Research for Markets

Social Gaming Market 2018: Focuses on Companies, Opportunities, Market Size, Growth, Revenue and Forecast 2025

Detailed market study on the “Global Social Gaming Market” Research Report 2018-2025 by Research For Markets begins with a description of the product, definition, scope of product and classification, cost, specifications and Social Gaming market outlook. The report analyses the important factors of the Social Gaming market based on present industry situations, market demands, business strategies utilized by Social Gaming market players, and the future prospects from various angles in detail. The report provides Social Gaming market forecast period from 2018 to 2025.


London, UK -- (SBWIRE) -- 07/11/2018 -- This report studies the global Social Gaming market, analyzes and researches the Social Gaming development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like Rovio Entertainment, Ltd, Social Point S.L., Gameloft SE, King Digital Entertainment, Zynga, Electronic Arts Inc, Wooga GmbH, CrowdStar, Behaviour Interactive, Inc and Aeria Games GmbH.

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Market segment by Regions/Countries, this report covers
United States
Southeast Asia

Market segment by Type, the product can be split into
Virtual Goods

Market segment by Application, Social Gaming can be split into
13-18 Years
19-25 Years
26-35 Years
36-45 Years
46 and Above Years

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Table of Content

1 Industry Overview of Social Gaming

2 Global Social Gaming Competition Analysis by Players

3 Company (Top Players) Profiles  

4 Global Social Gaming Market Size by Type and Application (2013-2018)

5 United States Social Gaming Development Status and Outlook

6 EU Social Gaming Development Status and Outlook

7 Japan Social Gaming Development Status and Outlook

8 China Social Gaming Development Status and Outlook

9 India Social Gaming Development Status and Outlook

10 Southeast Asia Social Gaming Development Status and Outlook

11 Market Forecast by Regions, Type and Application (2018-2025)

12 Social Gaming Market Dynamics

13 Market Effect Factors Analysis

14 Research Finding/Conclusion

15 Appendix

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