Social Gaming Market Scope
Games have evolved to be more interactive during the years. Nowadays gamers don’t need to play the game alone, they are playing filled with other players. Playing games is now not only interacting with the game but also social interaction with other players. Social gaming is one of the fastest-growing trends in today’s generation. Social gaming refers to the activity of playing games online on the social media platform which creates an interaction between players and social media. In this gamers communicate with each other while playing and exchange information about the game. This includes multiple player card games, board games, social network games as well as interactive multiplayer video games. Social Gaming Market is expected to grow exponentially in the forecasted period impelled with a high internet penetration rate coupled with easy availability of social gaming in mobile, tablet and personal computers. They may include multiplayer card games, board games, social network games, as well as interactive multiplayer video games. Social casinos which enable gamblers to play and wager on casino games online is one of the biggest branches of social gaming.
According to AMA, the Global Social Gaming market is expected to see growth rate of 16.87% Research Analyst at AMA estimates that United States Players will contribute to the maximum growth of Global Social Gaming market throughout the predicted period.
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) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are Pretty Simple (France), Social Point (Spain), Supercell (Finland), SYBO Games (Denmark) and Wooga GmbH (Germany).
Segmentation Overview
The study have segmented the market of Global Social Gaming market by Type (Advertisements, Virtual Goods and Other) and Region with country level break-up.
On the basis of geography, the market of Social Gaming has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
Influencing Trend:
Women Emerge As the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality, Enhanced Cloud-Based Gaming Platform and Advancement and Innovation in Games
Market Growth Drivers:
Growing Internet Penetration and Rise in Adoption of Social Gaming Such As Social Casino
Challenges:
Enhanced Cloud Based Gaming Platform and Privacy Concerns in Social Gaming
Restraints:
Lack of Awareness About Social Gaming, Improper Game Design Hindering Market Growth and Physical Consequences of Gaming Addiction
Opportunities:
Emergence of New Technology Such As 3D Modeling and Virtual Reality and Emerging Market of Social Network
Market Leaders and their Expansionary Development Strategies
In Oct 2018, Penn National Gaming Completes Acquisition of Pinnacle Entertainment as well as the related divestitures to Boyd Gaming Corporation (BYD: NYSE) (“Boyd”) and the real estate transactions with Gaming and Leisure Properties, Inc.
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.
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from the total available market.