Social Gaming Demand High in Global Market

Transparency Market Research Added A New Report "Social Gaming Market" And Its Full Database.

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Albany, NY -- (SBWire) -- 04/22/2015 --Though video games are highly attractive, console-based video games are available at a price the common man can't afford. However, most social gaming sites are free to join and feature free gambling, village setting, and other games. Today's generation spends a major chunk of its time on social media sites such as Twitter, Facebook, and MySpace to socialize with their family and friends. According to Facebook statistics, there are over 500 million active Facebook users and half of them log into the website every day. Collectively, more than 700 billion minutes are spent on Facebook each month.

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The platform of social media provides a lot of opportunities for monetizing fun games, driven by the large population base that accesses these websites. People spend around 50% of their time on social gaming sites competing with their friends and colleagues. Companies in the social gaming market are tapping into this opportunity to launch new fun games that can be accessed by players on the go.

The report on the global social gaming market provides a clear picture of the competitive framework of this industry. Furthermore, the report collates market data using Porter's Five Forces analysis, market attractiveness analysis, value chain evaluation, and market share analysis.

Overview of the global social gaming market

Apart from the rapidly growing user base, the global social gaming market also benefits from the increase in global smartphone usage, easy accessibility, and the rise of free-to-play games. Moreover, improvement in browser experience and the accelerating trend of cloud computing is driving the social gaming market. However, factors such as bans on social networking sites in some countries and institutions will hamper the growth of this market.

Nevertheless, the global social gaming market will expand at a marked 16.1% CAGR during the forecast period of 2013 to 2019. In 2012, the global social gaming market was worth US$5.40 billion and is predicted to reach a total market value of US$17.40 billion by 2019.

The top three revenue sources of the free social gaming market include advertisements, game-related virtual goods, and lead generation offers. The game-related virtual goods sector is expected to demonstrate the fastest growth, at a 15.2% CAGR, during the forecast period. The age group of 19-25 years held the largest market share in the global social gaming industry in 2012.

Geographically, the global social gaming market is divided into North America, Europe, Asia Pacific and Rest of the World (RoW). In 2012, Asia Pacific stood out as the largest consumer base for the global social gaming market, due to the contributions of highly populated economies such as China and India.

Companies mentioned in the research report

Zynga ruled the global social gaming market in 2012. Zynga Poker's move into the social media sector brought them around 400,000 concurrent players, which allowed them to hold the monopoly in the niche social gaming and gambling market. Electronic Arts (EA), Playdom, Crowdstar, Renren, Rovio, and Tencent are the other prominent players in the market.

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About Transparency Market Research
Transparency Market Research (TMR) is a U.S.-based provider of syndicated research, customized research, and consulting services. TMR's global and regional market intelligence coverage includes industries such as pharmaceutical, chemicals and materials, technology and media, food and beverages, and consumer goods, among others. Each TMR research report provides clients with a 360-degree view of the market with statistical forecasts, competitive landscape, detailed segmentation, key trends, and strategic recommendations.

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