The Social Gaming Market size was valued at USD 27.13 Billion in 2023 and is projected to reach USD 89.18 Billion in 2031 with an increasing CAGR of 16.04% Over the Forecast Period of 2024-2031.
The social gaming market refers to the industry that encompasses online games played on social media platforms and mobile devices. It has experienced significant growth in recent years, driven by the increasing popularity of social media and the widespread use of smartphones. Social gaming has become a global phenomenon, with millions of players engaging in various games across different platforms. These games are designed to be interactive and encourage social interaction among players. They often incorporate features such as leaderboards, multiplayer modes, and in-game chat functions, allowing players to connect and compete with friends and other users from around the world.
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One of the key factors contributing to the growth of the social gaming market is the accessibility and convenience it offers. With the rise of smartphones, people can now play games anytime and anywhere, making it a popular form of entertainment for individuals of all ages. Additionally, the integration of social media platforms into these games has made it easier for players to share their achievements, invite friends to play, and participate in online communities centered around specific games. The social gaming market has also witnessed a shift in monetization strategies. While traditional gaming models relied heavily on upfront purchases or subscriptions, social games often adopt a freemium model. This means that the games are free to play, but offer in-app purchases or advertisements to generate revenue. This approach has proven to be highly profitable, as players are more likely to spend money on virtual goods or additional features within the game.
Drivers
The social gaming market is set to experience significant growth due to the increasing demand for smartphones.
There has been a dramatic rise in the popularity of mobile phones. This surge in smartphone usage has paved the way for the expansion of social gaming, as more and more people are engaging with smartphone applications. Smartphones are equipped with various operating systems, such as iOS, Android, BlackBerry OS, and Windows. These operating systems enable users to multitask efficiently, allowing them to perform multiple tasks simultaneously. This functionality has opened up new avenues for social gaming, as users can easily download and enjoy a wide range of social games on their mobile devices. One of the key advantages of smartphones is their ample storage capacity, which typically ranges from 16 to 64 GB. This generous memory space allows users to store numerous games on their phones, providing them with a diverse gaming experience. With the ability to store a multitude of games, smartphones are poised to drive the growth of the social gaming market in the foreseeable future.
Restrains
Restrictions on social networking sites are anticipated to impede the growth of the social gaming market.
Popular online games such as Texas Holdem Poker, Farmville, Candy Crush, and Criminal Case have gained immense popularity on social networking platforms like MySpace, Facebook, and Google+. However, the limitations imposed on these sites, particularly Facebook, MySpace, and Twitter, have led to significant market losses. Numerous Islamic countries, including Iran, Pakistan, and Indonesia, have even gone to the extent of outlawing social networking sites. Moreover, Middle Eastern cultures also consider these platforms forbidden. The primary reason behind these restrictions is the concern for security. Consequently, these factors are projected to hinder the growth of the social gaming market throughout the forecast period.
Opportunities
Enhancing the browser experience has the potential to unlock profitable growth opportunities within the worldwide social gaming market.
The burgeoning trend of cloud gaming presents significant business prospects within the worldwide social gaming market.
Challenges
Social networking site prohibition
The war may lead to economic instability in the region and potentially affect the overall spending power of consumers. If people have less disposable income due to economic challenges, they may reduce their spending on in-game purchases, which can impact social gaming revenue. Currency devaluation and exchange rate fluctuations can affect the revenue generated by game developers and publishers. If the local currencies of Russia and Ukraine experience significant devaluation, it may impact the pricing of in-game items and the purchasing power of players in those countries. The conflict could lead to changes in player demographics and behavior. Some players may reduce their gaming activities due to increased real-world concerns, while others may seek solace and entertainment in gaming, leading to shifts in the player base. Social gaming is a global industry, and the impact of regional conflicts can have ripple effects across the world. Developers and publishers who rely on the Russian and Ukrainian markets may see changes in their revenue streams. Additionally, geopolitical tensions can affect international business partnerships, which can indirectly influence the social gaming industry. The war can influence consumer sentiment and attitudes toward companies and products. Social gaming companies may need to adapt their marketing and communication strategies to navigate potential shifts in public opinion. Companies in the social gaming industry may face geopolitical risks related to their investments and operations in Russia and Ukraine. These risks can include disruptions in supply chains, legal challenges, and security concerns.
Impact of Recession
People may prioritize essential expenses over entertainment, which could result in reduced engagement with social games. Gamers may choose to spend their time and money on more cost-effective forms of entertainment. Social gaming companies often rely on advertising and user acquisition to grow their player base. In a recession, businesses may reduce their advertising budgets, making it harder for social gaming companies to acquire new users. Smaller and less financially stable social gaming companies may struggle to stay afloat during a recession. This could lead to business closures and industry consolidation as larger players acquire struggling companies. On the flip side, some argue that during tough economic times, people may turn to social gaming as a form of escapism and stress relief. This could lead to increased engagement with social games, although it might not necessarily translate into higher spending. Successful social gaming companies may diversify their offerings or adapt their monetization strategies to cater to changing consumer preferences and economic conditions. This could involve experimenting with different revenue models or expanding into other forms of entertainment. The digital nature of social gaming means that it is less dependent on physical sales channels, which can be more adversely affected by economic downturns. This can provide some stability to the social gaming market.
By Segment
Virtual Goods
Advertisements
Lead Generation Offers
Subscription Services
By Device
Desktop
Mobile
Tablet
others
By Age Group
Under 13 years
13 - 18 years
19 - 25 years
26 - 35 years
36 - 45 years
46 – 60+ years
By Gender
Male
Female
Non-Binary
By Platform
Twitch
YouTube
Steam
Others
The Asia Pacific region is set to dominate the global market with a substantial 34.3% market share during the forecast period. This can be attributed to several factors, including the region's extensive user base of social networks, the continuous growth of its young population, and the increasing per capita expenditure. These factors have facilitated the widespread adoption of smartphones and wireless technology across major economies like India, Japan, China, and Korea. the Asia Pacific region has witnessed remarkable advancements in its payment infrastructure, which has reached a mature stage. Additionally, the emergence of cutting-edge technologies such as 3D modeling and virtual reality has further fueled the region's market growth, creating a fertile ground for innovation and development. With its vast potential and dynamic market landscape, the Asia Pacific region presents an exciting opportunity for businesses and investors alike. The region's strong foothold in the global market, driven by its large user base, youthful demographics, and increasing disposable income, makes it an attractive destination for companies looking to expand their reach and capitalize on the growing demand for technology-driven solutions.
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REGIONAL COVERAGE:
North America
US
Canada
Mexico
Europe
Eastern Europe
Poland
Romania
Hungary
Turkey
Rest of Eastern Europe
Western Europe
Germany
France
UK
Italy
Spain
Netherlands
Switzerland
Austria
Rest of Western Europe
Asia Pacific
China
India
Japan
South Korea
Vietnam
Singapore
Australia
Rest of Asia Pacific
Middle East & Africa
UAE
Egypt
Saudi Arabia
Qatar
Rest of Middle East
Africa
Nigeria
South Africa
Rest of Africa
Latin America
Brazil
Argentina
Colombia
Rest of Latin America
The major players in the market are Renren Inc., Social Point., Wooga GmbH, Zynga, Inc., King, CrowdStar, Tencent Holdings Ltd., Electronic Arts, Inc., Booyah Inc., Playtika Ltd., and others in the final report.
In August 2020, Electronic Arts, Inc. unveiled EA Play and EA Play Pro, showcasing a fresh new appearance.
August 9, 2023, Rollic, a subsidiary of Zynga Inc., a publishing label owned by Take-Two Interactive (NASDAQ: TTWO), a renowned global leader in interactive entertainment, proudly announced its partnership with Power Slap. Power Slap is the world's pioneering regulated and sanctioned slap-fighting promotion, spearheaded by Dana White. Together, they will collaborate to create and release a mobile game called Power Slap, which is now accessible on both iOS and Android platforms. This marks the first-ever worldwide release of a Power Slap game.
Report Attributes | Details |
Market Size in 2023 | US$ 27.13 Bn |
Market Size by 2031 | US$ 89.18 Bn |
CAGR | CAGR of 16.04% From 2024 to 2031 |
Base Year | 2023 |
Forecast Period | 2024-2031 |
Historical Data | 2020-2022 |
Report Scope & Coverage | Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook |
Key Segments | • By Segment (Virtual Goods, Advertisements, Lead Generation Offers, Subscription Services) • By Device (Desktop, Mobile, Tablet, others) • By Age Group (Under 13 years, 13 - 18 years, 19 - 25 years, 26 - 35 years, 36 - 45 years, 46 – 60+ years) • By Gender (Male, Female, Non-Binary) • By Platform (Facebook, Twitter, Instagram, Twitch, YouTube, Steam, Others) |
Regional Analysis/Coverage | North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia Rest of Latin America) |
Company Profiles | Renren Inc., Social Point., Wooga GmbH, Zynga, Inc., King, CrowdStar, Tencent Holdings Ltd., Electronic Arts, Inc., Booyah Inc., Playtika Ltd |
Key Drivers | • The social gaming market is set to experience significant growth due to the increasing demand for smartphones. |
Market Restraints | • Restrictions on social networking sites are anticipated to impede the growth of the social gaming market. |
Ans. The CAGR of the Social Gaming Market for the forecast period 2022-2030 is 32.95%.
Ans: The market is expected to grow to USD 116.94 billion by the forecast period of 2030.
Ans: Yes, you can buy reports in bulk quantity as per your requirements. Check Here for more details.
Ans. The major players in the market are Renren Inc., Social Point., Wooga GmbH, Zynga, Inc., King, Electronic Arts, Inc., Booyah Inc., Playtika Ltd., and others in the final report.
Ans.
Table of Contents
1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions
2. Research Methodology
3. Market Dynamics
3.1 Drivers
3.2 Restraints
3.3 Opportunities
3.4 Challenges
4. Impact Analysis
4.1 Impact of Russia-Ukraine War
4.2 Impact of Ongoing Recession
4.2.1 Introduction
4.2.2 Impact on major economies
4.2.2.1 US
4.2.2.2 Canada
4.2.2.3 Germany
4.2.2.4 France
4.2.2.5 United Kingdom
4.2.2.6 China
4.2.2.7 japan
4.2.2.8 South Korea
4.2.2.9 Rest of the World
5. Value Chain Analysis
6. Porter’s 5 forces model
7. PEST Analysis
8. Social Gaming Market Segmentation, By Segment
8.1 Virtual Goods
8.2 Advertisements
8.3 Lead Generation Offers
8.4 Subscription Services
9. Social Gaming Market Segmentation, By Device
9.1 Desktop
9.2 Mobile
9.3 Tablet
9.4 others
10. Social Gaming Market Segmentation, By Age Group
10.1 Under 13 years
10.2 13 - 18 years
10.3 19 - 25 years
10.4 26 - 35 years
10.5 36 - 45 years
10.6 46 – 60+ years
11. Social Gaming Market Segmentation, By Gender
11.1 Male
11.2 Female
11.3 non-Binary
12. Social Gaming Market Segmentation, By Platform
12.1 Facebook
12.2 Twitter
12.3 Instagram
12.4 Twitch
12.5 YouTube
12.6 Steam
12.7 Others
13 Regional Analysis
13.1 Introduction
13.2 North America
13.2.1 North America Social Gaming Market By Country
13.2.2 North America Social Gaming Market By Segment
13.2.3 North America Social Gaming Market By Device
13.2.4 North America Social Gaming Market By Age Group
13.2.5 North America Social Gaming Market By Gender
13.2.6 North America Social Gaming Market By Platform
13.2.7 USA
13.2.7.1 USA Social Gaming Market By Segment
13.2.7.2 USA Social Gaming Market By Device
13.2.7.3 USA Social Gaming Market By Age Group
13.2.7.4 USA Social Gaming Market By Gender
13.2.7.5 USA Social Gaming Market By Platform
13.2.8 Canada
13.2.8.1 Canada Social Gaming Market By Segment
13.2.8.2 Canada Social Gaming Market By Device
13.2.8.3 Canada Social Gaming Market By Age Group
13.2.8.4 Canada Social Gaming Market By Gender
13.2.8.5 Canada Social Gaming Market By Platform
13.2.9 Mexico
13.2.9.1 Mexico Social Gaming Market By Segment
13.2.9.2 Mexico Social Gaming Market By Device
13.2.9.3 Mexico Social Gaming Market By Age Group
13.2.9.4 Mexico Social Gaming Market By Gender
13.2.9.5 Mexico Social Gaming Market By Platform
13.3 Europe
13.3.1 Eastern Europe
13.3.1.1 Eastern Europe Social Gaming Market By Country
13.3.1.2 Eastern Europe Social Gaming Market By Segment
13.3.1.3 Eastern Europe Social Gaming Market By Device
13.3.1.4 Eastern Europe Social Gaming Market By Age Group
13.3.1.5 Eastern Europe Social Gaming Market By Gender
13.3.1.6 Eastern Europe Social Gaming Market By Platform
13.3.1.7 Poland
13.3.1.7.1 Poland Social Gaming Market By Segment
13.3.1.7.2 Poland Social Gaming Market By Device
13.3.1.7.3 Poland Social Gaming Market By Age Group
13.3.1.7.4 Poland Social Gaming Market By Gender
13.3.1.7.5 Poland Social Gaming Market By Platform
13.3.1.8 Romania
13.3.1.8.1 Romania Social Gaming Market By Segment
13.3.1.8.2 Romania Social Gaming Market By Device
13.3.1.8.3 Romania Social Gaming Market By Age Group
13.3.1.8.4 Romania Social Gaming Market By Gender
13.3.1.8.5 Romania Social Gaming Market By Platform
13.3.1.9 Hungary
13.3.1.9.1 Hungary Social Gaming Market By Segment
13.3.1.9.2 Hungary Social Gaming Market By Device
13.3.1.9.3 Hungary Social Gaming Market By Age Group
13.3.1.9.4 Hungary Social Gaming Market By Gender
13.3.1.9.5 Hungary Social Gaming Market By Platform
13.3.1.10 Turkey
13.3.1.10.1 Turkey Social Gaming Market By Segment
13.3.1.10.2 Turkey Social Gaming Market By Device
13.3.1.10.3 Turkey Social Gaming Market By Age Group
13.3.1.10.4 Turkey Social Gaming Market By Gender
13.3.1.10.5 Turkey Social Gaming Market By Platform
13.3.1.11 Rest of Eastern Europe
13.3.1.11.1 Rest of Eastern Europe Social Gaming Market By Segment
13.3.1.11.2 Rest of Eastern Europe Social Gaming Market By Device
13.3.1.11.3 Rest of Eastern Europe Social Gaming Market By Age Group
13.3.1.11.4 Rest of Eastern Europe Social Gaming Market By Gender
13.3.1.11.5 Rest of Eastern Europe Social Gaming Market By Platform
13.3.2 Western Europe
13.3.2.1 Western Europe Social Gaming Market By Country
13.3.2.2 Western Europe Social Gaming Market By Segment
13.3.2.3 Western Europe Social Gaming Market By Device
13.3.2.4 Western Europe Social Gaming Market By Age Group
13.3.2.5 Western Europe Social Gaming Market By Gender
13.3.2.6 Western Europe Social Gaming Market By Platform
13.3.2.7 Germany
13.3.2.7.1 Germany Social Gaming Market By Segment
13.3.2.7.2 Germany Social Gaming Market By Device
13.3.2.7.3 Germany Social Gaming Market By Age Group
13.3.2.7.4 Germany Social Gaming Market By Gender
13.3.2.7.5 Germany Social Gaming Market By Platform
13.3.2.8 France
13.3.2.8.1 France Social Gaming Market By Segment
13.3.2.8.2 France Social Gaming Market By Device
13.3.2.8.3 France Social Gaming Market By Age Group
13.3.2.8.4 France Social Gaming Market By Gender
13.3.2.8.5 France Social Gaming Market By Platform
13.3.2.9 UK
13.3.2.9.1 UK Social Gaming Market By Segment
13.3.2.9.2 UK Social Gaming Market By Device
13.3.2.9.3 UK Social Gaming Market By Age Group
13.3.2.9.4 UK Social Gaming Market By Gender
13.3.2.9.5 UK Social Gaming Market By Platform
13.3.2.10 Italy
13.3.2.10.1 Italy Social Gaming Market By Segment
13.3.2.10.2 Italy Social Gaming Market By Device
13.3.2.10.3 Italy Social Gaming Market By Age Group
13.3.2.10.4 Italy Social Gaming Market By Gender
13.3.2.10.5 Italy Social Gaming Market By Platform
13.3.2.11 Spain
13.3.2.11.1 Spain Social Gaming Market By Segment
13.3.2.11.2 Spain Social Gaming Market By Device
13.3.2.11.3 Spain Social Gaming Market By Age Group
13.3.2.11.4 Spain Social Gaming Market By Gender
13.3.2.11.5 Spain Social Gaming Market By Platform
13.3.2.12 The Netherlands
13.3.2.12.1 Netherlands Social Gaming Market By Segment
13.3.2.12.2 Netherlands Social Gaming Market By Device
13.3.2.12.3 Netherlands Social Gaming Market By Age Group
13.3.2.12.4 Netherlands Social Gaming Market By Gender
13.3.2.12.5 Netherlands Social Gaming Market By Platform
13.3.2.13 Switzerland
13.3.2.13.1 Switzerland Social Gaming Market By Segment
13.3.2.13.2 Switzerland Social Gaming Market By Device
13.3.2.13.3 Switzerland Social Gaming Market By Age Group
13.3.2.13.4 Switzerland Social Gaming Market By Gender
13.3.2.13.5 Switzerland Social Gaming Market By Platform
13.3.2.14 Austria
13.3.2.14.1 Austria Social Gaming Market By Segment
13.3.2.14.2 Austria Social Gaming Market By Device
13.3.2.14.3 Austria Social Gaming Market By Age Group
13.3.2.14.4 Austria Social Gaming Market By Gender
13.3.2.14.5 Austria Social Gaming Market By Platform
13.3.2.15 Rest of Western Europe
13.3.2.15.1 Rest of Western Europe Social Gaming Market By Segment
13.3.2.15.2 Rest of Western Europe Social Gaming Market By Device
13.3.2.15.3 Rest of Western Europe Social Gaming Market By Age Group
13.3.2.15.4 Rest of Western Europe Social Gaming Market By Gender
13.3.2.15.5 Rest of Western Europe Social Gaming Market By Platform
13.4 Asia-Pacific
13.4.1 Asia Pacific Social Gaming Market By Country
13.4.2 Asia Pacific Social Gaming Market By Segment
13.4.3 Asia Pacific Social Gaming Market By Device
13.4.4 Asia Pacific Social Gaming Market By Age Group
13.4.5 Asia Pacific Social Gaming Market By Gender
13.4.6 Asia Pacific Social Gaming Market By Platform
13.4.7 China
13.4.7.1 China Social Gaming Market By Segment
13.4.7.2 China Social Gaming Market By Device
13.4.7.3 China Social Gaming Market By Age Group
13.4.7.4 China Social Gaming Market By Gender
13.4.7.5 China Social Gaming Market By Platform
13.4.8 India
13.4.8.1 India Social Gaming Market By Segment
13.4.8.2 India Social Gaming Market By Device
13.4.8.3 India Social Gaming Market By Age Group
13.4.8.4 India Social Gaming Market By Gender
13.4.8.5 India Social Gaming Market By Platform
13.4.9 Japan
13.4.9.1 Japan Social Gaming Market By Segment
13.4.9.2 Japan Social Gaming Market By Device
13.4.9.3 Japan Social Gaming Market By Age Group
13.4.9.4 Japan Social Gaming Market By Gender
13.4.9.5 Japan Social Gaming Market By Platform
13.4.10 South Korea
13.4.10.1 South Korea Social Gaming Market By Segment
13.4.10.2 South Korea Social Gaming Market By Device
13.4.10.3 South Korea Social Gaming Market By Age Group
13.4.10.4 South Korea Social Gaming Market By Gender
13.4.10.5 South Korea Social Gaming Market By Platform
13.4.11 Vietnam
13.4.11.1 Vietnam Social Gaming Market By Segment
13.4.11.2 Vietnam Social Gaming Market By Device
13.4.11.3 Vietnam Social Gaming Market By Age Group
13.4.11.4 Vietnam Social Gaming Market By Gender
13.4.11.5 Vietnam Social Gaming Market By Platform
13.4.12 Singapore
13.4.12.1 Singapore Social Gaming Market By Segment
13.4.12.2 Singapore Social Gaming Market By Device
13.4.12.3 Singapore Social Gaming Market By Age Group
13.4.12.4 Singapore Social Gaming Market By Gender
13.4.12.5 Singapore Social Gaming Market By Platform
13.4.13 Australia
13.4.13.1 Australia Social Gaming Market By Segment
13.4.13.2 Australia Social Gaming Market By Device
13.4.13.3 Australia Social Gaming Market By Age Group
13.4.13.4 Australia Social Gaming Market By Gender
13.4.13.5 Australia Social Gaming Market By Platform
13.4.14 Rest of Asia-Pacific
13.4.14.1 APAC Social Gaming Market By Segment
13.4.14.2 APAC Social Gaming Market By Device
13.4.14.3 APAC Social Gaming Market By Age Group
13.4.14.4 APAC Social Gaming Market By Gender
13.4.14.5 APAC Social Gaming Market By Platform
13.5 The Middle East & Africa
13.5.1 Middle East
13.5.1.1 Middle East Social Gaming Market By country
13.5.1.2 Middle East Social Gaming Market By Segment
13.5.1.3 Middle East Social Gaming Market By Device
13.5.1.4 Middle East Social Gaming Market By Age Group
13.5.1.5 Middle East Social Gaming Market By Gender
13.5.1.6 Middle East Social Gaming Market By Platform
13.5.1.7 UAE
13.5.1.7.1 UAE Social Gaming Market By Segment
13.5.1.7.2 UAE Social Gaming Market By Device
13.5.1.7.3 UAE Social Gaming Market By Age Group
13.5.1.7.4 UAE Social Gaming Market By Gender
13.5.1.7.5 UAE Social Gaming Market By Platform
13.5.1.8 Egypt
13.5.1.8.1 Egypt Social Gaming Market By Segment
13.5.1.8.2 Egypt Social Gaming Market By Device
13.5.1.8.3 Egypt Social Gaming Market By Age Group
13.5.1.8.4 Egypt Social Gaming Market By Gender
13.5.1.8.5 Egypt Social Gaming Market By Platform
13.5.1.9 Saudi Arabia
13.5.1.9.1 Saudi Arabia Social Gaming Market By Segment
13.5.1.9.2 Saudi Arabia Social Gaming Market By Device
13.5.1.9.3 Saudi Arabia Social Gaming Market By Age Group
13.5.1.9.4 Saudi Arabia Social Gaming Market By Gender
13.5.1.9.5 Saudi Arabia Social Gaming Market By Platform
13.5.1.10 Qatar
13.5.1.10.1 Qatar Social Gaming Market By Segment
13.5.1.10.2 Qatar Social Gaming Market By Device
13.5.1.10.3 Qatar Social Gaming Market By Age Group
13.5.1.10.4 Qatar Social Gaming Market By Gender
13.5.1.10.5 Qatar Social Gaming Market By Platform
13.5.1.11 Rest of Middle East
13.5.1.11.1 Rest of Middle East Social Gaming Market By Segment
13.5.1.11.2 Rest of Middle East Social Gaming Market By Device
13.5.1.11.3 Rest of Middle East Social Gaming Market By Age Group
13.5.1.11.4 Rest of Middle East Social Gaming Market By Gender
13.5.1.11.5 Rest of Middle East Social Gaming Market By Platform
13.5.2 Africa
13.5.2.1 Africa Social Gaming Market By Country
13.5.2.2 Africa Social Gaming Market By Segment
13.5.2.3 Africa Social Gaming Market By Device
13.5.2.4 Africa Social Gaming Market By Age Group
13.5.2.5 Africa Social Gaming Market By Gender
13.5.2.6 Africa Social Gaming Market By Platform
13.5.2.7 Nigeria
13.5.2.7.1 Nigeria Social Gaming Market By Segment
13.5.2.7.2 Nigeria Social Gaming Market By Device
13.5.2.7.3 Nigeria Social Gaming Market By Age Group
13.5.2.7.4 Nigeria Social Gaming Market By Gender
13.5.2.7.5 Nigeria Social Gaming Market By Platform
13.5.2.8 South Africa
13.5.2.8.1 South Africa Social Gaming Market By Segment
13.5.2.8.2 South Africa Social Gaming Market By Device
13.5.2.8.3 South Africa Social Gaming Market By Age Group
13.5.2.8.4 South Africa Social Gaming Market By Gender
13.5.2.8.5 South Africa Social Gaming Market By Platform
13.5.2.9 Rest of Africa
13.5.2.9.1 Rest of Africa Social Gaming Market By Segment
13.5.2.9.2 Rest of Africa Social Gaming Market By Device
13.5.2.9.3 Rest of Africa Social Gaming Market By Age Group
13.5.2.9.4 Rest of Africa Social Gaming Market By Gender
13.5.2.9.5 Rest of Africa Social Gaming Market By Platform
13.6 Latin America
13.6.1 Latin America Social Gaming Market By Country
13.6.2 Latin America Social Gaming Market By Segment
13.6.3 Latin America Social Gaming Market By Device
13.6.4 Latin America Social Gaming Market By Age Group
13.6.5 Latin America Social Gaming Market By Gender
13.6.6 Latin America Social Gaming Market By Platform
13.6.7 Brazil
13.6.7.1 Brazil Social Gaming Market By Segment
13.6.7.2 Brazil Social Gaming Market By Device
13.6.7.3 Brazil Social Gaming Market By Age Group
13.6.7.4 Brazil Social Gaming Market By Gender
13.6.7.5 Brazil Social Gaming Market By Platform
13.6.8 Argentina
13.6.8.1 Argentina Social Gaming Market By Segment
13.6.8.2 Argentina Social Gaming Market By Device
13.6.8.3 Argentina Social Gaming Market By Age Group
13.6.8.4 Argentina Social Gaming Market By Gender
13.6.8.5 Argentina Social Gaming Market By Platform
13.6.9 Colombia
13.6.9.1 Colombia Social Gaming Market By Segment
13.6.9.2 Colombia Social Gaming Market By Device
13.6.9.3 Colombia Social Gaming Market By Age Group
13.6.9.4 Colombia Social Gaming Market By Gender
13.6.9.5 Colombia Social Gaming Market By Platform
13.6.10 Rest of Latin America
13.6.10.1 Rest of Latin America Social Gaming Market By Segment
13.6.10.2 Rest of Latin America Social Gaming Market By Device
13.6.10.3 Rest of Latin America Social Gaming Market By Age Group
13.6.10.4 Rest of Latin America Social Gaming Market By Gender
13.6.10.5 Rest of Latin America Social Gaming Market By Platform
14 Company Profile
14.1 Renren Inc.
14.1.1 Company Overview
14.1.2 Financials
14.1.3 Product/Services/Offerings
14.1.4 SWOT Analysis
14.1.5 The SNS View
14.2 Social Point.
14.2.1 Company Overview
14.2.2 Financials
14.2.3 Product/Services/Offerings
14.2.4 SWOT Analysis
14.2.5 The SNS View
14.3 Wooga GmbH.
14.3.1 Company Overview
14.3.2 Financials
14.3.3 Product/Services/Offerings
14.3.4 SWOT Analysis
14.3.5 The SNS View
14.4 Zynga, Inc.
14.4.1 Company Overview
14.4.2 Financials
14.4.3 Product/Services/Offerings
14.4.4 SWOT Analysis
14.4.5 The SNS View
14.5 King
14.5.1 Company Overview
14.5.2 Financials
14.5.3 Product/Services/Offerings
14.5.4 SWOT Analysis
14.5.5 The SNS View
14.6 CrowdStar.
14.6.1 Company Overview
14.6.2 Financials
14.6.3 Product/Services/Offerings
14.6.4 SWOT Analysis
14.6.5 The SNS View
14.7 Tencent Holdings Ltd.
14.7.1 Company Overview
14.7.2 Financials
14.7.3 Product/Services/Offerings
14.7.4 SWOT Analysis
14.7.5 The SNS View
14.8 Electronic Arts, Inc.
14.8.1 Company Overview
14.8.2 Financials
14.8.3 Product/Services/Offerings
14.8.4 SWOT Analysis
14.8.5 The SNS View
14.9 Booyah Inc.
14.9.1 Company Overview
14.9.2 Financials
14.9.3 Product/Services/Offerings
14.9.4 SWOT Analysis
14.9.5 The SNS View
14.10 Playtika Ltd.
14.10.1 Company Overview
14.10.2 Financials
14.10.3 Product/Services/Offerings
14.10.4 SWOT Analysis
14.10.5 The SNS View
15. Competitive Landscape
15.1 Competitive Benchmarking
15.2 Market Share Analysis
15.3 Recent Developments
15.3.1 Industry News
15.3.2 Company News
15.3.3 Mergers & Acquisitions
16. USE Cases and Best Practices
17. Conclusion
An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.
Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.
The 5 steps process:
Step 1: Secondary Research:
Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.
Step 2: Primary Research
When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data. This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.
We at SNS Insider have divided Primary Research into 2 parts.
Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.
This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.
Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.
Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.
Step 3: Data Bank Validation
Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.
Step 4: QA/QC Process
After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.
Step 5: Final QC/QA Process:
This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.
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