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    Research Reports

    Posted By Coherent Market Insights

    Posted on September 21, 2021

    Featured image for article about Research Reports

    United States/WA: The global social gaming market was valued at US$ 17.40 Bn in 2019 and is estimated to reach US$ 57.44 Mn by 2027 exhibiting a CAGR of 16.1% between 2020 and 2027.

    Report Pages:[130 Pages] 

    The Competitive Area of the Social Gaming Market is Defined by Key Players Like:- Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.

    Social Gaming is a type of online gaming that is commonly played via social networks. They usually feature massively multiplayer gameplay. In the past, social gaming was implemented as a browser gaming. However, as social gaming gained steam, the games shifted to mobile as well. In fact, there are now some excellent third party applications available that integrate with popular social networking sites including Facebook and Twitter.

    Social-game developers are implementing more sophisticated design techniques that make their audience feel a real connection with the virtual world around them. Players like to play games that let them build their own characters and develop strategies along with their friends. Players also enjoy playing social gaming which allows them to meet people from around the world. Social games may include multiplayer card games, board games, social network games, as well as interactive multiplayer video games.

    Market Dynamics:

    Increasing penetration of smartphones and the advent of 5G is expected to fuel the social gaming market growth. For instance, according to Ericsson, Asia Pacific will be the second fastest growing region for 5G subscriptions, with around 1,545 million5G mobile subscriptions by 2025. The advent of 5G mobile-network technology will permit the connection of vast numbers of devices while allowing for faster download speeds and greater capacity.

    Moreover, increasing investment in social gaming is also expected to propel the social gaming market growth. For instance, in December 2020, Rec Room, social gaming platform, scored around US$ 20 million new funding to bring its once VR-centric world to every major gaming platform out there.

    Request a sample copy of the report to understand the structure of the complete report:
    https://www.coherentmarketinsights.com/insight/request-sample/4357

    Emergence of COVID-19 is expected to offer lucrative growth opportunities to players in the social gaming market, as the pandemic has jump-started the development of social gaming.

    The social gaming market is witnessing significant M&A activities, which is expected to fuel the market growth. For instance, in January 2021, Niantic, the U.S. based software development company acquired Mayhem, a gaming platform, to boost social gaming.

    Competitive Analysis:

    Major companies operating in the global social gaming market are Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.

    Key players active in the market are focused on adopting various strategies such as collaborations, partnership, etc., to expand their product portfolio. For instance, in 2019, Qualcomm announced strategic alliance Tencent Games to deliver premium gaming content and experiences to players and game developers.

    Go Through Our Trusted Clients List: https://www.coherentmarketinsights.com/trusted-by

    People Also Search For Following Reports:

    Game Engines Market, by Product Type, by Game Type and by Region – Size, Share, Outlook, and Opportunity Analysis, 2018 – 2026

    Connected Game Console Market, By Product Type and by Region- Size, Share, Outlook, and Opportunity Analysis, 2020 – 2027

    Contact Us:

    Mr. Shah
    Coherent Market Insights
    1001 4th Ave,
    #3200
    Seattle, WA 98154
    Tel: +1-206-701-6702
    Email: [email protected] 

    The post [PDF] Social Gaming Market: Building A New Future at International Landscape appeared first on Gatorledger.

    United States/WA: The global social gaming market was valued at US$ 17.40 Bn in 2019 and is estimated to reach US$ 57.44 Mn by 2027 exhibiting a CAGR of 16.1% between 2020 and 2027.

    Report Pages:[130 Pages] 

    The Competitive Area of the Social Gaming Market is Defined by Key Players Like:- Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.

    Social Gaming is a type of online gaming that is commonly played via social networks. They usually feature massively multiplayer gameplay. In the past, social gaming was implemented as a browser gaming. However, as social gaming gained steam, the games shifted to mobile as well. In fact, there are now some excellent third party applications available that integrate with popular social networking sites including Facebook and Twitter.

    Social-game developers are implementing more sophisticated design techniques that make their audience feel a real connection with the virtual world around them. Players like to play games that let them build their own characters and develop strategies along with their friends. Players also enjoy playing social gaming which allows them to meet people from around the world. Social games may include multiplayer card games, board games, social network games, as well as interactive multiplayer video games.

    Market Dynamics:

    Increasing penetration of smartphones and the advent of 5G is expected to fuel the social gaming market growth. For instance, according to Ericsson, Asia Pacific will be the second fastest growing region for 5G subscriptions, with around 1,545 million5G mobile subscriptions by 2025. The advent of 5G mobile-network technology will permit the connection of vast numbers of devices while allowing for faster download speeds and greater capacity.

    Moreover, increasing investment in social gaming is also expected to propel the social gaming market growth. For instance, in December 2020, Rec Room, social gaming platform, scored around US$ 20 million new funding to bring its once VR-centric world to every major gaming platform out there.

    Request a sample copy of the report to understand the structure of the complete report:
    https://www.coherentmarketinsights.com/insight/request-sample/4357

    Emergence of COVID-19 is expected to offer lucrative growth opportunities to players in the social gaming market, as the pandemic has jump-started the development of social gaming.

    The social gaming market is witnessing significant M&A activities, which is expected to fuel the market growth. For instance, in January 2021, Niantic, the U.S. based software development company acquired Mayhem, a gaming platform, to boost social gaming.

    Competitive Analysis:

    Major companies operating in the global social gaming market are Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.

    Key players active in the market are focused on adopting various strategies such as collaborations, partnership, etc., to expand their product portfolio. For instance, in 2019, Qualcomm announced strategic alliance Tencent Games to deliver premium gaming content and experiences to players and game developers.

    Go Through Our Trusted Clients List: https://www.coherentmarketinsights.com/trusted-by

    People Also Search For Following Reports:

    Game Engines Market, by Product Type, by Game Type and by Region – Size, Share, Outlook, and Opportunity Analysis, 2018 – 2026

    Connected Game Console Market, By Product Type and by Region- Size, Share, Outlook, and Opportunity Analysis, 2020 – 2027

    Contact Us:

    Mr. Shah
    Coherent Market Insights
    1001 4th Ave,
    #3200
    Seattle, WA 98154
    Tel: +1-206-701-6702
    Email: [email protected] 

    The post [PDF] Social Gaming Market: Building A New Future at International Landscape appeared first on Gatorledger.

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