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Social Gaming Global Market by Emerging Trend 2025

(EMAILWIRE.COM, February 12, 2019 ) Global Social Gaming Market size is anticipated to grow exponentially in the coming years impelled by high internet penetration rate coupled with the easy availability of games and gaming platform options such as mobiles, tablets, and personal computers. The social gaming industry has evolved into a full-fledged and lucrative market due to the increased popularity of freemium games and rise in the number of mobile game providers. Also, the availability of skilled game developers is also expected to contribute to the rapid introduction of new and advanced social gaming platforms. As the popularity of smartphones and tablets continues to expand, the global market is likely to show a remarkable growth during the forecast period.

The social gaming market is growing at a rapid pace on account of the increasing adoption of advanced gaming technologies, rising income levels, low cost of games, increase in online content, and digital distribution, which allow users to download the content on their systems. Popular social gaming genres such as social casino is likely to drive the market growth during the forecast period due to the increasing social gaming traffic. Furthermore, penetration of cloud-based applications and availability of devices that provide augmented reality gaming experiences also open new avenues for the market. For instance, Sony launched Project Morpheus, a virtual-reality system for the PlayStation. It takes gaming to the next level by transporting the players in the virtual world of their games. The use of head up and head-mounted displays are being increased to improve the social gaming experience. Another driver that offers a promising growth of the global social gaming market is the availability of mobile wallets as payment instruments on app stores such as Google Play Store and Apple App Store.

This report focuses on the global Social Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Social Gaming development in United States, Europe and China.

Social Gaming or Online gaming refers to the activity or practice of playing an online game on a social media platform.

The key players covered in this study 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

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Market segment by Type, the product can be split into
Voice Social Gaming
Video Social Gaming

Market segment by Application, split into
Male
Female

The study objectives of this report are:
To analyze global Social Gaming status, future forecast, growth opportunity, key market and key players.
To present the Social Gaming development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

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Table of Content

Global Social Gaming Market Size, Status and Forecast 2025
1 Report Overview

2 Global Growth Trends

3 Market Share by Key Players

4 Breakdown Data by Type and Application

5 United States

6 Europe

7 China

8 Japan

9 Southeast Asia

10 India

11 Central & South America

12 International Players Profiles
12.1 Activision Blizzard
12.1.1 Activision Blizzard Company Details
12.1.2 Company Description and Business Overview
12.1.3 Social Gaming Introduction
12.1.4 Activision Blizzard Revenue in Social Gaming Business (2013-2018)
12.1.5 Activision Blizzard Recent Development
12.2 Electronic Arts
12.2.1 Electronic Arts Company Details
12.2.2 Company Description and Business Overview
12.2.3 Social Gaming Introduction
12.2.4 Electronic Arts Revenue in Social Gaming Business (2013-2018)
12.2.5 Electronic Arts Recent Development
12.3 King Digital Entertainment
12.3.1 King Digital Entertainment Company Details
12.3.2 Company Description and Business Overview
12.3.3 Social Gaming Introduction
12.3.4 King Digital Entertainment Revenue in Social Gaming Business (2013-2018)
12.3.5 King Digital Entertainment Recent Development

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