Global Social Gaming Industry Research Report, Growth Trends and Competitive Analysis 2022-2028

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Date: 05-Oct-2022
No. of pages: 122
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Report Scope

This latest report researches the industry structure, revenue and gross margin. Major players' headquarters, market shares, industry ranking and profiles are presented. The primary and secondary research is done in order to access up-to-date government regulations, market information and industry data. Data were collected from the Social Gaming companies, distributors, end users, industry associations, governments' industry bureaus, industry publications, industry experts, third party database, and our in-house databases.

This report also includes a discussion of the major players across each regional Social Gaming market. Further, it explains the major drivers and regional dynamics of the global Social Gaming market and current trends within the industry.

Key Companies Covered

In this section of the report, the researchers have done a comprehensive analysis of the prominent players operating and the strategies they are focusing on to combat the intense competition. Company profiles and market share analysis of the prominent players are also provided in this section. Additionally, the specialists have done an all-encompassing analysis of each player. They have also provided reliable revenue, market share and rank data of the companies for the period 2017-2022. With the assistance of this report, key players, stakeholders, and other participants will be able to stay abreast of the recent and upcoming developments in the business, further enabling them to make efficient choices. Mentioned below are the prime players taken into account in this research report:

- Activision Blizzard

- Electronic Arts

- King Digital Entertainment

- Supercell

- Behaviour Interactive

- Wooga

- Zynga

- Etermax

- Peak Games

- Tencent

- TinyCo

- Gameloft

- CrowdStar

- Aeria Games GmbH

- DeNA Co., Ltd

Market Segments

This report has explored the key segments: by Type and by Application. The lucrativeness and growth potential have been looked into by the industry experts in this report. This report also provides revenue forecast data by type and by application segments based on value for the period 2017-2028.

Social Gaming Segment by Type

- Voice Social Gaming

- Video Social Gaming

- Others

Social Gaming Segment by Application

- Male

- Female

Key Regions & Countries

This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the value data of each region and country for the period 2017-2028.

- North America

- - United States

- - Canada

- Europe

- - Germany

- - France

- - UK

- - Italy

- - Russia

- - Nordic Countries

- - Rest of Europe

- Asia-Pacific

- - China

- - Japan

- - South Korea

- - Southeast Asia

- - India

- - Australia

- - Rest of Asia

- Latin America

- - Mexico

- - Brazil

- - Rest of Latin America

- Middle East & Africa

- - Turkey

- - Saudi Arabia

- - UAE

- - Rest of MEA

Key Drivers & Barriers

High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.

COVID-19 and Russia-Ukraine War Influence Analysis

The readers in the section will understand how the Social Gaming market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management, export and import, and production. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

Report Includes:

This report presents an overview of global market for Social Gaming market size. Analyses of the global market trends, with historic market revenue data for 2017 - 2021, estimates for 2022, and projections of CAGR through 2028.

This report researches the key producers of Social Gaming, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Social Gaming, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Social Gaming revenue, market share and industry ranking of main companies, data from 2017 to 2022. Identification of the major stakeholders in the global Social Gaming market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by type and by application, revenue, and growth rate, from 2017 to 2028. Evaluation and forecast the market size for Social Gaming revenue, projected growth trends, production technology, application and end-user industry.

Descriptive company profiles of the major global players, including Activision Blizzard, Electronic Arts, King Digital Entertainment, Supercell, Behaviour Interactive, Wooga, Zynga, Etermax and Peak Games, etc.

Global Social Gaming Industry Research Report, Growth Trends and Competitive Analysis 2022-2028

Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Social Gaming Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
1.2.2 Voice Social Gaming
1.2.3 Video Social Gaming
1.2.4 Others
1.3 Market by Application
1.3.1 Global Social Gaming Market Growth Rate by Application: 2017 VS 2021 VS 2028
1.3.2 Male
1.3.3 Female
1.4 Study Objectives
1.5 Years Considered
2 Market Perspective
2.1 Global Social Gaming Market Size (2017-2028)
2.2 Social Gaming Market Size across Key Geographies Worldwide: 2017 VS 2021 VS 2028
2.3 Global Social Gaming Market Size by Region (2017-2022)
2.4 Global Social Gaming Market Size Forecast by Region (2023-2028)
2.5 Global Top Social Gaming Countries Ranking by Market Size
3 Social Gaming Competitive by Company
3.1 Global Social Gaming Revenue by Players
3.1.1 Global Social Gaming Revenue by Players (2017-2022)
3.1.2 Global Social Gaming Market Share by Players (2017-2022)
3.2 Global Social Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Covered: Ranking by Social Gaming Revenue
3.4 Global Social Gaming Market Concentration Ratio
3.4.1 Global Social Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Social Gaming Revenue in 2021
3.5 Global Social Gaming Key Players Head office and Area Served
3.6 Key Players Social Gaming Product Solution and Service
3.7 Date of Enter into Social Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Global Social Gaming Breakdown Data by Type
4.1 Global Social Gaming Historic Revenue by Type (2017-2022)
4.2 Global Social Gaming Forecasted Revenue by Type (2023-2028)
5 Global Social Gaming Breakdown Data by Application
5.1 Global Social Gaming Historic Market Size by Application (2017-2022)
5.2 Global Social Gaming Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Social Gaming Revenue by Company (2020-2022)
6.2 North America Social Gaming Revenue by Type (2017-2028)
6.3 North America Social Gaming Revenue by Application (2017-2028)
6.4 North America Social Gaming Revenue by Country (2017-2028)
6.4.1 U.S.
6.4.2 Canada
7 Europe
7.1 Europe Social Gaming Revenue by Company (2020-2022)
7.2 Europe Social Gaming Revenue by Type (2017-2028)
7.3 Europe Social Gaming Revenue by Application (2017-2028)
7.4 Europe Social Gaming Revenue by Country (2017-2028)
7.4.1 Germany
7.4.2 France
7.4.3 U.K.
7.4.4 Italy
7.4.5 Russia
8 Asia Pacific
8.1 Asia Pacific Social Gaming Revenue by Company (2020-2022)
8.2 Asia Pacific Social Gaming Revenue by Type (2017-2028)
8.3 Asia Pacific Social Gaming Revenue by Application (2017-2028)
8.4 Asia Pacific Social Gaming Revenue by Region (2017-2028)
8.4.1 China
8.4.2 Japan
8.4.3 South Korea
8.4.4 India
8.4.5 Australia
8.4.6 Taiwan
8.4.7 Indonesia
8.4.8 Thailand
8.4.9 Malaysia
8.4.10 Philippines
8.4.11 Vietnam
9 Latin America
9.1 Latin America Social Gaming Revenue by Company (2020-2022)
9.2 Latin America Social Gaming Revenue by Type (2017-2028)
9.3 Latin America Social Gaming Revenue by Application (2017-2028)
9.4 Latin America Social Gaming Revenue by Country (2017-2028)
9.4.1 Mexico
9.4.2 Brazil
9.4.3 Argentina
10 Middle East and Africa
10.1 Middle East and Africa Social Gaming Revenue by Company (2020-2022)
10.2 Middle East and Africa Social Gaming Revenue by Type (2017-2028)
10.3 Middle East and Africa Social Gaming Revenue by Application (2017-2028)
10.4 Middle East and Africa Social Gaming Revenue by Country (2017-2028)
10.4.1 Turkey
10.4.2 Saudi Arabia
10.4.3 U.A.E
11 Company Profiles
11.1 Activision Blizzard
11.1.1 Activision Blizzard Company Details
11.1.2 Activision Blizzard Business Overview
11.1.3 Activision Blizzard Social Gaming Products and Services
11.1.4 Activision Blizzard Social Gaming Revenue in Social Gaming Business (2017-2022)
11.1.5 Activision Blizzard Social Gaming SWOT Analysis
11.1.6 Activision Blizzard Recent Developments
11.2 Electronic Arts
11.2.1 Electronic Arts Company Details
11.2.2 Electronic Arts Business Overview
11.2.3 Electronic Arts Social Gaming Products and Services
11.2.4 Electronic Arts Social Gaming Revenue in Social Gaming Business (2017-2022)
11.2.5 Electronic Arts Social Gaming SWOT Analysis
11.2.6 Electronic Arts Recent Developments
11.3 King Digital Entertainment
11.3.1 King Digital Entertainment Company Details
11.3.2 King Digital Entertainment Business Overview
11.3.3 King Digital Entertainment Social Gaming Products and Services
11.3.4 King Digital Entertainment Social Gaming Revenue in Social Gaming Business (2017-2022)
11.3.5 King Digital Entertainment Social Gaming SWOT Analysis
11.3.6 King Digital Entertainment Recent Developments
11.4 Supercell
11.4.1 Supercell Company Details
11.4.2 Supercell Business Overview
11.4.3 Supercell Social Gaming Products and Services
11.4.4 Supercell Social Gaming Revenue in Social Gaming Business (2017-2022)
11.4.5 Supercell Social Gaming SWOT Analysis
11.4.6 Supercell Recent Developments
11.5 Behaviour Interactive
11.5.1 Behaviour Interactive Company Details
11.5.2 Behaviour Interactive Business Overview
11.5.3 Behaviour Interactive Social Gaming Products and Services
11.5.4 Behaviour Interactive Social Gaming Revenue in Social Gaming Business (2017-2022)
11.5.5 Behaviour Interactive Social Gaming SWOT Analysis
11.5.6 Behaviour Interactive Recent Developments
11.6 Wooga
11.6.1 Wooga Company Details
11.6.2 Wooga Business Overview
11.6.3 Wooga Social Gaming Products and Services
11.6.4 Wooga Social Gaming Revenue in Social Gaming Business (2017-2022)
11.6.5 Wooga Social Gaming SWOT Analysis
11.6.6 Wooga Recent Developments
11.7 Zynga
11.7.1 Zynga Company Details
11.7.2 Zynga Business Overview
11.7.3 Zynga Social Gaming Products and Services
11.7.4 Zynga Social Gaming Revenue in Social Gaming Business (2017-2022)
11.7.5 Zynga Social Gaming SWOT Analysis
11.7.6 Zynga Recent Developments
11.8 Etermax
11.8.1 Etermax Company Details
11.8.2 Etermax Business Overview
11.8.3 Etermax Social Gaming Products and Services
11.8.4 Etermax Social Gaming Revenue in Social Gaming Business (2017-2022)
11.8.5 Etermax Social Gaming SWOT Analysis
11.8.6 Etermax Recent Developments
11.9 Peak Games
11.9.1 Peak Games Company Details
11.9.2 Peak Games Business Overview
11.9.3 Peak Games Social Gaming Products and Services
11.9.4 Peak Games Social Gaming Revenue in Social Gaming Business (2017-2022)
11.9.5 Peak Games Social Gaming SWOT Analysis
11.9.6 Peak Games Recent Developments
11.10 Tencent
11.10.1 Tencent Company Details
11.10.2 Tencent Business Overview
11.10.3 Tencent Social Gaming Products and Services
11.10.4 Tencent Social Gaming Revenue in Social Gaming Business (2017-2022)
11.10.5 Tencent Social Gaming SWOT Analysis
11.10.6 Tencent Recent Developments
11.11 TinyCo
11.11.1 TinyCo Company Details
11.11.2 TinyCo Business Overview
11.11.3 TinyCo Social Gaming Products and Services
11.11.4 TinyCo Social Gaming Revenue in Social Gaming Business (2017-2022)
11.11.5 TinyCo Recent Developments
11.12 Gameloft
11.12.1 Gameloft Company Details
11.12.2 Gameloft Business Overview
11.12.3 Gameloft Social Gaming Products and Services
11.12.4 Gameloft Social Gaming Revenue in Social Gaming Business (2017-2022)
11.12.5 Gameloft Recent Developments
11.13 CrowdStar
11.13.1 CrowdStar Company Details
11.13.2 CrowdStar Business Overview
11.13.3 CrowdStar Social Gaming Products and Services
11.13.4 CrowdStar Social Gaming Revenue in Social Gaming Business (2017-2022)
11.13.5 CrowdStar Recent Developments
11.14 Aeria Games GmbH
11.14.1 Aeria Games GmbH Company Details
11.14.2 Aeria Games GmbH Business Overview
11.14.3 Aeria Games GmbH Social Gaming Products and Services
11.14.4 Aeria Games GmbH Social Gaming Revenue in Social Gaming Business (2017-2022)
11.14.5 Aeria Games GmbH Recent Developments
11.15 DeNA Co., Ltd
11.15.1 DeNA Co., Ltd Company Details
11.15.2 DeNA Co., Ltd Business Overview
11.15.3 DeNA Co., Ltd Social Gaming Products and Services
11.15.4 DeNA Co., Ltd Social Gaming Revenue in Social Gaming Business (2017-2022)
11.15.5 DeNA Co., Ltd Recent Developments
12 Social Gaming Market Dynamics
12.1 Social Gaming Market Trends
12.2 Social Gaming Market Drivers
12.3 Social Gaming Market Challenges
12.4 Social Gaming Market Restraints
13 Research Findings and Conclusion
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
List of Tables
Table 1. Global Social Gaming Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
Table 2. Key Players of Voice Social Gaming
Table 3. Key Players of Video Social Gaming
Table 4. Key Players of Others
Table 5. Global Social Gaming Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028
Table 6. Global Social Gaming Market Size (US$ Million) by Region: 2017 VS 2021 VS 2028
Table 7. Global Social Gaming Revenue by Region (2017-2022) & (US$ Million)
Table 8. Global Social Gaming Revenue Market Share by Region (2017-2022)
Table 9. Global Social Gaming Revenue by Players (2017-2022) & (US$ Million)
Table 10. Global Social Gaming Market Share by Players (2017-2022)
Table 11. Global Top Social Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Social Gaming as of 2021)
Table 12. Ranking of Global Top Social Gaming Companies by Revenue (US$ Million) in 2021
Table 13. Global 5 Largest Players Market Share by Social Gaming Revenue (CR5 and HHI) & (2017-2022)
Table 14. Key Players Headquarters and Area Served
Table 15. Key Players Social Gaming Product Solution and Service
Table 16. Date of Key Manufacturers Enter into Social Gaming Market
Table 17. Mergers & Acquisitions, Expansion Plans
Table 18. Global Social Gaming Market Size by Type (2017-2022) & (US$ Million)
Table 19. Global Social Gaming Revenue Market Share by Type (2017-2022)
Table 20. Global Social Gaming Forecasted Market Size by Type (2023-2028) & (US$ Million)
Table 21. Global Social Gaming Revenue Market Share by Type (2023-2028)
Table 22. Global Social Gaming Market Size by Application (2017-2022) & (US$ Million)
Table 23. Global Social Gaming Revenue Market Share by Application (2017-2022)
Table 24. Global Social Gaming Forecasted Market Size by Application (2023-2028) & (US$ Million)
Table 25. Global Social Gaming Revenue Market Share by Application (2023-2028)
Table 26. North America Social Gaming Revenue by Company (2020-2022) & (US$ Million)
Table 27. North America Social Gaming Revenue by Type (2017-2022) & (US$ Million)
Table 28. North America Social Gaming Revenue by Type (2023-2028) & (US$ Million)
Table 29. North America Social Gaming Revenue by Application (2017-2022) & (US$ Million)
Table 30. North America Social Gaming Revenue by Application (2023-2028) & (US$ Million)
Table 31. North America Social Gaming Revenue by Country (2017-2022) & (US$ Million)
Table 32. North America Social Gaming Revenue by Country (2023-2028) & (US$ Million)
Table 33. Europe Social Gaming Revenue by Company (2020-2022) & (US$ Million)
Table 34. Europe Social Gaming Revenue by Type (2017-2022) & (US$ Million)
Table 35. Europe Social Gaming Revenue by Type (2023-2028) & (US$ Million)
Table 36. Europe Social Gaming Revenue by Application (2017-2022) & (US$ Million)
Table 37. Europe Social Gaming Revenue by Application (2023-2028) & (US$ Million)
Table 38. Europe Social Gaming Revenue by Country (2017-2022) & (US$ Million)
Table 39. Europe Social Gaming Revenue by Country (2023-2028) & (US$ Million)
Table 40. Asia Pacific Social Gaming Revenue by Company (2020-2022) & (US$ Million)
Table 41. Asia Pacific Social Gaming Revenue by Type (2017-2022) & (US$ Million)
Table 42. Asia Pacific Social Gaming Revenue by Type (2023-2028) & (US$ Million)
Table 43. Asia Pacific Social Gaming Revenue by Application (2017-2022) & (US$ Million)
Table 44. Asia Pacific Social Gaming Revenue by Application (2023-2028) & (US$ Million)
Table 45. Asia Pacific Social Gaming Revenue by Region (2017-2022) & (US$ Million)
Table 46. Asia Pacific Social Gaming Revenue by Region (2023-2028) & (US$ Million)
Table 47. Latin America Social Gaming Revenue by Company (2020-2022) & (US$ Million)
Table 48. Latin America Social Gaming Revenue by Type (2017-2022) & (US$ Million)
Table 49. Latin America Social Gaming Revenue by Type (2023-2028) & (US$ Million)
Table 50. Latin America Social Gaming Revenue by Application (2017-2022) & (US$ Million)
Table 51. Latin America Social Gaming Revenue by Application (2023-2028) & (US$ Million)
Table 52. Latin America Social Gaming Revenue by Country (2017-2022) & (US$ Million)
Table 53. Latin America Social Gaming Revenue by Country (2023-2028) & (US$ Million)
Table 54. Middle East and Africa Social Gaming Revenue by Company (2020-2022) & (US$ Million)
Table 55. Middle East and Africa Social Gaming Revenue by Type (2017-2022) & (US$ Million)
Table 56. Middle East and Africa Social Gaming Revenue by Type (2023-2028) & (US$ Million)
Table 57. Middle East and Africa Social Gaming Revenue by Application (2017-2022) & (US$ Million)
Table 58. Middle East and Africa Social Gaming Revenue by Application (2023-2028) & (US$ Million)
Table 59. Middle East and Africa Social Gaming Revenue by Country (2017-2022) & (US$ Million)
Table 60. Middle East and Africa Social Gaming Revenue by Country (2023-2028) & (US$ Million)
Table 61. Activision Blizzard Company Details
Table 62. Activision Blizzard Business Overview
Table 63. Activision Blizzard Social Gaming Product and Services
Table 64. Activision Blizzard Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 65. Activision Blizzard Social Gaming SWOT Analysis
Table 66. Activision Blizzard Recent Developments
Table 67. Electronic Arts Company Details
Table 68. Electronic Arts Business Overview
Table 69. Electronic Arts Social Gaming Product and Services
Table 70. Electronic Arts Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 71. Electronic Arts Social Gaming SWOT Analysis
Table 72. Electronic Arts Recent Developments
Table 73. King Digital Entertainment Company Details
Table 74. King Digital Entertainment Business Overview
Table 75. King Digital Entertainment Social Gaming Product and Services
Table 76. King Digital Entertainment Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 77. King Digital Entertainment Social Gaming SWOT Analysis
Table 78. King Digital Entertainment Recent Developments
Table 79. Supercell Company Details
Table 80. Supercell Business Overview
Table 81. Supercell Social Gaming Product and Services
Table 82. Supercell Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 83. Supercell Social Gaming SWOT Analysis
Table 84. Supercell Recent Developments
Table 85. Behaviour Interactive Company Details
Table 86. Behaviour Interactive Business Overview
Table 87. Behaviour Interactive Social Gaming Product and Services
Table 88. Behaviour Interactive Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 89. Behaviour Interactive Social Gaming SWOT Analysis
Table 90. Behaviour Interactive Recent Developments
Table 91. Wooga Company Details
Table 92. Wooga Business Overview
Table 93. Wooga Social Gaming Product and Services
Table 94. Wooga Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 95. Wooga Social Gaming SWOT Analysis
Table 96. Wooga Recent Developments
Table 97. Zynga Company Details
Table 98. Zynga Business Overview
Table 99. Zynga Social Gaming Product and Services
Table 100. Zynga Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 101. Zynga Social Gaming SWOT Analysis
Table 102. Zynga Recent Developments
Table 103. Etermax Company Details
Table 104. Etermax Business Overview
Table 105. Etermax Social Gaming Product and Services
Table 106. Etermax Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 107. Etermax Social Gaming SWOT Analysis
Table 108. Etermax Recent Developments
Table 109. Peak Games Company Details
Table 110. Peak Games Business Overview
Table 111. Peak Games Social Gaming Product and Services
Table 112. Peak Games Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 113. Peak Games Social Gaming SWOT Analysis
Table 114. Peak Games Recent Developments
Table 115. Tencent Company Details
Table 116. Tencent Business Overview
Table 117. Tencent Social Gaming Product and Services
Table 118. Tencent Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 119. Tencent Social Gaming SWOT Analysis
Table 120. Tencent Recent Developments
Table 121. TinyCo Company Details
Table 122. TinyCo Business Overview
Table 123. TinyCo Social Gaming Product and Services
Table 124. TinyCo Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 125. TinyCo Recent Developments
Table 126. Gameloft Company Details
Table 127. Gameloft Business Overview
Table 128. Gameloft Social Gaming Product and Services
Table 129. Gameloft Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 130. Gameloft Recent Developments
Table 131. CrowdStar Company Details
Table 132. CrowdStar Business Overview
Table 133. CrowdStar Social Gaming Product and Services
Table 134. CrowdStar Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 135. CrowdStar Recent Developments
Table 136. Aeria Games GmbH Company Details
Table 137. Aeria Games GmbH Business Overview
Table 138. Aeria Games GmbH Social Gaming Product and Services
Table 139. Aeria Games GmbH Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 140. Aeria Games GmbH Recent Developments
Table 141. DeNA Co., Ltd Company Details
Table 142. DeNA Co., Ltd Business Overview
Table 143. DeNA Co., Ltd Social Gaming Product and Services
Table 144. DeNA Co., Ltd Social Gaming Revenue in Social Gaming Business (2017-2022) & (US$ Million)
Table 145. DeNA Co., Ltd Recent Developments
Table 146. Social Gaming Market Trends
Table 147. Social Gaming Market Drivers
Table 148. Social Gaming Market Challenges
Table 149. Social Gaming Market Restraints
Table 150. Research Programs/Design for This Report
Table 151. Key Data Information from Secondary Sources
Table 152. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Social Gaming Sales Market Share by Type: 2021 VS 2028
Figure 2. Voice Social Gaming Features
Figure 3. Video Social Gaming Features
Figure 4. Others Features
Figure 5. Global Social Gaming Sales Market Share by Application: 2021 VS 2028
Figure 6. Male Case Studies
Figure 7. Female Case Studies
Figure 8. Social Gaming Report Years Considered
Figure 9. Global Social Gaming Revenue, (US$ Million), 2017 VS 2021 VS 2028
Figure 10. Global Social Gaming Market Size 2017-2028 (US$ Million)
Figure 11. Global Social Gaming Market Size Market Share by Region: 2021 VS 2028
Figure 12. Global Social Gaming Revenue Market Share by Region in 2017 VS 2022
Figure 13. Global Top 10 Social Gaming Countries Ranking by Market Size (US$ Million) in 2021
Figure 14. Global Social Gaming Market Share by Players in 2021
Figure 15. Global Top Social Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Social Gaming as of 2021)
Figure 16. The Top 10 and 5 Players Market Share by Social Gaming Revenue in 2021
Figure 17. North America Social Gaming Revenue Market Share by Company in 2021
Figure 18. North America Social Gaming Revenue Market Share by Type (2017-2028)
Figure 19. North America Social Gaming Revenue Market Share by Application (2017-2028)
Figure 20. North America Social Gaming Revenue Share by Country (2017-2028)
Figure 21. U.S. Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 22. Canada Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 23. Europe Social Gaming Revenue Market Share by Company in 2021
Figure 24. Europe Social Gaming Revenue Market Share by Type (2017-2028)
Figure 25. Europe Social Gaming Revenue Market Share by Application (2017-2028)
Figure 26. Europe Social Gaming Revenue Share by Country (2017-2028)
Figure 27. Germany Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 28. France Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 29. U.K. Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 30. Italy Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 31. Russia Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 32. Asia Pacific Social Gaming Revenue Market Share by Company in 2021
Figure 33. Asia Pacific Social Gaming Revenue Market Share by Type (2017-2028)
Figure 34. Asia Pacific Social Gaming Revenue Market Share by Application (2017-2028)
Figure 35. Asia Pacific Social Gaming Revenue Share by Region (2017-2028)
Figure 36. China Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 37. Japan Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 38. South Korea Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 39. India Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 40. Australia Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 41. Taiwan Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 42. Indonesia Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 43. Thailand Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 44. Malaysia Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 45. Philippines Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 46. Vietnam Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 47. Latin America Social Gaming Revenue Market Share by Company in 2021
Figure 48. Latin America Social Gaming Revenue Market Share by Type (2017-2028)
Figure 49. Latin America Social Gaming Revenue Market Share by Application (2017-2028)
Figure 50. Latin America Social Gaming Revenue Share by Country (2017-2028)
Figure 51. Mexico Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 52. Brazil Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 53. Argentina Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 54. Middle East and Africa Social Gaming Revenue Market Share by Company in 2021
Figure 55. Middle East and Africa Social Gaming Revenue Market Share by Type (2017-2028)
Figure 56. Middle East and Africa Social Gaming Revenue Market Share by Application (2017-2028)
Figure 57. Middle East and Africa Social Gaming Revenue Share by Country (2017-2028)
Figure 58. Turkey Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 59. Saudi Arabia Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 60. U.A.E Social Gaming Revenue (2017-2028) & (US$ Million)
Figure 61. Activision Blizzard Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 62. Electronic Arts Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 63. King Digital Entertainment Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 64. Supercell Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 65. Behaviour Interactive Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 66. Wooga Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 67. Zynga Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 68. Etermax Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 69. Peak Games Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 70. Tencent Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 71. TinyCo Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 72. Gameloft Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 73. CrowdStar Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 74. Aeria Games GmbH Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 75. DeNA Co., Ltd Revenue Growth Rate in Social Gaming Business (2017-2022)
Figure 76. Bottom-up and Top-down Approaches for This Report
Figure 77. Data Triangulation
Figure 78. Key Executives Interviewed
  • Global Smart Parking System Market Research Report 2024
    Published: 08-Jan-2024        Price: US 2900 Onwards        Pages: 99
    Smart Parking refers to The comprehensive application of wireless communication technology, mobile terminal technology, GPS positioning technology, GIS technology, etc. to The collection, management, query, reservation and navigation services of urban parking spaces to realize real-time update, query, reservation and navigation of parking space resources. The integration of navigation services can maximize The utilization of parking space resources, maximize The profit of The parking lot and opt......
  • Global Smart Office Market Research Report 2024
    Published: 08-Jan-2024        Price: US 2900 Onwards        Pages: 91
    Smart office products help in promoting efficient use of available resources and also ensure sustainability through use of ecofriendly processes. This report analyzed The smart office by product: smart lighting, security systems, HVAC control and by building type: retrofit, new construction. Usually it contains three important parts that is Underlying hardware systems, Network protocol, Terminal. The global Smart Office market was valued at US$ 1215 million in 2023 and is anticipate......
  • Global Online Smartphone & Tablet Games Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 113
    According to our LPI (LP Information) latest study, the global Online Smartphone & Tablet Games market size was valued at US$ 120570 million in 2023. With growing demand in downstream market, the Online Smartphone & Tablet Games is forecast to a readjusted size of US$ 279460 million by 2030 with a CAGR of 12.8% during review period. The research report highlights the growth potential of the global Online Smartphone & Tablet Games market. Online Smartphone & Tablet Games are expected to s......
  • Global Smart Parking System Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 128
    According to our LPI (LP Information) latest study, the global Smart Parking System market size was valued at US$ 3655.3 million in 2023. With growing demand in downstream market, the Smart Parking System is forecast to a readjusted size of US$ 10060 million by 2030 with a CAGR of 15.6% during review period. The research report highlights the growth potential of the global Smart Parking System market. Smart Parking System are expected to show stable growth in the future market. However, ......
  • Global High Performance Computing Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 127
    According to our LPI (LP Information) latest study, the global High Performance Computing market size was valued at US$ 31270 million in 2023. With growing demand in downstream market, the High Performance Computing is forecast to a readjusted size of US$ 65340 million by 2030 with a CAGR of 11.1% during review period. The research report highlights the growth potential of the global High Performance Computing market. High Performance Computing are expected to show stable growth in the f......
  • Global Social Media Analytics Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 129
    According to our LPI (LP Information) latest study, the global Social Media Analytics market size was valued at US$ million in 2023. With growing demand in downstream market, the Social Media Analytics is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during review period. The research report highlights the growth potential of the global Social Media Analytics market. Social Media Analytics are expected to show stable growth in the future market. However, product di......
  • Global Interactive Kiosk Market Growth 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 128
    According to our LPI (LP Information) latest study, the global Interactive Kiosk market size was valued at US$ 1001.7 million in 2023. With growing demand in downstream market, the Interactive Kiosk is forecast to a readjusted size of US$ 1487.4 million by 2030 with a CAGR of 5.8% during review period. The research report highlights the growth potential of the global Interactive Kiosk market. Interactive Kiosk are expected to show stable growth in the future market. However, product diff......
  • Global IoT Platforms Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 153
    According to our LPI (LP Information) latest study, the global IoT Platforms market size was valued at US$ 4474.8 million in 2023. With growing demand in downstream market, the IoT Platforms is forecast to a readjusted size of US$ 20970 million by 2030 with a CAGR of 24.7% during review period. The research report highlights the growth potential of the global IoT Platforms market. IoT Platforms are expected to show stable growth in the future market. However, product differentiation, red......
  • Global Drone Data Services Industry Research Report, In-depth Analysis of Current Status and Outlook of Key Countries 2023-2028
    Published: 04-Jan-2024        Price: US 3380 Onwards        Pages: 99
    Market Overview of Global Drone Data Services market: According to our latest research, the global Drone Data Services market looks promising in the next 5 years. As of 2022, the global Drone Data Services market was estimated at USD 1371.56 million, and it's anticipated to reach USD 20095.26 million in 2028, with a CAGR of 56.43% during the forecast years. This report covers a research time span from 2018 to 2028, and presents a deep and comprehensive analysis of the global ......
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