The Global Market for Social Gaming is Forecast to Reach US$21.9 Billion by 2024
Development of Casual Games With Collaborative &
Competitive Spirit and Proliferation of Social Networking Services Drive Growth
of Social Gaming, According to a New Report by Global Industry Analysts, Inc.
GIA launches comprehensive analysis of
industry segments, trends, growth drivers, market share, size and demand
forecasts on the global Social Gaming market. The global market for Social Gaming is forecast to reach
US$21.9 billion by 2024, driven by the
ubiquity of social networking platforms; transformation of games from an obsessed
individual/solitary activity to a pleasant socially-focused activity; and
development of casual games with collaborative and competitive spirit.
Games are increasingly becoming a social
affair with a large percentage of gamers playing with either family or friends.
Among the social gamers in the United States, 17% play games with parents, 31%
play with other family members, 40% play with friends, and 12% play with their
spouses. Few of the reasons cited for playing with others include fun,
socializing, connecting with friends and peers, and building
relationships. Over 65% of parents play
game with their children only to monitor game content. Given that games provide
a platform for intergenerational play and learning, there is a growing trend of
grandparents playing video games with their grandchildren. Building of communities around games bodes
well for the growth of social gaming.
Few of the unique features of social
games include ability to invite accepted friends to participate in a game i.e.
invite and request friends to water and tend to the fields in the most popular
Farmville game; ability to share game progress; solicit help on solving game
puzzles and mysteries; and ability to socially interact with communities of
friends rather than the game itself. By eliminating the desire for isolated
game advancement, social games help build and develop positive social character
traits vital for building successful relationships both personal and
professional. Social games are increasingly being perceived as viral mechanisms
that help promote qualities of cooperation and healthy competitiveness. For
instance, collaborative games help sharpen team optimization skills, such as, group dynamics,
collaborative working out, and the ability to assess the capability of other
players.
Major social benefits and value of social
gaming include increase in creativity, cognitive ability, enables people to
make new social connections, helps develop
communication, collaboration skills, empathy, compassion and willingness
to help, enables development of social emotional learning skills (SEL), and
provides opportunity to engage in positive relationships. In the coming years,
developments in gameplay will help make social gaming more compelling leading
to greater adoption. Incremental improvements in the quality of social games
will encourage more number of people to engage in social games. New games are
being developed to create innovative social experiences using information
regarding real-world hobbies and interests of gamers. Also, benefiting growth
is the introduction of novel payment initiatives such as universal payment
system launched by Facebook
that allow users to buy credits and spend across different games.
Major factors driving growth in the
market include the casual games revolution underway in the video games
industry; rise of multiplayer social games; growing interest in social gaming
among advertisers as a channel for digital advertising and a lucrative
opportunity for lead generation; robust smartphone and mobile internet penetration
and the resulting rise in mobile social gaming; rise of wearable social
platforms in the social mobile gaming space; growing interest in social
gambling games; growing and active community surrounding popular social games; and
adroit integration of viral loops and community features by game developers
into casual games which has the effect of driving up the value and success of
social games.
As stated by the new market research
report on Social Gaming
Asia-Pacific represents the fastest growing regional market worldwide, with a CAGR
of 12.9% over the analysis period led by the development of the Internet and
telecom infrastructure; growing role of social connectedness in emerging Asian
economies; digitalizing lifestyles of the middle class population and a
parallel increase in appetite for digital forms of entertainment; growing cloud
readiness of Asian economies; rising smartphone penetration and mobile internet
subscriptions largely due to falling device costs and service tariffs.
Major players in the market include Aeria
Games GmbH, Activision Blizzard, Inc., Blizzard Entertainment, Inc., King
Digital Entertainment plc, Behaviour Interactive, Inc., DeNA Co., Ltd.,
Electronic Arts, Inc., PopCap Games, Inc., Etermax, GREE, Inc., Miniclip SA,
Peak Games, Playtech plc, Pretty Simple, Social
Point, Supercell, SYBO Game, Wooga GmbH, and Zynga, Inc. among others.
The research report titled
“Social Gaming: A Global Strategic Business Report” announced by Global Industry Analysts Inc., provides
a comprehensive review of market
trends, issues, drivers, mergers, acquisitions and other strategic industry
activities of global companies. The
report provides market estimates and projections for all major geographic
markets such as the USA, Canada, Japan, Europe (France, Germany, Italy, UK,
Spain, Russia and Rest of Europe), Asia-Pacific (Australia, China, India, South
Korea and Rest of Asia-Pacific), Latin America (Brazil, Mexico and Rest of
Latin America) and Rest of World.
Global Industry Analysts, Inc. 6150 Hellyer Ave., San Jose CA 95138, USA,
All Rights Reserved.
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