The most common social game is an online game that allows social interaction between players. They may include multiplayer card games, board games, social networking games, and interactive multiplayer video games.
Based on the Social Gaming market development status, competitive landscape and development model in different regions of the world, this report is dedicated to providing niche markets, potential risks and comprehensive competitive strategy analysis in different fields. From the competitive advantages of different types of products and services, the development opportunities and consumption characteristics and structure analysis of the downstream application fields are all analyzed in detail. To Boost Growth during the epidemic era, this report analyzes in detail for the potential risks and opportunities which can be focused on.
In Chapter 2.4 of the report, we share our perspectives for the impact of COVID-19 from the long and short term.
In chapter 3.4, we provide the influence of the crisis on the industry chain, especially for marketing channels.
In chapters 8-13, we update the timely industry economic revitalization plan of the country-wise government.
Key players in the global Social Gaming market covered in Chapter 5:
Valve Corporation
Bluestack Systems
Rovio Entertainment
Playdom
Sony
NVIDIA
SGN
PlayJam
Zynga
Microsoft
Gameloft
Nintendo
In Chapter 6, on the basis of types, the Social Gaming market from 2015 to 2025 is primarily split into:
Mobiles
Tablets
PC
In Chapter 7, on the basis of applications, the Social Gaming market from 2015 to 2025 covers:
Kids
Adults
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 8-13:
North America (Covered in Chapter 9)
United States
Canada
Mexico
Europe (Covered in Chapter 10)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 11)
China
Japan
South Korea
Australia
India
South America (Covered in Chapter 12)
Brazil
Argentina
Columbia
Middle East and Africa (Covered in Chapter 13)
UAE
Egypt
South Africa
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 Market Overview
1.1 Product Definition and Market Characteristics
1.2 Global Social Gaming Market Size
1.3 Market Segmentation
1.4 Global Macroeconomic Analysis
1.5 SWOT Analysis
2. Market Dynamics
2.1 Market Drivers
2.2 Market Constraints and Challenges
2.3 Emerging Market Trends
2.4 Impact of COVID-19
2.4.1 Short-term Impact
2.4.2 Long-term Impact
3 Associated Industry Assessment
3.1 Supply Chain Analysis
3.2 Industry Active Participants
3.2.1 Suppliers of Raw Materials
3.2.2 Key Distributors/Retailers
3.3 Alternative Analysis
3.4 The Impact of Covid-19 From the Perspective of Industry Chain
4 Market Competitive Landscape
4.1 Industry Leading Players
4.2 Industry News
4.2.1 Key Product Launch News
4.2.2 M&A and Expansion Plans
5 Analysis of Leading Companies
5.1 Valve Corporation
5.1.1 Valve Corporation Company Profile
5.1.2 Valve Corporation Business Overview
5.1.3 Valve Corporation Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.1.4 Valve Corporation Social Gaming Products Introduction
5.2 Bluestack Systems
5.2.1 Bluestack Systems Company Profile
5.2.2 Bluestack Systems Business Overview
5.2.3 Bluestack Systems Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.2.4 Bluestack Systems Social Gaming Products Introduction
5.3 Rovio Entertainment
5.3.1 Rovio Entertainment Company Profile
5.3.2 Rovio Entertainment Business Overview
5.3.3 Rovio Entertainment Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.3.4 Rovio Entertainment Social Gaming Products Introduction
5.4 Playdom
5.4.1 Playdom Company Profile
5.4.2 Playdom Business Overview
5.4.3 Playdom Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.4.4 Playdom Social Gaming Products Introduction
5.5 Sony
5.5.1 Sony Company Profile
5.5.2 Sony Business Overview
5.5.3 Sony Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.5.4 Sony Social Gaming Products Introduction
5.6 NVIDIA
5.6.1 NVIDIA Company Profile
5.6.2 NVIDIA Business Overview
5.6.3 NVIDIA Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.6.4 NVIDIA Social Gaming Products Introduction
5.7 SGN
5.7.1 SGN Company Profile
5.7.2 SGN Business Overview
5.7.3 SGN Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.7.4 SGN Social Gaming Products Introduction
5.8 PlayJam
5.8.1 PlayJam Company Profile
5.8.2 PlayJam Business Overview
5.8.3 PlayJam Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.8.4 PlayJam Social Gaming Products Introduction
5.9 Zynga
5.9.1 Zynga Company Profile
5.9.2 Zynga Business Overview
5.9.3 Zynga Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.9.4 Zynga Social Gaming Products Introduction
5.10 Microsoft
5.10.1 Microsoft Company Profile
5.10.2 Microsoft Business Overview
5.10.3 Microsoft Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.10.4 Microsoft Social Gaming Products Introduction
5.11 Gameloft
5.11.1 Gameloft Company Profile
5.11.2 Gameloft Business Overview
5.11.3 Gameloft Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.11.4 Gameloft Social Gaming Products Introduction
5.12 Nintendo
5.12.1 Nintendo Company Profile
5.12.2 Nintendo Business Overview
5.12.3 Nintendo Social Gaming Sales, Revenue, Average Selling Price and Gross Margin (2015-2020)
5.12.4 Nintendo Social Gaming Products Introduction
6 Market Analysis and Forecast, By Product Types
6.1 Global Social Gaming Sales, Revenue and Market Share by Types (2015-2020)
6.1.1 Global Social Gaming Sales and Market Share by Types (2015-2020)
6.1.2 Global Social Gaming Revenue and Market Share by Types (2015-2020)
6.1.3 Global Social Gaming Price by Types (2015-2020)
6.2 Global Social Gaming Market Forecast by Types (2020-2025)
6.2.1 Global Social Gaming Market Forecast Sales and Market Share by Types (2020-2025)
6.2.2 Global Social Gaming Market Forecast Revenue and Market Share by Types (2020-2025)
6.3 Global Social Gaming Sales, Price and Growth Rate by Types (2015-2020)
6.3.1 Global Social Gaming Sales, Price and Growth Rate of Mobiles
6.3.2 Global Social Gaming Sales, Price and Growth Rate of Tablets
6.3.3 Global Social Gaming Sales, Price and Growth Rate of PC
6.4 Global Social Gaming Market Revenue and Sales Forecast, by Types (2020-2025)
6.4.1 Mobiles Market Revenue and Sales Forecast (2020-2025)
6.4.2 Tablets Market Revenue and Sales Forecast (2020-2025)
6.4.3 PC Market Revenue and Sales Forecast (2020-2025)
7 Market Analysis and Forecast, By Applications
7.1 Global Social Gaming Sales, Revenue and Market Share by Applications (2015-2020)
7.1.1 Global Social Gaming Sales and Market Share by Applications (2015-2020)
7.1.2 Global Social Gaming Revenue and Market Share by Applications (2015-2020)
7.2 Global Social Gaming Market Forecast by Applications (2020-2025)
7.2.1 Global Social Gaming Market Forecast Sales and Market Share by Applications (2020-2025)
7.2.2 Global Social Gaming Market Forecast Revenue and Market Share by Applications (2020-2025)
7.3 Global Revenue, Sales and Growth Rate by Applications (2015-2020)
7.3.1 Global Social Gaming Revenue, Sales and Growth Rate of Kids (2015-2020)
7.3.2 Global Social Gaming Revenue, Sales and Growth Rate of Adults (2015-2020)
7.4 Global Social Gaming Market Revenue and Sales Forecast, by Applications (2020-2025)
7.4.1 Kids Market Revenue and Sales Forecast (2020-2025)
7.4.2 Adults Market Revenue and Sales Forecast (2020-2025)
8 Market Analysis and Forecast, By Regions
8.1 Global Social Gaming Sales by Regions (2015-2020)
8.2 Global Social Gaming Market Revenue by Regions (2015-2020)
8.3 Global Social Gaming Market Forecast by Regions (2020-2025)
9 North America Social Gaming Market Analysis
9.1 Market Overview and Prospect Analysis
9.2 North America Social Gaming Market Sales and Growth Rate (2015-2020)
9.3 North America Social Gaming Market Revenue and Growth Rate (2015-2020)
9.4 North America Social Gaming Market Forecast
9.5 The Influence of COVID-19 on North America Market
9.6 North America Social Gaming Market Analysis by Country
9.6.1 U.S. Social Gaming Sales and Growth Rate
9.6.2 Canada Social Gaming Sales and Growth Rate
9.6.3 Mexico Social Gaming Sales and Growth Rate
10 Europe Social Gaming Market Analysis
10.1 Market Overview and Prospect Analysis
10.2 Europe Social Gaming Market Sales and Growth Rate (2015-2020)
10.3 Europe Social Gaming Market Revenue and Growth Rate (2015-2020)
10.4 Europe Social Gaming Market Forecast
10.5 The Influence of COVID-19 on Europe Market
10.6 Europe Social Gaming Market Analysis by Country
10.6.1 Germany Social Gaming Sales and Growth Rate
10.6.2 United Kingdom Social Gaming Sales and Growth Rate
10.6.3 France Social Gaming Sales and Growth Rate
10.6.4 Italy Social Gaming Sales and Growth Rate
10.6.5 Spain Social Gaming Sales and Growth Rate
10.6.6 Russia Social Gaming Sales and Growth Rate
11 Asia-Pacific Social Gaming Market Analysis
11.1 Market Overview and Prospect Analysis
11.2 Asia-Pacific Social Gaming Market Sales and Growth Rate (2015-2020)
11.3 Asia-Pacific Social Gaming Market Revenue and Growth Rate (2015-2020)
11.4 Asia-Pacific Social Gaming Market Forecast
11.5 The Influence of COVID-19 on Asia Pacific Market
11.6 Asia-Pacific Social Gaming Market Analysis by Country
11.6.1 China Social Gaming Sales and Growth Rate
11.6.2 Japan Social Gaming Sales and Growth Rate
11.6.3 South Korea Social Gaming Sales and Growth Rate
11.6.4 Australia Social Gaming Sales and Growth Rate
11.6.5 India Social Gaming Sales and Growth Rate
12 South America Social Gaming Market Analysis
12.1 Market Overview and Prospect Analysis
12.2 South America Social Gaming Market Sales and Growth Rate (2015-2020)
12.3 South America Social Gaming Market Revenue and Growth Rate (2015-2020)
12.4 South America Social Gaming Market Forecast
12.5 The Influence of COVID-19 on South America Market
12.6 South America Social Gaming Market Analysis by Country
12.6.1 Brazil Social Gaming Sales and Growth Rate
12.6.2 Argentina Social Gaming Sales and Growth Rate
12.6.3 Columbia Social Gaming Sales and Growth Rate
13 Middle East and Africa Social Gaming Market Analysis
13.1 Market Overview and Prospect Analysis
13.2 Middle East and Africa Social Gaming Market Sales and Growth Rate (2015-2020)
13.3 Middle East and Africa Social Gaming Market Revenue and Growth Rate (2015-2020)
13.4 Middle East and Africa Social Gaming Market Forecast
13.5 The Influence of COVID-19 on Middle East and Africa Market
13.6 Middle East and Africa Social Gaming Market Analysis by Country
13.6.1 UAE Social Gaming Sales and Growth Rate
13.6.2 Egypt Social Gaming Sales and Growth Rate
13.6.3 South Africa Social Gaming Sales and Growth Rate
14 Conclusions and Recommendations
14.1 Key Market Findings and Prospects
14.2 Advice for Investors
15 Appendix
15.1 Methodology
15.2 Research Data Source
List of Tables and Figures
Figure Product Picture
Figure Global Social Gaming Market Size and Growth Rate 2015-2025
Table Social Gaming Key Market Segments
Figure Global Social Gaming Market Revenue ($) Segment by Type from 2015-2020
Figure Global Social Gaming Market Revenue ($) Segment by Applications from 2015-2020
Table SWOT Analysis
Figure Global COVID-19 Status
Figure Supply Chain
Table Major Players Headquarters, and Service Area of Social Gaming
Table Major Players Revenue in 2019
Figure Major Players Revenue Share in 2019
Table Valve Corporation Company Profile
Table Valve Corporation Sales, Revenue (US$ Million), Average Selling Price and Gross Margin (2015-2020)
Figure Valve Corporation Production and Growth Rate
Summary: Get latest Market Research Reports on Social Gaming. Industry analysis & Market Report on Social Gaming is a syndicated market report, published as Global Social Gaming Market Research Report with Opportunities and Strategies to Boost Growth- COVID-19 Impact and Recovery. It is complete Research Study and Industry Analysis of Social Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.