Global social gaming market report published by Accurize Market Research forecast that the global market is expected to reach $37 billion by 2024; growing at a CAGR of 15.1% from 2017 to 2025. By geography, the Asia Pacific and North America are expected to grow at a CAGR of XX% and XX%, respectively, during the forecast period.
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Growing internet penetration due to the high acceptance of Smartphone’s and tablets would drive the market
Growing penetration of the internet, high acceptance of smartphones and tablets, and a growing number of social gamers fuel the demand for the global social gaming market. Moreover, the constant development of innovative games and the availability of games on the basis of gender and age also boost the growth of the market.
Market Segmentation
The global social gaming market has been bifurcated on the basis of gender, age group, revenue generation, and geography. By gender, the segment is bifurcated as male and female. Age group includes 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 years and above. Furthermore, revenue generation is segmented as advertisements, virtual goods, and lead generation.
By geography, the market is segmented into North America, Europe, Asia-Pacific and Rest of the World (RoW). The U.S., Canada, and Mexico are covered under North America wherein Europe covers the UK, Germany, France, Italy, and others. Asia-Pacific covers China, India, Japan, South Korea, and others. Rest of the World covers South America, the Middle East, and Africa.
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“Female accounted for the largest market share in the gender segment", says Accurize
By the gender segment, female-dominated in 2017 with the largest market share. In terms of age group, 19-25 years held the majority of market share and is expected to continue its dominance during the forecast years with a high growth rate. By revenue generation, virtual goods accounted for the maximum share in 2017.
“Asia-Pacific dominated the global market with the highest market share over the forecast period", says Accurize
In 2017, Asia-Pacific generated the maximum revenue, driven by the increasing spectrum of age and income, fewer barriers to entry and increasing investments into expanding coverage across all the regions. North America accounted for the second-largest market share with 31.2% and is expected to dominate with the highest CAGR during the forecast period.
Top players in the market
The key market players include Social Point S.L., Gameloft SE, King Digital Entertainment plc, Rovio Entertainment, Ltd., CrowdStar, Zynga, Electronic Arts Inc., Aeria Games GmbH, Behaviour Interactive, Inc., and Wooga GmbH among others.