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Global Social Gaming Market size is projected to be valued $37 Billion by 2024; with a CAGR of 15.1% from 2017 to 2025. Social gaming is an activity of playing online games with other members of the same online group
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Global Social Gaming Market 2017 – 2025 Published by :Accurize Market Research Pvt. Ltd Copyright © 2019 Accurize Market Research sales@accurizemarketresearch.com
Global Social Gaming Market is Estimated to Reach $37 Billion by 2024 • 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. • Request Sample: https://www.accurizemarketresearch.com/report/social-gaming-market/sample-request Copyright © 2019 Accurize Market Research sales@accurizemarketresearch.com
Global Social Gaming Market • Growing internet penetration due to the high acceptance of Smartphone’s and tablets would drive the market • Growing penetration of 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. Copyright © 2019 Accurize Market Research sales@accurizemarketresearch.com
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. Copyright © 2019 Accurize Market Research sales@accurizemarketresearch.com
Market Segmentation • Customize Report: https://www.accurizemarketresearch.com/report/social-gaming-market/ask-for-customization • “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. Copyright © 2019 Accurize Market Research sales@accurizemarketresearch.com
Market Segmentation • “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 Copyright © 2019 Accurize Market Research sales@accurizemarketresearch.com
Top players in the market • Major companies operating in the market 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 Wooga GmbH Copyright © 2019 Accurize Market Research sales@accurizemarketresearch.com
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