of Social Gaming
8.2.1 Raw Materials
8.2.2 Labor Cost
8.2.3 Manufacturing Expenses
8.2.4 Manufacturing Cost Structure
8.2.5 Manufacturing Process
8.3 Downstream of Social Gaming
8.3.1 Leading Distributors/Dealers of Social Gaming
8.3.2 Leading Consumers of Social Gaming
Chapter 9 Development Trend of Social Gaming (2020-2027)
9.1 Global Social Gaming Market Size (Sales and Revenue) Forecast (2020-2027)
9.2 Global Social Gaming Market Size and CAGR Forecast by Region (2020-2027)
9.3 Global Social Gaming Market Size and CAGR Forecast by Type (2020-2027)
9.4 Global Social Gaming Market Size and CAGR Forecast by Application (2020-2027)
9.5 Global Social Gaming Market Size and CAGR Forecast by Sales Channel (2020-2027)
Chapter 10 Appendix
10.1 Research Methodology
10.2 Data Sources
10.3 Disclaimer
10.4 Analysts Certification

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Frequently Asked Questions on this Report

The Social Gaming Market is segmented based on Type, Application, and by region.

Activision Blizzard,Aeria Games,Behaviour Interactive,Booyah,CrowdStar,DeNA,Electronic Arts,Etermax,Gameloft,Kabam,King Digital Entertainment,Peak Games,Playdom,Renren,Renren Inc.,RockYou,Rovio Entertainment,Social Point,Supercell,Tencent,TinyCo,Wooga andZynga are the leading players of global Social Gaming market.

The forecast period would be from 2022 to 2030 in the market report with year 2021 as a base year.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.
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