The Global Social Gaming Market to Grow steadily at a CAGR of +19% during the forecast period.
Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. It gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide. Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others. The demand for these games is expected to see robust growth in the forecasted period. This is due to the free availability of the games and increase in sale of smartphones.
This market research report gives an in-depth idea about the Global Social Gaming Market. It highlights the recent market scenario, growth in the past few years, and opportunities present for manufacturers in the future. In this research for the completion of both primary and secondary details, various methods and tools are used. Also, investments instigated by organizations, government, non-government bodies, and institutions are projected in details for better understanding about the market.
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Companies Profiled in this report includes, SGN, Zynga, Scientifc Game, Plumbee, Playtika, PlayStudios, IGT, Gamesys, Big Fish Games, and others.
Some of the factors driving the growth of the global social gaming market comprises easy access to internet, increased adoption of smartphones and tablets, increasing number of social gamers, and continuous launch of advanced games. Though risk of getting addicted and physical consequences of gaming addiction such as poor personal hygiene, migraines, and carpal tunnel may hinder the growth of the market. Besides, expansion of cloud gaming, and growing utilization of incentivized social video model would offer future opportunities in forecasted years.
Gender, age, revenue generation and territory are the most important parts of the global social gaming market. Segments are broken down into male and female segments by gender. The age group consists of 13-18, 19-25, 26-35, 36-45, and 46 years of age or older. Monetization is also broken down into the creation of ads, virtual goods, and leads.
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With more and more people carrying smartphones, anyone can imagine bringing the global market for social gaming to life. Studies show that the number of active users of social games per month in 2013 is over 200 million, and that number will double by 2023. As the number grows, there is increasing pressure for social game developers to create more compelling content and retain the consumer base. As a result, they are releasing more innovative games and constantly revising and redesigning them to make them feel bored. Game publishers are devising games in a variety of genres, including casino games, sports role playing games, virtual villages, social role games, and proprietary games. Among them casino and virtual village games have been very successful.
The main revenue source for social game developers is advertising. In addition, in-game sales and lead generation / provision of virtual goods can help you generate revenue. Revenue from ads is expected to grow to a good clip in the near future.
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Table of Contents
Global Social Gaming Market Research Report 2017
Chapter 1 Global Social Gaming Market Overview
Chapter 2 Global Economic Impact on Industry
Chapter 3 Global Market Competition by Manufacturers
Chapter 4 Global Production, Revenue (Value) by Region
Chapter 5 Supply (Production), Consumption, Export, Import by Regions
Chapter 6 Production, Revenue (Value), Price Trend by Type
Chapter 7 Market Analysis by Application
Chapter 8 Manufacturing Cost Analysis
Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 10 Marketing Strategy Analysis, Distributors/Traders
Chapter 11 Market Effect Factors Analysis
Chapter 12 Global Market Forecast
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