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Concise Analysis of the International Social Gaming Market - Forecasts to 2019

DUBLIN, Mar. 04, 2014 /PRNewswire/ --Research and Markets (http://www.researchandmarkets.com/research/2kml8d/social_gaming) has announced the addition of the "Concise Analysis of the International Social Gaming Market - Forecasts to 2019" report to their offering.

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Driven by continuous growth in sales of smartphones, tablets and others mobile devices, global market for social gaming was valued at USD 5.40 billion in 2012 and is expected to reach USD 17.40 billion by 2019, growing at a CAGR of 16.1% during the forecast period from 2013 to 2019. Individuals and console based game manufacturers and designers have started recognizing the potential and importance of social networking sites, which is in turn, contributing to the growth of social games.

People have always been attracted to video games and these console based games come at prices that is not affordable by common man. Today's generation spend their time on Facebook, Twitter and MySpace among others to socialize with family and friends. During their time on the web, the users spend over 50% of their time on social games competing with friends and colleagues. Many of the game developers are now looking to tap the social media market and develop games for the social networking sites.

On an average 200 million active users play games online and it expected to increase with each passing year. With the increase in social network users the number of people likely to sign up for social games is expected to increase. The number of monthly active users in 2012 was approximately over 200 million and it expected to double by 2019. Social game publishers are in a constant mode for development and redesigning the games as users tend to get bored by playing the same game over and over again. To meet the demands of the users, organizations are designing games of different genre such as casino games, virtual villages, sport role playing games, social role playing games and ownership games among others. Casino and virtual village games are quite popular among the gamers.

The growth of social games can be attributed to the growing demand of smartphones and tablets in the market. The ever increasing demand of the mobile devices has made the social game developers rework their strategies and they are now designing games that can be played on these devices. The growth in the internet subscribers has also contributed to the growth of the social game users. It is expected that in 2014 one third of internet users are likely to take to social gaming. Another factor resulting in the growth social gaming market is free cost of the games on the net.

Key Topics Covered:

1 Preface

2 Executive Summary

3 Market Overview

4 Social gaming Market Analysis, by Segment

5 Social gaming Market Analysis, by Gender

6 Social Gaming Market Analysis, by Age Group

7 Social gaming Market Analysis, By Geography

8 Company Profiles

Companies Mentioned:

  • Booyah Inc.
  • CrowdStar
  • Electronic Arts, Inc.
  • King
  • Renren Inc.
  • RockYou
  • Rovio Entertainment Limited
  • Social Point
  • Tencent Holdings Ltd.
  • Wooga GmbH
  • Zynga, Inc

For more information visit http://www.researchandmarkets.com/research/2kml8d/social_gaming

Media Contact: Laura Wood , +353-1-481-1716, [email protected]

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