Social Gaming Market is set to Fly High Growth in Years to Come

Social Gaming Market is set to Fly High Growth in Years to Come

Latest study released by AMA Research on Global Social Gaming Market research focuses on latest market trend, opportunities and various future aspects so you can get a variety of ways to maximize your profits. Social Gaming Market predicted until 2027*.

Games have evolved to be more interactive during the years. Nowadays gamers dona€?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 todaya€?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.

Some of Key Players included in Social Gaming Market are

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)

Playtech plc (Isle of Man, United Kingdom)

Market Trends: Women Emerge As the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality

Enhanced Cloud-Based Gaming Platform

Advancement and Innovation in Games

?Drivers: Growing Internet Penetration

Rise in Adoption of Social Gaming Such As Social Casino??????????

?Challenges: Enhanced Cloud Based Gaming Platform

Privacy Concerns in Social Gaming

Opportunities: Emergence of New Technology Such As 3D Modeling and Virtual Reality

Emerging Market of Social Network

The titled segments and Market Data are Break Down by Type (Advertisements, Virtual Goods, Other), Monetization of Games Type (Virtual Goods, Advertising, Lead Generation/Offers), Amount Spend Per Month (USD 25 and Above, USD 5-10, USD 1-5), Age Group (13-18 Years, 19-25 Years, 26-35 Years, 36-45 Years, 46 and Above Years), Gender (Male, Female)

Presented By

AMA Research & Media LLP

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