The article cited AMA's Global Social Gaming Market Study explored substantial growth with CAGR of 16.87%. According the report, Women Emerge As the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality
is one of the primary growth factors for the market. Growing Internet Penetration
is also expected to contribute significantly to the Social Gaming market. Overall, applications of Social Gaming, and the growing awareness of them, is what makes this segment of the industry important to its overall growth. The presence of players such as Activision Blizzard, Inc. (United States), Blizzard Entertainment, Inc. (United States), Electronic Arts, Inc. (United States), PopCap Games, Inc. (United States), Zynga, Inc. (United States), Behaviour Interactive, Inc. (Canada), King Digital Entertainment plc (United Kingdom), Aeria Games GmbH (Germany), DeNA Co., Ltd. (Japan), GREE, Inc. (Japan), Etermax (Argentina), Miniclip SA (Switzerland), Rovio Entertainment (Finland), Peak Games (Turkey) and Playtech plc (Isle of Man, United Kingdom) may see astonishing sales in this Market and certainly improve revenue growth.
The Monetization of Games Type, such as Virtual Goods, is boosting the Social Gaming market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
The Amount Spend Per Month, such as USD 25 and Above, is boosting the Social Gaming market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
The Age Group, such as 13-18 Years, is boosting the Social Gaming market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
The Gender, such as Male, is boosting the Social Gaming market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
AMAs Analyst on the Global Social Gaming market identified that the demand is rising in many different parts of the world as "Emergence of New Technology Such As 3D Modeling and Virtual Reality
". Furthermore, some recent industry insights like "Economies including India, China, South Korea, and Japan are expected to open new avenues for local and foreign mobile game investors during the forecast timeline. For instance, in January 2018, a Chinese gaming company AGTech in partnership with Paytm launched Gamepind, a mobile gaming platform. Gamepind acts as a marketing platform for merchants to engage with mobile shoppers and casual gamers." is constantly making the industry dynamic. One of the challenges that industry facing is "Enhanced Cloud Based Gaming Platform and Privacy Concerns in Social Gaming"
The report provides an in-depth analysis and forecast about the industry covering the following key features:
Detailed Overview of Social Gaming market will help deliver clients and businesses making strategies. Influencing factors that thriving demand and latest trend running in the market What is the market concentration? Is it fragmented or highly concentrated? What trends, challenges and barriers will impact the development and sizing of Social Gaming market SWOT Analysis of profiled players and Porter's five forces & PEST Analysis for deep insights. What growth momentum or downgrade market may carry during the forecast period? Which region may tap highest market share in coming era? What focused approach and constraints are holding the Social Gaming market tight? Which application/end-user category or Product Type [Advertisements, Virtual Goods and Other] may seek incremental growth prospects? What would be the market share of key countries like Germany, USA, France, China etc.?
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the Social Gaming market and other related sub-markets covered in the study.
o Key & emerging players in the Social Gaming market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall Social Gaming market size is calculated using market estimation process, the Social Gaming market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the Global Social Gaming market size has been validated using both top-down and bottom-up approaches.