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