The global Social
Gaming market is expected to reach a value of USD 17.40 billion by 2019,
growing at a CAGR of 16.1% from 2013 to 2019. Growth in the usage of internet
and social networking sites has spurred the growth of the games over the
internet. The other factor being the growing demand of smartphones and tablet
PCs. Asia Pacific was the largest contributor in social gaming market and
accounted for a share of 45% in 2012. Decline in prices of mobile devices i.e.
smartphones and tablets and easy access to internet has resulted in the growth
of these games.
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Social Gaming Market Report with Full TOC at http://www.transparencymarketresearch.com/social-gaming-market.html
Among different types
of revenue generation methods, virtual goods helped generate 60% of the revenue
followed by advertisements in 2012. Continuous rise in the internet
subscribers, increase social network accounts, demand for mobile devices and
free and easy access to internet are some important factors driving the demand
for social gaming globally. Ban on social networking sites in regions such as
the Middle East and China has limited the growth of the market. People of age
group 19 - 25 years has contributed largely to the growth of social games and
is expected to grow at a CAGR of 17.3 % during the forecast period from 2013 -
2019. A major reason for the growing popularity of the social games among this
age group is the readily available internet services in schools, colleges or
homes.
Female is the largest
gender segment that held a share of around 54% in 2012 followed by male with 46
% share in 2012. Demand for games by female is primarily driven by increase in
usage of internet in the homes and the rise in demand of smartphones.
In terms of
geographical regions, Asia Pacific represents largest market for social gaming
and is expected to reach USD 7.59 billion by 2019. Huge population in the
region has boosted the demand of mobiles and smartphones which in turn has
compelled the game designers to develop games of the mobile devices.
The global social
gaming market was dominated by Zynga Inc. in 2012. Other important players in
the global social gaming market include Playdom, Rock You, Rovio and others.
The global social
gaming market is segmented as below:
Social Gaming Market
: By revenue generation
- Virtual goods
- Advertisements
- Lead generation offers
Social Gaming Market
: By Gender
- Male
- Female
Social Gaming Market
: By Age Group
- 13 - 18 years
- 19 - 25 years
- 26 - 35 years
- 36 - 45 years
- 46+ years
Social Gaming Market
: By geography
- North America
- Europe
- Asia Pacific
- Rest of the
World (RoW)
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