|03-14-2019 08:34 AM CET - Leisure, Entertainment, Miscellaneous||
New-fangled Research Report on Social Gaming Market Forecast to 2025: Key Players (Rovio Entertainment, Ltd, Zynga, Electronic Arts Inc, Wooga GmbH, Social Point S.L., Gameloft SE)
Press release from: Report Consultant
The Global Social Gaming Market is mounting rapidly due to increase in adoption of advanced gaming technology, rising income levels, lower cost of gaming, increased online content, and digital distribution that allows users to download content from their systems. Widespread gaming categories such as Social Casinos will drive market growth during the forecast period due to increased social game traffic.
Leading Players of Global Social Gaming Market:
• Rovio Entertainment, Ltd
• Electronic Arts Inc
• Wooga GmbH
• Social Point S.L.
• Gameloft SE
• King Digital Entertainment
• Behaviour Interactive, Inc
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Report Consultant has lately added expansion of informative data of global Social Gaming Market. This statistical surveying research report deals with the present consequence of the global market. It has been amassed through a couple of research approaches such as primary and secondary research. The global data has been experimental through industry-specific analysis tools like SWOT and Porter’s five techniques. This informative data has been gathered through reliable sources such as press releases, websites, interviews, and statistical surveys.
The Global Social Gaming market is expected to reach +37 Billion USD over the period 2019-2025 from +12 Billion in 2019, growing at a CAGR of +17% from 2019 to 2025.
Major highlights of the global research report:
• Detailed elaboration on the global market
• It offers qualitative and quantitative research of the global market
• Applicable different approaches for expansion of the businesses
• It procures the trends, threats, challenges, and opportunities
• Elaboration on effective marketing and global distribution channels
Global Market Segmentation: The global market is segmented on the basis of type, application and region.
Type: Advertisements, Virtual Goods
Application: 13-18 Years, 19-25 Years, 26-35 Years, 36-45 Years & 46 and Above Years
Regional Analysis: North America, Europe, China, Japan, Southeast Asia, India
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To end with, researchers throw light on economic as well as managerial aspects of the Social Gaming Market. Prominent industries have been outlined across the global regions. The report also talks about some major facts such as challenges, risks, threats, and global opportunities. On the other hand, it also gives comprehensive data on global trending factors.
Table of Contents:
Chapter 1. Social Gaming Market Overview
Chapter 2. Market Competition by Players
Chapter 3. Sales and revenue by regions
Chapter 4. Sales and revenue by Type
Chapter 5. Social Gaming Market Sales and revenue by Application
Chapter 6. Market Players profiles and sales data
Chapter 7. Market Cost Analysis
Chapter 8. Strategy and Down Stream Buyers
Chapter 9. Market Strategy Analysis, Distributors/Traders
Chapter 10. Social Gaming Market effective factors Analysis
Chapter 11. Market Size and Forecast
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