Global Social Gaming Market is Estimated to Reach $36.7 Billion by 2024, Says Variant Market Research - PowerPoint PPT Presentation

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Global Social Gaming Market is Estimated to Reach $36.7 Billion by 2024, Says Variant Market Research

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Global Social Gaming Market is estimated to reach $36.7 Billion by 2024; growing at a CAGR of 15.2% from 2016 to 2024. Social games are internet-based games that require social interaction with other players of same online group. – PowerPoint PPT presentation

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Title: Global Social Gaming Market is Estimated to Reach $36.7 Billion by 2024, Says Variant Market Research


1
Global Social Gaming Market is Estimated to Reach
36.7 Billion by 2024, Says Variant Market
Research
  • Bhavana Patel
  • SEO Analyst
  • help_at_variantmarketresearch.com

2
Description - Social Gaming Market
  • Global Social Gaming Market is estimated to reach
    36.7 Billion by 2024 growing at a CAGR of 15.2
    from 2016 to 2024. Social games are
    internet-based games that require social
    interaction with other players of same online
    group. These games encourage the users to invite
    their online friends or strangers to extend
    in-game functionality. Moreover, advancements in
    portable devices has increased the demand for
    gaming platform, as they enable the player to
    play in various locations and situations.
    Additionally, the scope of gaming has expanded
    beyond the core gaming audience to include women,
    younger players, and elderly population.
  • Browse the Complete Report _at_ https//www.variantma
    rketresearch.com/report-categories/information-com
    munication-technology/social-gaming-market

3
Social Gaming Market Size and Forecast, 2015 -
2024
4
Social Gaming Market
  • The global social gaming market is categorized as
    gender, age group, revenue generation, and
    geography. By gender, the segment is bifurcated
    as male, and female. Age group includes 13-18
    years, 19-25 years, 26-35 years, 36-45 years, and
    46 years and above. Furthermore, revenue
    generation is segmented as advertisements,
    virtual goods, and lead generation.
  • Get Sample Report _at_ https//www.variantmarketresea
    rch.com/report-categories/information-communicatio
    n-technology/social-gaming-market/sample-request

5
Social Gaming Market Share by Region, 2024
6
Top Key Players
  • Rovio Entertainment, Ltd.
  • Social Point S.L.
  • Gameloft SE
  • King Digital Entertainment plc
  • Zynga
  • Electronic Arts Inc.
  • Wooga GmbH
  • CrowdStar
  • Behaviour Interactive, Inc., and Aeria Games
    GmbH, among others.

7
The key takeaways from the report
  • The report will provide detailed analysis of
    Global Social Gaming Market with respect to major
    segments such as gender, age group, and revenue
    generation
  • The report will include the qualitative and
    quantitative analysis with market estimation over
    2015-2024 and compound annual growth rate (CAGR)
    between 2016 and 2024
  • Comprehensive analysis of market dynamics
    including factors and opportunities will be
    provided in the report
  • An exhaustive regional analysis of Global Social
    Gaming Market has been included in the report
  • Profile of the key players in the Global Social
    Gaming Market will be provided, which include key
    financials, product services, new developments,
    and business strategies

8
Scope of the Global Social Gaming Market
  • Gender Segments
  • Male
  • Female
  • Age Group Segments
  • 13-18 Years
  • 19-25 Years
  • 26-35 Years
  • 36-45 Years
  • 46 Years and Above

9
Scope of the Global Social Gaming Market
  • Revenue Generation Segments
  • Advertisements
  • Virtual Goods
  • Lead Generation
  • Geography Segment
  • North America
  • U.S.
  • Canada
  • Mexico

10
Scope of the Global Social Gaming Market
  • Geography Segment
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Others

11
Scope of the Global Social Gaming Market
  • Geography Segment
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Others
  • RoW
  • South America
  • Middle East
  • Africa

12
Table of Content
  • Chapter 1 Prefix
  • 1.1 Market Scope
  • 1.2 Report Description
  • 1.3 Research Methodology
  • 1.3.1 Primary Research
  • 1.3.2 Secondary Research
  • 1.3.3 In-house Data Modeling
  • Chapter 2 Executive Summary

13
Table of Content
  • Chapter 3 Market Outline
  • 3.1 Market Inclination, Trend, Outlook and
    Viewpoint
  • 3.2 Market Share Analysis Companys
    Competitive Scenario
  • 3.3 Market Dynamics
  • 3.3.1 Drivers
  • 3.3.1.1 Impact Analysis
  • 3.3.2 Restraints
  • 3.3.2.1 Impact Analysis
  • 3.3.3 Opportunities
  • .....

14
Table of Content
  • Chapter 8 Company Profiles
  • 8.1 Rovio Entertainment, Ltd.
  • 8.2 Social Point S.L.
  • 8.3 Gameloft SE
  • 8.4 King Digital Entertainment plc
  • 8.5 Zynga
  • 8.6 Electronic Arts Inc.
  • 8.7 Wooga GmbH
  • 8.8 CrowdStar
  • 8.9 Behaviour Interactive, Inc.
  • 8.10 Aeria Games GmbH

15
Contact Us
  • Michael Mendes
  • Head - Sales
  • Variant Market Research
  • 649 Mission St, 5th Floor, San Francisco, CA
    94105, United States.
  • Tel 1-415-680-2785
  • Fax 1-415-680-2786
  • Email michael.mendes_at_variantmarketresearch.com
  • Email help_at_variantmarketresearch.com

16
  • Thank you.
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