Global Social Gaming Market is Expected to Reach USD 17.40 Billion Globally in 2019: Transparency Market Research - myFOXnepa.com

Global Social Gaming Market is Expected to Reach USD 17.40 Billion Globally in 2019: Transparency Market Research

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SOURCE Transparency Market Research

ALBANY, New York, February 19, 2014 /PRNewswire/ --

According to a new market report published by Transparency Market Research "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019," 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. Growth in the usage of internet and social networking sites has spurred the growth of the games over the internet. The other factor being the growing demand of smartphones and tablet PCs. Asia Pacific was the largest contributor in social gaming market and accounted for a share of 45% in 2012. Decline in prices of mobile devices i.e. smartphones and tablets and easy access to internet has resulted in the growth of these games.

Browse Social Gaming Market Report with Full TOC at http://www.transparencymarketresearch.com/social-gaming-market.html

Among different types of revenue generation methods, virtual goods helped generate 60% of the revenue followed by advertisements in 2012. Continuous rise in the internet subscribers, increase social network accounts, demand for mobile devices and free and easy access to internet are some important factors driving the demand for social gaming globally. Ban on social networking sites in regions such as the Middle East and China has limited the growth of the market. People of age group 19 - 25 years has contributed largely to the growth of social games and is expected to grow at a CAGR of 17.3 % during the forecast period from 2013 - 2019. A major reason for the growing popularity of the social games among this age group is the readily available internet services in schools, colleges or homes.

Female is the largest gender segment that held a share of around 54% in 2012 followed by male with 46 % share in 2012. Demand for games by female is primarily driven by increase in usage of internet in the homes and the rise in demand of smartphones.

In terms of geographical regions, Asia Pacific represents largest market for social gaming and is expected to reach USD 7.59 billion by 2019. Huge population in the region has boosted the demand of mobiles and smartphones which in turn has compelled the game designers to develop games of the mobile devices.

The global social gaming market was dominated by Zynga Inc. in 2012. Other important players in the global social gaming market include Playdom, Rock You, Rovio and others.

Related & Recently Published Reports by Transparency Market Research

The global social gaming market is segmented as below:

Social Gaming Market

By revenue generation

  • Virtual goods
  • Advertisements
  • Lead generation offers

By Gender

  • Male
  • Female

By Age Group

  • 13 - 18 years
  • 19 - 25 years
  • 26 - 35 years
  • 36 - 45 years
  • 46+ years

By geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World (RoW)

Browse all Technology & Media Market Research Reports @ http://www.transparencymarketresearch.com/technology-market-reports-8.html

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Transparency Market Research is a global market intelligence company, providing global business information reports and services. Our exclusive blend of quantitative forecasting and trends analysis provides forward-looking insight for thousands of decision makers. We are privileged with highly experienced team of Analysts, Researchers, and Consultants, who use proprietary data sources and various tools and techniques to gather, and analyze information.

Our data repository is continuously updated and revised by a team of research experts, so that it always reflects the latest trends and information. With a broad research and analysis capability, Transparency Market Research employs rigorous primary and secondary research techniques in developing distinctive data sets and research material for business reports.

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