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At the beginning of 2020, COVID-19 disease began to spread around the world, millions of people worldwide were infected with COVID-19 disease, and major countries around the world have implemented foot prohibitions and work stoppage orders. Except for the medical supplies and life support products industries, most industries have been greatly impacted, and Social Gaming industries have also been greatly affected.
In the past few years, the Social Gaming market experienced a growth of 6.95%, the global market size of Social Gaming reached 723 million $ in 2020, of what is about 591 million $ in 2015.
From 2015 to 2019, the growth rate of global Social Gaming market size was in the range of xxx%. At the end of 2019, COVID-19 began to erupt in China, Due to the huge decrease of global economy; we forecast the growth rate of global economy will show a decrease of about 4%, due to this reason, Social Gaming market size in 2020 will be 723 with a growth rate of xxx%. This is xxx percentage points lower than in previous years.
As of the date of the report, there have been more than 20 million confirmed cases of CVOID-19 worldwide, and the epidemic has not been effectively controlled. Therefore, we predict that the global epidemic will be basically controlled by the end of 2020 and the global Social Gaming market size will reach 950 million $ in 2025, with a CAGR of xxx% between 2020-2025.
This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.
Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size, both volume and value. Also cover different industries clients information, which is very important for the manufacturers.
Section 1: Free——Definition
Section (2 3): 1200 USD——Manufacturer Detail
Electronic Arts
King Digital Entertainment
Supercell
Wooga
Zynga
CrowdStar
Gameloft
Kabam
Peak Games
Playdom
Renren
RockYou
Rovio Entertainment
Social Point
Tencent
TinyCo.
Section 4: 900 USD——Region Segmentation
North America Country (United States, Canada)
South America
Asia Country (China, Japan, India, Korea)
Europe Country (Germany, UK, France, Italy)
Other Country (Middle East, Africa, GCC)
Section (5 6 7): 500 USD——
Product Type Segmentation
Social Gaming
Industry Segmentation
Mobile
PC
Channel (Direct Sales, Distributor) Segmentation
Section 8: 400 USD——Trend (2020-2025)
Section 9: 300 USD——Product Type Detail
Section 10: 700 USD——Downstream Consumer
Section 11: 200 USD——Cost Structure
Section 12: 500 USD——Conclusion
Section 1 Social Gaming Product Definition
Section 2 Global Social Gaming Market Manufacturer Share and Market Overview
2.1 Global Manufacturer Social Gaming Shipments
2.2 Global Manufacturer Social Gaming Business Revenue
2.3 Global Social Gaming Market Overview
2.4 COVID-19 Impact on Social Gaming Industry
Section 3 Manufacturer Social Gaming Business Introduction
3.1 Electronic Arts Social Gaming Business Introduction
3.1.1 Electronic Arts Social Gaming Shipments, Price, Revenue and Gross profit 2015-2020
3.1.2 Electronic Arts Social Gaming Business Distribution by Region
3.1.3 Electronic Arts Interview Record
3.1.4 Electronic Arts Social Gaming Business Profile
3.1.5 Electronic Arts Social Gaming Product Specification
3.2 King Digital Entertainment Social Gaming Business Introduction
3.2.1 King Digital Entertainment Social Gaming Shipments, Price, Revenue and Gross profit 2015-2020
3.2.2 King Digital Entertainment Social Gaming Business Distribution by Region
3.2.3 Interview Record
3.2.4 King Digital Entertainment Social Gaming Business Overview
3.2.5 King Digital Entertainment Social Gaming Product Specification
3.3 Supercell Social Gaming Business Introduction
3.3.1 Supercell Social Gaming Shipments, Price, Revenue and Gross profit 2015-2020
3.3.2 Supercell Social Gaming Business Distribution by Region
3.3.3 Interview Record
3.3.4 Supercell Social Gaming Business Overview
3.3.5 Supercell Social Gaming Product Specification
3.4 Wooga Social Gaming Business Introduction
3.5 Zynga Social Gaming Business Introduction
3.6 CrowdStar Social Gaming Business Introduction
…
Section 4 Global Social Gaming Market Segmentation (Region Level)
4.1 North America Country
4.1.1 United States Social Gaming Market Size and Price Analysis 2015-2020
4.1.2 Canada Social Gaming Market Size and Price Analysis 2015-2020
4.2 South America Country
4.2.1 South America Social Gaming Market Size and Price Analysis 2015-2020
4.3 Asia Country
4.3.1 China Social Gaming Market Size and Price Analysis 2015-2020
4.3.2 Japan Social Gaming Market Size and Price Analysis 2015-2020
4.3.3 India Social Gaming Market Size and Price Analysis 2015-2020
4.3.4 Korea Social Gaming Market Size and Price Analysis 2015-2020
4.4 Europe Country
4.4.1 Germany Social Gaming Market Size and Price Analysis 2015-2020
4.4.2 UK Social Gaming Market Size and Price Analysis 2015-2020
4.4.3 France Social Gaming Market Size and Price Analysis 2015-2020
4.4.4 Italy Social Gaming Market Size and Price Analysis 2015-2020
4.4.5 Europe Social Gaming Market Size and Price Analysis 2015-2020
4.5 Other Country and Region
4.5.1 Middle East Social Gaming Market Size and Price Analysis 2015-2020
4.5.2 Africa Social Gaming Market Size and Price Analysis 2015-2020
4.5.3 GCC Social Gaming Market Size and Price Analysis 2015-2020
4.6 Global Social Gaming Market Segmentation (Region Level) Analysis 2015-2020
4.7 Global Social Gaming Market Segmentation (Region Level) Analysis
Section 5 Global Social Gaming Market Segmentation (Product Type Level)
5.1 Global Social Gaming Market Segmentation (Product Type Level) Market Size 2015-2020
5.2 Different Social Gaming Product Type Price 2015-2020
5.3 Global Social Gaming Market Segmentation (Product Type Level) Analysis
Section 6 Global Social Gaming Market Segmentation (Industry Level)
6.1 Global Social Gaming Market Segmentation (Industry Level) Market Size 2015-2020
6.2 Different Industry Price 2015-2020
6.3 Global Social Gaming Market Segmentation (Industry Level) Analysis
Section 7 Global Social Gaming Market Segmentation (Channel Level)
7.1 Global Social Gaming Market Segmentation (Channel Level) Sales Volume and Share 2015-2020
7.2 Global Social Gaming Market Segmentation (Channel Level) Analysis
Section 8 Social Gaming Market Forecast 2020-2025
8.1 Social Gaming Segmentation Market Forecast (Region Level)
8.2 Social Gaming Segmentation Market Forecast (Product Type Level)
8.3 Social Gaming Segmentation Market Forecast (Industry Level)
8.4 Social Gaming Segmentation Market Forecast (Channel Level)
Section 9 Social Gaming Segmentation Product Type
9.1 Social Gaming Product Introduction
Section 10 Social Gaming Segmentation Industry
10.1 Mobile Clients
10.2 PC Clients
Section 11 Social Gaming Cost of Production Analysis
11.1 Raw Material Cost Analysis
11.2 Technology Cost Analysis
11.3 Labor Cost Analysis
11.4 Cost Overview
Section 12 Conclusion
Chart and Figure
Figure Social Gaming Product Picture from Electronic Arts
Chart 2015-2020 Global Manufacturer Social Gaming Shipments (Units)
Chart 2015-2020 Global Manufacturer Social Gaming Shipments Share
Chart 2015-2020 Global Manufacturer Social Gaming Business Revenue (Million USD)
Chart 2015-2020 Global Manufacturer Social Gaming Business Revenue Share
Chart Electronic Arts Social Gaming Shipments, Price, Revenue and Gross profit 2015-2020
Chart Electronic Arts Social Gaming Business Distribution
Chart Electronic Arts Interview Record (Partly)
Figure Electronic Arts Social Gaming Product Picture
Chart Electronic Arts Social Gaming Business Profile
Table Electronic Arts Social Gaming Product Specification
Chart King Digital Entertainment Social Gaming Shipments, Price, Revenue and Gross profit 2015-2020
Chart King Digital Entertainment Social Gaming Business Distribution
Chart King Digital Entertainment Interview Record (Partly)
Figure King Digital Entertainment Social Gaming Product Picture
Chart King Digital Entertainment Social Gaming Business Overview
Table King Digital Entertainment Social Gaming Product Specification
Chart Supercell Social Gaming Shipments, Price, Revenue and Gross profit 2015-2020
Chart Supercell Social Gaming Business Distribution
Chart Supercell Interview Record (Partly)
Figure Supercell Social Gaming Product Picture
Chart Supercell Social Gaming Business Overview
Table Supercell Social Gaming Product Specification
3.4 Wooga Social Gaming Business Introduction
…
Chart United States Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart United States Social Gaming Sales Price ($/Unit) 2015-2020
Chart Canada Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Canada Social Gaming Sales Price ($/Unit) 2015-2020
Chart South America Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart South America Social Gaming Sales Price ($/Unit) 2015-2020
Chart China Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart China Social Gaming Sales Price ($/Unit) 2015-2020
Chart Japan Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Japan Social Gaming Sales Price ($/Unit) 2015-2020
Chart India Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart India Social Gaming Sales Price ($/Unit) 2015-2020
Chart Korea Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Korea Social Gaming Sales Price ($/Unit) 2015-2020
Chart Germany Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Germany Social Gaming Sales Price ($/Unit) 2015-2020
Chart UK Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart UK Social Gaming Sales Price ($/Unit) 2015-2020
Chart France Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart France Social Gaming Sales Price ($/Unit) 2015-2020
Chart Italy Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Italy Social Gaming Sales Price ($/Unit) 2015-2020
Chart Europe Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Europe Social Gaming Sales Price ($/Unit) 2015-2020
Chart Middle East Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Middle East Social Gaming Sales Price ($/Unit) 2015-2020
Chart Africa Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart Africa Social Gaming Sales Price ($/Unit) 2015-2020
Chart GCC Social Gaming Sales Volume (Units) and Market Size (Million $) 2015-2020
Chart GCC Social Gaming Sales Price ($/Unit) 2015-2020
Chart Global Social Gaming Market Segmentation (Region Level) Sales Volume 2015-2020
Chart Global Social Gaming Market Segmentation (Region Level) Market size 2015-2020
Chart Social Gaming Market Segmentation (Product Type Level) Volume (Units) 2015-2020
Chart Social Gaming Market Segmentation (Product Type Level) Market Size (Million $) 2015-2020
Chart Different Social Gaming Product Type Price ($/Unit) 2015-2020
Chart Social Gaming Market Segmentation (Industry Level) Market Size (Volume) 2015-2020
Chart Social Gaming Market Segmentation (Industry Level) Market Size (Share) 2015-2020
Chart Social Gaming Market Segmentation (Industry Level) Market Size (Value) 2015-2020
Chart Global Social Gaming Market Segmentation (Channel Level) Sales Volume (Units) 2015-2020
Chart Global Social Gaming Market Segmentation (Channel Level) Share 2015-2020
Chart Social Gaming Segmentation Market Forecast (Region Level) 2020-2025
Chart Social Gaming Segmentation Market Forecast (Product Type Level) 2020-2025
Chart Social Gaming Segmentation Market Forecast (Industry Level) 2020-2025
Chart Social Gaming Segmentation Market Forecast (Channel Level) 2020-2025
Chart Social Gaming Product Figure
Chart Social Gaming Product Advantage and Disadvantage Comparison
Chart Mobile Clients
Chart PC Clients
Research Methodology:
Social Gaming Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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