Social Gaming Market: Snapshot
Transparency Market Research (TMR) has published a research
study on the global social gaming market,
estimating the overall value of this market by 2019 to reach US$17.4 bn. The
CAGR for this development has been estimated to be 16.10% during the period
from 2012 to 2019 in this report.The research report, titled “Social Gaming
Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast,
2013 - 2019”, states that the global social gaming market stood at US$5.40
bn in 2012.
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The rise in the population base accessing social media
platforms is the key reason behind the growth of the global social gaming
market, states the report. According to it, people spend majority of their
online time on social gaming sites. Companies operating in the worldwide social
gaming market are introducing several new games that can be accessed on the go
in order to tap this opportunities. Virtual goods, advertisements, and lead
generation offers are the main revenue generation sources of the global social
gaming market. Among these, the virtual goods segment is likely to report the
fastest expansion at a CAGR of 15.20% over the forecast period, states the
market study.
By age group, the report classifies the global social gaming
market into the brackets of 13 to18 years, 19 to 25 years, 26 to 35 years, 36
to 45 years, and people more than 46 years of age. The people of 19 to 25 years
age group accounted for the biggest share in the global social gaming market in
2012. The segment will maintain its leading position over the forecast period,
cites the report.Gender-wise, the worldwide social gaming market is segmented
into male and female in this report. In 2012, the female-users’ segment of
social gaming market accounted for 54% of the overall market, beating the male
user’ segment by 8%, which accounted for 46% of the market. Factors such as the
increasing usage of internet in homes and the rising penetration of smartphones
are likely to raise the demand for social gaming among women during the
forecast period.
Further, the report analyzes the global social gaming market
based on the regional distribution. North America, Europe, Asia Pacific, and
the Rest of the World are the key regional markets for social gaming, among
which Asia Pacific has emerged as the market leader owing to the rapid economic
rise of the major Asian nations such as China, South Korea, Japan, India, and
Indonesia.The research study also analyzes the company profiles of key market
participants to analyze the competitive landscape of the market. According to
it, Zynga dominates the global market for social gaming in 2012 and is expected
to maintain its leadership over the forecast period.Other prominent players in
the global social gaming market are Electronic Arts Inc., King, CrowdStar,
Social Point, RockYou, Booyah Inc., Rovio Entertainment Ltd., Renren Inc.,
Wooga GmbH, and Tencent Holdings Ltd., the report mentions.
The global social gaming market is segmented into:
By Revenue Generation
- Virtual
goods
- Advertisements
- Lead
generation offers
By Gender
- Male
- Female
By Age Group
- 13 -
18 years
- 19 -
25 years
- 26 -
35 years
- 36 -
45 years
- 46+
years
By geography
- North
America
- Europe
- Asia
Pacific
- Rest
of the World (RoW)
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Inquiry about report at: https://www.transparencymarketresearch.com/sample/sample.php?flag=EB&rep_id=501
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