Social Gaming Market

Social Gaming Market to Reach US$17.4 Bn by 2019 Propelled by Rising Popularity of Fun
Games
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.
Browse the full report at https://www.transparencymarketresearch.com/social-gamingmarket.html
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.
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The global social gaming market is segmented into:
By Revenue Generation
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Virtual goods
Advertisements
Lead generation offers
By Gender
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Male
Female
By Age Group
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13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years
By geography
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North America
Europe
Asia Pacific
Rest of the World (RoW)
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