Global Social Gaming Market Report, History and Forecast 2015-2026, Breakdown Data by Companies, Key Regions, Types and Application

SKU ID :QYR-16270024 | Published Date: 25-Aug-2020 | No. of pages: 119
Social Gaming or Online gaming refers to the activity or practice of playing an online game on a social media platform.

Market Analysis and Insights: Global Social Gaming Market
The research report studies the Social Gaming market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.
The global Social Gaming market size is projected to reach US$ 28290 million by 2026, from US$ 14210 million in 2020, at a CAGR of 12.2% during 2021-2026.

Global Social Gaming Scope and Segment
The global Social Gaming market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Social Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region (country), by Type, and by Application for the period 2015-2026.

Segment by Type, the Social Gaming market is segmented into
Voice Social Gaming
Video Social Gaming

Segment by Application, the Social Gaming market is segmented into
Male
Female

Global Social Gaming market: regional analysis, the major regions covered in the report are:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa

The report lists the major players in the regions and their respective market share on the basis of global revenue. It also explains their strategic moves in the past few years, investments in product innovation, and changes in leadership to stay ahead in the competition. This will give the reader an edge over others as a well-informed decision can be made looking at the holistic picture of the market.

The major vendors covered:
Activision Blizzard
Electronic Arts
King Digital Entertainment
Supercell
Behaviour Interactive
Wooga
Zynga
Etermax
Peak Games
Tencent
TinyCo
Gameloft
CrowdStar
Aeria Games GmbH
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