HTF Market Intelligence Consulting Private Limited

Social Gaming Market Is Booming : Activision Blizzard Inc., Blizzard Entertainment Inc. , Electronic Arts Inc.

Social Gaming Market Touching Impressive Growth by 2025

 

Edison, NJ -- (SBWIRE) -- 04/29/2019 -- HTF Market Intelligence released a new research report of 112 pages on title 'Global Social Gaming Market Insights by Application, Product Type, Competitive Landscape & Regional Forecast 2025' with detailed analysis, forecast and strategies. The study covers key regions that includes South America (Brazil, Argentina, Rest of South America) , Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific) , Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe) , MEA (Middle East, Africa) , North America (United States, Canada, Mexico) and important players such as Activision Blizzard, Inc. (United States),Blizzard Entertainment, Inc. (UnitedStates) , Electronic Arts, Inc. (United States),PopCap Games, Inc. (United States),Zynga, Inc. (United States),Behaviour Interactive, Inc. (Canada),King Digital Entertainment plc (UK),Aeria Games GmbH (Germany),DeNA Co., Ltd. (Japan),GREE, Inc. (Japan),Etermax (Argentina),Miniclip SA (Switzerland),Rovio Entertainment (Finland)

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Summary
Report Description 2

Market Snapshot:
Social gaming refers to the activity of playing games online on the social media platform which creates an interaction between player and social media. This may include multiple player card games, board games, social network games as well as interactive multiplayer video games. The social media platform has anticipated to grow exponentially in coming years impelled by high internet and social media with easy availability of games and gaming platform options such as mobiles, tablets and PC.

According to AMA, the Global Social Gaming market is expected to reach USD21.34 Billion by 2023 growing at a CAGR of 16.87%.

Market Trend
Enhanced cloud-based gaming platform , Innovation in games and Women Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality

Market Drivers
Growing Internet penetration , Multiplayer Social Games Grow in Popularity and Increase in online content in the social gaming platform

Opportunities
Explosion of digital world , Emerging market of social network and Emergence of new technology such as 3D modeling and virtual reality

The Players Covered in the Study are:
Activision Blizzard, Inc. (United States)
Blizzard Entertainment, Inc. (United States)
Electronic Arts, Inc. (United States)
PopCap Games, Inc. (United States)
Zynga, Inc. (United States)
Behaviour Interactive, Inc. (Canada)
King Digital Entertainment plc (UK)
Aeria Games GmbH (Germany)
DeNA Co., Ltd. (Japan)
GREE, Inc. (Japan)
Etermax (Argentina)
Miniclip SA (Switzerland)
Rovio Entertainment (Finland)

Available Customization: List of players that can be included in the study on immediate basis are Peak Games (Turkey) , Playtech plc (Isle of Man, UK) , Pretty Simple (France) , Social Point (Spain) , Supercell (Finland) , SYBO Games (Denmark) and Wooga GmbH (Germany).

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Table of Contents

1 Market Overview

1.1 Social Gaming Introduction

1.2 Market Analysis by Type

1.3 Market Analysis by Applications

1.4 Market Analysis by Regions

1.4.1 North America (United States, Canada and Mexico)

1.4.1.1 United States Market States and Outlook (2013-2023)

1.4.1.2 Canada Market States and Outlook (2013-2023)

1.4.1.3 Mexico Market States and Outlook (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy)

1.4.2.1 Germany Market States and Outlook (2013-2023)

1.4.2.2 France Market States and Outlook (2013-2023)

1.4.2.3 UK Market States and Outlook (2013-2023)

1.4.2.4 Russia Market States and Outlook (2013-2023)

1.4.2.5 Italy Market States and Outlook (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

1.4.3.1 China Market States and Outlook (2013-2023)

1.4.3.2 Japan Market States and Outlook (2013-2023)

1.4.3.3 Korea Market States and Outlook (2013-2023)

1.4.3.4 India Market States and Outlook (2013-2023)

1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)

1.4.4 South America, Middle East and Africa

1.4.4.1 Brazil Market States and Outlook (2013-2023)

1.4.4.2 Egypt Market States and Outlook (2013-2023)

1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)

1.4.4.4 South Africa Market States and Outlook (2013-2023)

1.4.4.5 Nigeria Market States and Outlook (2013-2023)

1.5 Market Dynamics

1.5.1 Market Opportunities

1.5.2 Market Risk

1.5.3 Market Driving Force

2 Manufacturers Profiles

2.1.1 Business Overview

2.1.2 Social Gaming Type and Applications

2.1.3 Social Gaming Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)

3 Global Social Gaming Market Competition, by Manufacturer

3.1 Global Social Gaming Sales and Market Share by Manufacturer (2016-2017)

3.2 Global Social Gaming Revenue and Market Share by Manufacturer (2016-2017)

3.3 Global Social Gaming Price by Manufacturer (2016-2017)

3.4 Market Concentration Rate

3.4.1 Top 3 Social Gaming Manufacturer Market Share in 2017

3.4.2 Top 5 Social Gaming Manufacturer Market Share in 2017

3.5 Market Competition Trend

4 Global Social Gaming Market Analysis by Regions

4.1 Global Social Gaming Sales, Revenue and Market Share by Regions

4.1.1 Global Social Gaming Sales by Regions (2013-2018)

4.1.2 Global Social Gaming Revenue by Regions (2013-2018)

4.2 North America Social Gaming Sales, Revenue and Growth Rate (2013-2018)

4.3 Europe Social Gaming Sales, Revenue and Growth Rate (2013-2018)

4.4 Asia-Pacific Social Gaming Sales, Revenue and Growth Rate (2013-2018)

4.5 South America Social Gaming Sales, Revenue and Growth Rate (2013-2018)

4.6 Middle East and Africa Social Gaming Sales, Revenue and Growth Rate (2013-2018)

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