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Rising social network accounts and internet usage is driving growth in the social gaming market

Press release July 8, 2014 Social gaming market, social gaming industry, social gaming market size

This report covers the present scenario and the growth prospects of the Global Social Gaming market for the period 2014-2018.

Growth in the usage of internet and social networking sites has stimulated the growth of games over the internet. The global social gaming market is expected to reach a value of USD 17.40 billion by 2019, growing at a CAGR of 16.1% from 2013 to 2019.

This report: Global Social Gaming Market 2014-2018 presents a detailed analysis of the prevalent conditions and the growth prospects of the market. The report highlights the market drivers and scope of the segment for the forecast period between 2014 and 2018.

Market overview

An average of 200 million people play social games online every month - this figure is expected to double over the next five years. Recent research states that by 2019 the social gaming industry will be worth USD 17.4 billion. People in the age group of 19 - 25 have contributed fundamentally to the growth of social games, the major reason being the easy availability and accessibility of internet services in schools, colleges and homes. Research also reveals that women are more prone to engage in online social games and occupy around 54% of the user market share.

Market drivers

Continuous rise in the number of internet subscribers, increasing social network accounts and free and easy access to internet are some important factors driving up the demand for social gaming globally. Another significant contributing factor is the growing number of smartphone and tablet users globally, both of which devices are extensively used for social gaming given their ease of use and access.

Key regions

In terms of geographical regions, Asia Pacific represents the largest market for the social gaming industry and is expected to reach USD 7.59 billion by 2019. The demand for smart devices in these regions have been significantly boosted by rising population as well as growing disposable incomes among families, which in turn has compelled game designers to develop games suited for mobile devices. On the other hand, ban on social networking sites in regions such as the Middle East and China has limited the growth of the market in these regions. Research indicates that the globalsocial gaming market was dominated by Zynga Inc. in 2012 and the company has since maintained a significant market share. Other important players in the global social gaming market include Playdom, Rock You and Rovio among others.

For further insights,

Visit: Rising social network accounts and internet usage is driving growth in the social gaming market

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Subjects


Social gaming market, social gaming industry, social gaming market size