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Global Social Gaming Market Driven by Increasing Number of Social Gamers
Easy access to internet to drive the global market
The globalsocial gaming market trend includeseasy access to internet, increased adoption of smartphones and tablets, increasing number of social gamers, and continuous launch of advanced games. Though, social gaming effects include risk of getting addicted, which may hinder the social gaming market growth. Moreover, expansion of cloud gaming would provide an opportunity for players of market.
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The globalsocial gaming market is classified intogender, age group, revenue generation, and geography. Gender segment includes male, and female. Further, the market is classified on basis ofage group into 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 and above years. Revenue generation comprises advertisements, virtual goods, and lead generation. North America (U.S., Mexico, and Canada), Europe (France, Italy, Germany, UK, and Rest of Europe), Asia-Pacific (Japan, China,India, South Korea, and Rest of Asia-Pacific)
Female, bygender dominated the global market in 2016
Female held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024.The increasing use of internet in homes as well as the rising penetration of smartphonesis the driving factor for the growth of segment.
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19-25 years, byage groupdominated the global market in 2016
19-25 years held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024. People of this age group spend most of their online time on social gaming network sites, it is the driving factor for the growth of segment.
Asia-Pacificdominated the global market in 2016
Asia-Pacific held for the highest market share in 2016 and likely to be dominant during the forecast period, 2016– 2024.Increasing spectrum of age and income, fewer barriers to entry, and increasing investments into expanding coverage across all the regions (including Philippines, Australia, among others) is the driving factor for the growth of the market in Asia-Pacific.
Key players are offering innovative products and services to increase theirsocial gaming market share. Major players of the market areZynga, Electronic Arts Inc.,Rovio Entertainment, Ltd., Social Point S.L., Gameloft SE, King Digital Entertainment plc, Wooga GmbH, Aeria Games GmbH, CrowdStar, and Behaviour Interactive, Inc., among others.
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Scope of the Global Social Gaming Market
Age Group Segments
• 13-18 Years
• 19-25 Years
• 26-35 Years
• 36-45 Years
• 46 Years and Above
Revenue Generation Segments
• Virtual Goods
• Lead Generation
• North America
• Asia Pacific
• South Korea
• South America
• Middle East
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