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Global Social Gaming Market 2015-2019

About social gaming

Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. It gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide.

Technavio's analysts forecast the global social gaming market to grow at a CAGR of 14.96% over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the global social gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites. It also presents the vendor landscape and a corresponding detailed analysis of the top six vendors in the market.

Technavio's report, Global Social Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years.

Key regions

  • APAC
  • Americas
  • EMEA
Key vendors
  • Electronic Arts
  • King Digital Entertainment
  • Supercell
  • Wooga
  • Zynga
Other prominent vendors
  • CrowdStar
  • Gameloft
  • Kabam
  • Peak Games
  • Playdom
  • Renren
  • RockYou
  • Rovio Entertainment
  • Social Point
  • Tencent
  • TinyCo.
Market driver
  • Growing Internet penetration
  • For a full, detailed list, view our report
Market challenge
  • Decline in Facebook gaming
  • For a full, detailed list, view our report
Market trend
  • Enhanced cloud-based gaming platform
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2019 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global Social Gaming Market 2015-2019

Technavio recognizes the following companies as the key players in the Global Social Gaming Market: Electronic Arts, King Digital Entertainment, Supercell, Wooga and Zynga

Other Prominent Vendors in the market are: CrowdStar, Gameloft, Kabam, Peak Games, Playdom, Renren, RockYou, Rovio Entertainment, Social Point, Tencent and TinyCo.

Commenting on the report, an analyst from Technavio’s team said: “Game analytics offer vendors insights about social gamers and improve their satisfaction levels. The intelligent use of analytics empowers vendors with the means to develop strategies for a competitive edge. Game analytics have helped vendors better monetize and manage their in-game add-ons.”

According to the report, an important driver for market growth in this region is increased gamification, which is the use of gaming mechanics and principles in educational and training modules. The corporate sector is increasingly using games to enhance learning processes.

Further, the report states that the low number of gaming enthusiasts is a major challenge for the freemium model.

Companies Mentioned

Electronic Arts, King Digital Entertainment, Supercell, Wooga, Zynga, CrowdStar, Gameloft, Kabam, Peak Games, Playdom, Renren, RockYou, Rovio Entertainment, Social Point, Tencent, TinyCo.

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
    • Base year
    • Vendor segmentation
    • Summation errors
    • Top-vendor offerings
      • Table Product offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Market landscape
    • Market overview
      • Table Global social gaming market by device and revenue
    • Market size and forecast
      • Table Global social gaming market 2014-2019 ($ billions)
      • Table Global Internet penetration by global population 2008-2015 (in billions)
      • Table Social gaming penetration in global gaming market 2013-2019 ($ billions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by source of revenue
    • Global social gaming market by source of revenue 2014-2019
      • Table Global social gaming market by technology 2014
      • Table Global social gaming market by source of revenue 2019
    • Global social gaming market by virtual goods
      • Table Global social gaming market by virtual goods 2014-2019 ($ billions)
      • Table Reasons for smartphone gamers making in-app purchases 2014
      • Table Reasons for tablet gamers making in-app purchases 2014
    • Global social gaming market by advertising
      • Table Global social gaming market by advertising 2014-2019 ($ billions)
    • Global social gaming market by lead generation
      • Table Global social gaming market by lead generation 2014-2019 ($ billions)
  • Market segmentation by gender
    • Global social gaming market by gender 2014-2019
      • Table Global social gaming market by gender 2014 and 2019 ($ billions)
    • Global social gaming market by female gamers
      • Table Global social gaming market by female gamers 2014-2019 ($ billions)
      • Table Popular genres of games among female gamers by minutes spent per week
    • Global social gaming market by male gamers
      • Table Global social gaming market by male gamers 2014-2019 ($ billions)
      • Table Popular genres of games among male gamers by minutes spent per week
  • Market segmentation by age
    • Global social gaming market by age
      • Table Global social gaming market by age 2014
  • Geographical segmentation
    • Global social gaming market by region 2014-2019
      • Table Global social gaming market by region 2014
      • Table Global social gaming market by region 2019
    • Social gaming market in APAC
      • Table Social gaming market in APAC 2014-2019 ($ billions)
    • Social gaming market in the Americas
      • Table Social gaming market in the Americas 2014-2019 ($ billions)
    • Social gaming market in EMEA
      • Table Social gaming market in EMEA 2014-2019 ($ billions)
  • Key leading countries
    • US
    • Japan
    • China
  • Vendor landscape
    • Competitive scenario
    • Other prominent vendors
  • Key vendor analysis
    • Electronic Arts
      • Table Business segmentation by revenue 2015
      • Table Electronic Arts: Business segmentation by revenue 2014 and 2015
      • Table Electronic Arts: Platform segmentation by revenue 2015
      • Table Electronic Arts: Platform segmentation by revenue 2014 and 2015 (in $ millions)
      • Table Electronic Arts: Geographical segmentation by revenue 2015
    • King
      • Table Geographical segmentation of King by revenue 2014
    • Supercell
    • Wooga
    • Zynga
      • Table Zynga: Business segmentation by revenue 2014
      • Table Zynga: Business segmentation by revenue 2013 and 2014
      • Table Geographical segmentation by revenue 2014
  • Appendix
    • List of abbreviations
  • Explore Technavio

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