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Social Gaming Market in the US 2015-2019

Social Gaming Market in the US 2015-2019

About Social Gaming

Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular across the globe. The social gaming market in the US is one of the biggest markets worldwide. Most of the vendors focus on this region for launching better and more creative games. For instance, games such as Candy Crush Saga and FIFA series immediately witnessed an increase in their gamer base following their launch on social media platforms in the US. An increasing number of people have accounts on social networking sites and other platforms, which is the primary reason for the popularity of social gaming in the US.

Technavio's analysts forecast the revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the social gaming market in the US for the period 2014-2019. To calculate the market size, the report considers revenue generated from the three segments of the social gaming market in the US, namely, virtual goods, advertising, and lead generation. In addition, the report discusses the major drivers that influence the growth of the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends that are emerging in the market.

Technavio's report, Social Gaming Market in the US 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the landscape of social gaming market in the US and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Vendors

  • Electronic Arts (EA)
  • King Digital Entertainment
  • Peak Games
  • Wooga
  • Zynga
Other Prominent Vendors
  • Arkadium
  • Crowdstar
  • DeNA
  • GREE
  • Kabam
  • Peak Games
  • Playdom
  • Pretty Simple Games
  • Market Driver
  • Increase in number of social gamers
  • For a full, detailed list, view our report
  • Market Challenge
  • Increased adoption of alternative gaming devices
  • For a full, detailed list, view our report
  • Market Trend
  • Use of analytics in social gaming
  • 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 – Social Gaming Market in the US 2015-2019

Technavio recognizes the following companies as the key players in Social Gaming Market in the US 2015-2019: Electronic Arts (EA), King Digital Entertainment, Peak Games, Wooga and Zynga

Other Prominent Vendors in the market are: Arkadium, Crowdstar, DeNA, GREE, Kabam, Peak Games, Playdom and Pretty Simple Games

Commenting on the report, an analyst from Technavio’s team said: “An increase in the number of gamers and intense competition among vendors has been motivating vendors to make use of gamer data for game development; analytics gives them important insights about social gamers. This has become particularly relevant as competition in the market will only increase. Vendors have to develop and publish games that will capture and retain gamers. The intelligent usage of analytics would empower vendors to transform social networking into social intelligence and enable them to develop marketing strategies to increase their visibility and enhance brand image. Several companies have started using the social network community as a testing ground to check the feasibility of their new business ideas.”

According to the report, competition with friends is the topmost reason for gamers to choose social gaming, and with the increase in the number of friends on social media, gamers will be able to compete with a larger number of friends in the network. The other reasons for the rise in the number of social gamers in the US, in decreasing order of importance, are socializing and interacting through games, user-friendly gameplay, and game tournaments.

Further, the report states that the market faces stiff competition from PC games, cellphone games, and games played on other handheld devices.

Companies Mentioned

Electronic Arts (EA), King Digital Entertainment, Peak Games, Wooga, Zynga, Arkadium, Crowdstar, DeNA, GREE, Kabam, Peak Games, Playdom, Pretty Simple Games

  • Executive Summary
  • List of Abbreviations
  • Scope of the Report
    • Market Overview
    • Base Year
    • Vendor Segmentation
    • Product Offerings
  • Market Research Methodology
    • Market Research Process
    • Research Methodology
      • Table Market Research Methodology
  • Introduction
  • Market Landscape
    • Market Snapshot
    • Market Overview
      • Table Social Gaming Market in US by Revenue Model
    • Market Size and Forecast
      • Table Social Gaming Market in US 2014-2019 ($ billion)
      • Table ARPU: Social Gaming Market in US 2014-2019 (in dollars)
    • Five Forces Analysis
  • Market Segmentation by Revenue
    • Social Gaming Market in US by Revenue 2014
      • Table Social Gaming Market in US by Revenue 2014
    • Time Spent on Social Games in US
      • Table Comparative Study of Time Spent on Social Games in US 2012 versus 2014
    • Money Spent on Social Games in US
      • Table Comparative Study of Money Spent on Social Games in US 2012 versus 2014
  • Market Segmentation by Number of Social Gamers
    • Social Gaming Market in US by Number of Social Gamers 2014-2019
      • Table Social Gaming Market in US by Number of Social Gamers 2014-2019 (in million)
    • Demographics
      • Social Gamers in US by Age Group
        • Table Social Gamers in US by Age Group 2014
      • Education Level of Social Gamers in US
        • Table Social Gamers in US by Education 2014
      • Income of Social Gamers in US
        • Table Social Gamers in US by Income 2014
  • Buying Criteria
  • Market Growth Drivers
  • Drivers and their Impact
  • Market Challenges
  • Impact of Drivers and Challenges
  • Market Trends
  • Trends and their Impact
  • Vendor Landscape
    • Competitive Scenario
    • Market Share Analysis
    • Other Prominent Vendors
  • Key Vendor Analysis
    • Electronic Arts
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2014
        • Table Electronic Arts: Business Segmentation by Revenue 2014
      • Business Segmentation by Revenue 2013 and 2014
        • Table Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
      • Geographical Segmentation by Revenue 2014
        • Table Electronic Arts: Geographical Segmentation by Revenue 2014
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • King
      • Key Facts
      • Business Overview
      • Business Segmentation
        • Table King: Business Segmentation 2013
      • Business Segmentation by Revenue 2012 and 2013
        • Table King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
      • Geographical Segmentation by Revenue 2013
        • Table King: Geographical Segmentation by Revenue 2013
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
    • Peak Games
      • Key Facts
      • Business Overview
      • Key Games
        • Table Peak Games: Key Games
      • SWOT Analysis
    • Wooga
      • Key Facts
      • Business Overview
      • Key Games
        • Table Wooga: Key Games
      • Recent Developments
      • SWOT analysis
    • Zynga
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2013
        • Table Zynga: Business Segmentation by Revenue 2013
      • Business Segmentation by Revenue 2012 and 2013
        • Table Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
      • Geographical Segmentation by Revenue 2013
        • Table Zynga: Geographical Segmentation by Revenue 2013
      • Business Strategy
      • Recent Developments
      • SWOT Analysis
  • Other Reports in this Series

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