Global Social Gaming Market Report, History and Forecast 2014-2025, Breakdown Data by Companies, Key Regions, Types and Application

SKU ID : QYR-15030615 | Publishing Date : 24-Dec-2019 | No. of pages : 117

Summary

Social Gaming or Online gaming refers to the activity or practice of playing an online game on a social media platform.
In 2018, the global Social Gaming market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% between 2019 and 2025.

This report studies the Social Gaming market size by players, regions, product types and end industries, history data 2014-2018 and forecast data 2019-2025; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

This report focuses on the global top players, covered


Activision Blizzard
Electronic Arts
King Digital Entertainment
Supercell
Behaviour Interactive
Wooga
Zynga
Etermax
Peak Games
Tencent
TinyCo
Gameloft
CrowdStar
Aeria Games GmbH
DeNA Co., Ltd

Market segment by Regions/Countries, this report covers


North America
Europe
China
Rest of Asia Pacific
Central & South America
Middle East & Africa

Market segment by Type, the product can be split into


Voice Social Gaming
Video Social Gaming

Market segment by Application, the market can be split into
Male
Female

The study objectives of this report are:


To study and forecast the market size of Social Gaming in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast among global major regions.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of Social Gaming are as follows:
History Year: 2014-2018

Base Year:

2018

Estimated Year:

2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders


Raw material suppliers
Distributors/traders/wholesalers/suppliers
Regulatory bodies, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade associations and industry bodies
End-use industries

Available Customizations


With the given market data offers customizations according to the company's specific needs. The following customization options are available for the report:
Further breakdown of Social Gaming market on basis of the key contributing countries.
Detailed analysis and profiling of additional market players.

Frequently Asked Questions

This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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