ALBANY, N.Y.--(BUSINESS WIRE)--Transparency Market Research has published a new report titled, “Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 – 2019.” The global social gaming market was valued at US$5.40 billion in 2012, and is expected to reach US$17.40 billion by 2019, growing at a CAGR of 16.1% from 2013 to 2019.
Crucial Growth Drivers
The global social gaming market has witnessed a fast-paced growth in the recent years as there is an increased demand for gaming across a wide spectrum of applications. This demand is expected to rise further as there is an increased demand for applications such as smartphones, web, phablets, tablets and other electronic devices. The free and easy availability of games is also driving the growth of smartphones with better operating systems. The other factor contributing to the augment of global social gaming market is innovative in gaming consoles such as Playstation and Xboxes. The free or low cost of games is further fuelling the growth of global social gaming market.
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The global social gaming market is divided on the basis of revenue generation, age groups, and geography. The revenue generation segment includes advertisements, virtual goods, lead generation offers, and by gender. The age-group segmented is further bifurcated into 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 years and above. In terms of geography, the global social gaming market is further divided into North America, Europe, Asia Pacific, and Rest of the World.
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Some of the important players shaping the global social gaming market are Rovio, Electronic Arts, Playdom, Crowdstar, Tencent, and Renren.
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