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Social Gaming Market Report

RA06122

Social Gaming Market, by Type (Voice Social Gaming, Video Social Gaming), Application (Male, Female): Global Opportunity Analysis and Industry Forecast, 2020-2027

RA06122

Pages: 380

May 2023

The global social gaming market is estimated to surpass $55,816.1 million by 2027, exhibiting a CAGR of 15.0% from 2020 to 2027.

The report presents a comprehensive analysis of the global social gaming market by thoroughly examining several facets of the market including market drivers and restraints, key segments, major geographies, significant players, and competitive lookout.

The report portrays a detailed scenario of the current conditions and future scope of the global social gaming market based on various factors and events that impact market growth. The report highlights major drivers and opportunities which are contributing to the growth of the market. In addition, drawbacks and limitations that restrict the market growth are also deliberated in the report. The report also provides Porter’s five forces analysis which describes the factors affecting profitability of the global social gaming market.

The report furnishes market scope, size, and predictions by evaluating the major segments and sub-segments of the global social gaming market. Furthermore, the report highlights regional market scenario and scope of these segments by studying every market segment at regional and country level. The report classifies the global social gaming market into four main regions including Asia-Pacific, North America, Europe, and LAMEA. These regions are further sub-classified into countries to explain the country-level scenario and scope of the market.

In addition, the report provides competitive landscape of the global social gaming market. The foremost players functioning in the global social gaming market are premeditated in the report to comprehend their present position and dominance in the market. Moreover, the report provides various insights regarding these players such as company overview, company officials, financial status, key business strategies, novel initiatives and developments by the companies to withstand and upkeep their status in the global social gaming market.

Research Methodology

Our reports are formulated by expert, in-house market analysts by performing meticulous research and analysis on a variety of market facts, major events, and data-points including industry players’ interviews, consistent information from renowned sources, and regional insights. The market professionals have keen knowledge about various research methodologies, tools, and analysis. They use advanced analytical models and tools to filter the data and statistics and enhance the precision of the forecasts of the market.

This report has been articulated after long hours of deliberations, analysis, and interviews with several leading market stakeholders and players. A huge pile of product type literatures, annual reports, industry news, and other related pieces of information from significant industry participants have been studied for obtaining profound knowledge of the market. A combination of primary and secondary research has been applied for predicting the market statistics and forecasts. Secondary research methods focus on an extensive range of activities such as data mining of certified data sources including medical journals, trade association’s releases, independent studies, technical journals, and materials published by government and regulatory authorities.

KEY MARKET BENEFITS

  • The report is a collation of meticulous market statistics and dynamics, data-points from market contributors and industry experts functioning in the industry, and quantitative and qualitative assessment by market analysts
  • This report offers comprehensive breakdown of present market trends, governing factors, and macro-economic indicators from 2019 to 2027 to detect & comprehend the prevalent opportunities in the global social gaming market
  • The report outlines the qualitative authority of numerous aspects on market segments as well as regions
  • The market forecasts and future scope offered in the report are derived after complete analysis of latest & innovative advances in the social gaming market
  • The growth and development strategies adopted by the prominent industry players are enlisted in the report to understand the competitive scenario of the social gaming market

KEY MARKET SEGMENTS

The global social gaming market is segmented based on the following:

  • Type: Voice Social Gaming, Video Social Gaming
  • Application: Male, Female

This segment is further sub-segmented into the following regions:

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Spain
    • Italy
    • Rest of Europe
  • Asia-Pacific
    • Japan
    • China
    • India
    • Australia
    • South Korea
    • Rest of Asia-Pacific
  • LAMEA
    • Brazil
    • Argentina
    • Saudi Arabia
    • South Africa
    • UAE
    • Rest of LAMEA

KEY MARKET PLAYERS

The global social gaming market is highly competitive due to the existence of several major players in the industry. These players have brought in innovative and advanced products/services to obtain a foremost position in the market. The report outlines numerous factors of top ten key players such as recent strategic moves & developments, financial performance, product portfolio, and SWOT analysis.

Key players in the global social gaming market are as follows:

    1. Microsoft

    2. Nintendo

    3. Rovio Entertainment

    4. NVIDIA

    5. Valve Corporation

    6. PlayJam

    7. Playdom

    8. Bluestack Systems

    9. Gameloft

    10. Sony

  • 1. RESEARCH METHODOLOGY

    • 1.1. Desk Research

    • 1.2. Real time insights and validation

    • 1.3. Forecast model

    • 1.4. Assumptions and forecast parameters

    • 1.5. Market size estimation

      • 1.5.1. Top-down approach

      • 1.5.2. Bottom-up approach

  • 2. REPORT SCOPE

    • 2.1. Market definition

    • 2.2. Key objectives of the study

    • 2.3. Report overview

    • 2.4. Market segmentation

    • 2.5. Overview of the impact of COVID-19 on Global Social Gaming Market

  • 3. EXECUTIVE SUMMARY

  • 4. MARKET OVERVIEW

    • 4.1. Introduction

    • 4.2. Growth impact forces

      • 4.2.1. Drivers

      • 4.2.2. Restraints

      • 4.2.3. Opportunities

    • 4.3. Market value chain analysis

      • 4.3.1. List of raw material suppliers

      • 4.3.2. List of manufacturers

      • 4.3.3. List of distributors

    • 4.4. Innovation & sustainability matrices

      • 4.4.1. Technology matrix

      • 4.4.2. Regulatory matrix

    • 4.5. Porter’s five forces analysis

      • 4.5.1. Bargaining power of suppliers

      • 4.5.2. Bargaining power of consumers

      • 4.5.3. Threat of substitutes

      • 4.5.4. Threat of new entrants

      • 4.5.5. Competitive rivalry intensity

    • 4.6. PESTLE analysis

      • 4.6.1. Political

      • 4.6.2. Economical

      • 4.6.3. Social

      • 4.6.4. Technological

      • 4.6.5. Environmental

    • 4.7. Impact of COVID-19 on Social Gaming Market

      • 4.7.1. Pre-covid market scenario

      • 4.7.2. Post-covid market scenario

  • 5. Social Gaming Market, By Application

    • 5.1. Overview

    • 5.2 Voice Social Gaming

      • 5.2.1 Definition, key trends, growth factors, and opportunities

      • 5.2.2 Market size analysis, by region, 2020-2027

      • 5.2.3 Market share analysis, by country, 2020-2027

    • 5.3 Video Social Gaming

      • 5.3.1 Definition, key trends, growth factors, and opportunities

      • 5.3.2 Market size analysis, by region, 2020-2027

      • 5.3.3 Market share analysis, by country, 2020-2027

    • 5.4 Research Dive Exclusive Insights

      • 5.4.1 Market attractiveness

      • 5.4.2 Competition heatmap

  • 6. Social Gaming Market, By Vertical

    • 6.1. Overview

    • 6.2 Male

      • 6.2.1 Definition, key trends, growth factors, and opportunities

      • 6.2.2 Market size analysis, by region, 2020-2027

      • 6.2.3 Market share analysis, by country, 2020-2027

    • 6.3 Female

      • 6.3.1 Definition, key trends, growth factors, and opportunities

      • 6.3.2 Market size analysis, by region, 2020-2027

      • 6.3.3 Market share analysis, by country, 2020-2027

    • 6.4 Research Dive Exclusive Insights

      • 6.4.1 Market attractiveness

      • 6.4.2 Competition heatmap

  • 7. Social Gaming Market, By Region

    • 7.1 North America

      • 7.1.1 U.S

        • 7.1.1.1 Market size analysis, By Application, 2020-2027

        • 7.1.1.2 Market size analysis, By Vertical, 2020-2027

      • 7.1.2 Canada

        • 7.1.2.1 Market size analysis, By Application, 2020-2027

        • 7.1.2.2 Market size analysis, By Vertical, 2020-2027

      • 7.1.3 Mexico

        • 7.1.3.1 Market size analysis, By Application, 2020-2027

        • 7.1.3.2 Market size analysis, By Vertical, 2020-2027

      • 7.1.4 Research Dive Exclusive Insights

        • 7.1.4.1 Market attractiveness

        • 7.1.4.2 Competition heatmap

    • 7.2 Europe

      • 7.2.1 Germany

        • 7.2.1.1 Market size analysis, By Application, 2020-2027

        • 7.2.1.2 Market size analysis, By Vertical, 2020-2027

      • 7.2.2 UK

        • 7.2.2.1 Market size analysis, By Application, 2020-2027

        • 7.2.2.2 Market size analysis, By Vertical, 2020-2027

      • 7.2.3 France

        • 7.2.3.1 Market size analysis, By Application, 2020-2027

        • 7.2.3.2 Market size analysis, By Vertical, 2020-2027

      • 7.2.4 Spain

        • 7.2.4.1 Market size analysis, By Application, 2020-2027

        • 7.2.4.2 Market size analysis, By Vertical, 2020-2027

      • 7.2.5 Italy

        • 7.2.5.1 Market size analysis, By Application, 2020-2027

        • 7.2.5.2 Market size analysis, By Vertical, 2020-2027

      • 7.2.6 Rest of Europe

        • 7.2.6.1 Market size analysis, By Application, 2020-2027

        • 7.2.6.2 Market size analysis, By Vertical, 2020-2027

      • 7.2.7 Research Dive Exclusive Insights

        • 7.2.7.1 Market attractiveness

        • 7.2.7.2 Competition heatmap

    • 7.3 Asia-Pacific

      • 7.3.1 China

        • 7.3.1.1 Market size analysis, By Application, 2020-2027

        • 7.3.1.2 Market size analysis, By Vertical, 2020-2027

      • 7.3.2 Japan

        • 7.3.2.1 Market size analysis, By Application, 2020-2027

        • 7.3.2.2 Market size analysis, By Vertical, 2020-2027

      • 7.3.3 India

        • 7.3.3.1 Market size analysis, By Application, 2020-2027

        • 7.3.3.2 Market size analysis, By Vertical, 2020-2027

      • 7.3.4 Australia

        • 7.3.4.1 Market size analysis, By Application, 2020-2027

        • 7.3.4.2 Market size analysis, By Vertical, 2020-2027

      • 7.3.5 South Korea

        • 7.3.5.1 Market size analysis, By Application, 2020-2027

        • 7.3.5.2 Market size analysis, By Vertical, 2020-2027

      • 7.3.6 Rest of Asia-Pacific

        • 7.3.6.1 Market size analysis, By Application, 2020-2027

        • 7.3.6.2 Market size analysis, By Vertical, 2020-2027

      • 7.3.7 Research Dive Exclusive Insights

        • 7.3.7.1 Market attractiveness

        • 7.3.7.2 Competition heatmap

    • 7.4 LAMEA

      • 7.4.1 Brazil

        • 7.4.1.1 Market size analysis, By Application, 2020-2027

        • 7.4.1.2 Market size analysis, By Vertical, 2020-2027

      • 7.4.2 Saudi Arabia

        • 7.4.2.1 Market size analysis, By Application, 2020-2027

        • 7.4.2.2 Market size analysis, By Vertical, 2020-2027

      • 7.4.3 UAE

        • 7.4.3.1 Market size analysis, By Application, 2020-2027

        • 7.4.3.2 Market size analysis, By Vertical, 2020-2027

      • 7.4.4 South Africa

        • 7.4.4.1 Market size analysis, By Application, 2020-2027

        • 7.4.4.2 Market size analysis, By Vertical, 2020-2027

      • 7.4.5 Rest of LAMEA

        • 7.4.5.1 Market size analysis, By Application, 2020-2027

        • 7.4.5.2 Market size analysis, By Vertical, 2020-2027

      • 7.4.6 Research Dive Exclusive Insights

        • 7.4.6.1 Market attractiveness

        • 7.4.6.2 Competition heatmap

  • 8. Competitive Landscape

    • 8.1 Top winning strategies, 2020-2027

      • 8.1.1 By strategy

      • 8.1.2 By year

    • 8.2 Strategic overview

    • 8.3 Market share analysis, 2020-2027

  • 9. Company Profiles

    • 9.1 Microsoft

      • 9.1.1 Overview

      • 9.1.2 Business segments

      • 9.1.3 Product portfolio

      • 9.1.4 Financial performance

      • 9.1.5 Recent developments

      • 9.1.6 SWOT analysis

    • 9.2 Nintendo

      • 9.2.1 Overview

      • 9.2.2 Business segments

      • 9.2.3 Product portfolio

      • 9.2.4 Financial performance

      • 9.2.5 Recent developments

      • 9.2.6 SWOT analysis

    • 9.3 Rovio Entertainment

      • 9.3.1 Overview

      • 9.3.2 Business segments

      • 9.3.3 Product portfolio

      • 9.3.4 Financial performance

      • 9.3.5 Recent developments

      • 9.3.6 SWOT analysis

    • 9.4 NVIDIA

      • 9.4.1 Overview

      • 9.4.2 Business segments

      • 9.4.3 Product portfolio

      • 9.4.4 Financial performance

      • 9.4.5 Recent developments

      • 9.4.6 SWOT analysis

    • 9.5 Valve Corporation

      • 9.5.1 Overview

      • 9.5.2 Business segments

      • 9.5.3 Product portfolio

      • 9.5.4 Financial performance

      • 9.5.5 Recent developments

      • 9.5.6 SWOT analysis

    • 9.6 PlayJam

      • 9.6.1 Overview

      • 9.6.2 Business segments

      • 9.6.3 Product portfolio

      • 9.6.4 Financial performance

      • 9.6.5 Recent developments

      • 9.6.6 SWOT analysis

    • 9.7 Playdom

      • 9.7.1 Overview

      • 9.7.2 Business segments

      • 9.7.3 Product portfolio

      • 9.7.4 Financial performance

      • 9.7.5 Recent developments

      • 9.7.6 SWOT analysis

    • 9.8 Bluestack Systems

      • 9.8.1 Overview

      • 9.8.2 Business segments

      • 9.8.3 Product portfolio

      • 9.8.4 Financial performance

      • 9.8.5 Recent developments

      • 9.8.6 SWOT analysis

    • 9.9 Gameloft

      • 9.9.1 Overview

      • 9.9.2 Business segments

      • 9.9.3 Product portfolio

      • 9.9.4 Financial performance

      • 9.9.5 Recent developments

      • 9.9.6 SWOT analysis

    • 9.10 Sony

      • 9.10.1 Overview

      • 9.10.2 Business segments

      • 9.10.3 Product portfolio

      • 9.10.4 Financial performance

      • 9.10.5 Recent developments

      • 9.10.6 SWOT analysis

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