封面
市场调查报告书
商品编码
1673859

社交游戏市场:按游戏类型、收益模式、平台和地区划分

Social Gaming Market, By Game Type, By Monetization Model, By Platform, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 130 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2025 年全球社交游戏市场规模预计为 362.2 亿美元,预计到 2032 年将达到 1,061.9 亿美元,2025 年至 2032 年的复合年增长率为 16.6%。

报告范围 报告详细信息
基准年 2024 2025 年市场规模 362.2亿美元
效能资料 2020-2024 预测期 2025-2032
预测期:2025 年至 2032 年复合年增长率 16.60% 2032 年金额预测 1061.9亿美元
数字。社交游戏市场占有率(%)(2025 年按地区划分)
社交游戏市场-IMG1

智慧型手机的普及率不断提高以及网路连结性的不断改善推动了全球社交游戏市场的成长。社交游戏是指允许玩家与来自世界各地的其他参与企业互动和竞争的线上游戏。受欢迎的社交游戏包括 FarmVille、Candy Crush 和 Clash of Clans。 Facebook 等社群媒体平台作为社群游戏的发行管道,其使用率不断提高,推动着市场的成长。游戏内收费和广告使开发商能够有效地将这些游戏收益。然而,日益增长的隐私问题和严格的资料使用规定可能会阻碍市场成长。

市场动态

全球社交游戏市场成长的驱动力是休閒游戏和手机游戏的日益普及,加上智慧型手机在世界各地的高普及率。 5G 技术的日益普及可能会透过改善游戏体验来推动市场成长。然而,各国的资料隐私法对依赖收集和分析使用者行为资料的社群游戏公司提出了挑战。其他形式的数位娱乐方面的可自由支配支出的增加可能会阻碍需求。扩增实境和虚拟实境在游戏中的整合带来了丰厚的市场成长机会。云端游戏等新兴趋势也支援远端和无缝存取游戏。

研究的主要特点

本报告对全球社交游戏市场进行了详细分析,并以 2024 年为基准年,给出了预测期(2025-2032 年)的市场规模和年复合成长率(CAGR%)。

它还强调了各个领域的潜在商机并说明了该市场的引人注目的投资提案矩阵。

它还提供了关于市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景以及主要企业采用的竞争策略的主要考察。

全球社交游戏市场的主要企业是根据公司亮点、产品系列、关键亮点、财务绩效和策略等参数进行的分析。

主要企业包括 Zynga Inc.、Electronic Arts (EA)、Activision Blizzard, Inc.、腾讯控股有限公司、Supercell、King Digital Entertainment、Niantic, Inc.、Roblox Corporation、Epic Games, Inc.、Playtika Holding Corp.、Gameloft SE、Bandai Namco Entertainment Inc.、网易公司和史克威尔艾克斯控股有限公司。

本报告的见解将使负责人和企业经营团队能够就未来产品发布、新兴趋势、市场扩张和行销策略做出明智的决策。

全球社交游戏市场报告迎合了该行业的各个相关人员,例如投资者、供应商、产品製造商、经销商、新进入者和金融分析师。

相关人员可以透过全球社交游戏市场分析中使用的各种策略矩阵轻鬆做出决策。

目录

第一章 调查目的与前提条件

  • 研究目标
  • 先决条件
  • 简称

第二章 市场展望

  • 报告描述
    • 市场定义和范围
  • 执行摘要

第三章市场动态、法规与趋势分析

  • 市场动态
    • 驱动程式
    • 限制因素
    • 市场机会
  • 监管情景
  • 产业趋势
  • 合併和收购
  • 新系统实施/核准
  • 新冠肺炎疫情的影响

第 4 章。 2020 年至 2032 年按游戏类型分類的全球社交游戏市场

  • 介绍
  • 休閒游戏
  • 策略游戏
  • 动作游戏
  • 角色扮演游戏 (RPG)
  • 其他的

第 5 章。 2020 年至 2032 年按收益模式分類的全球社交游戏市场

  • 介绍
  • 免费游戏(F2P)
  • 优质的
  • 基于订阅

6. 2020 年至 2032 年全球社交游戏市场(按平台划分)

  • 介绍
  • 智慧型手机
  • 个人电脑
  • 主机
  • 基于网路

第 7 章:2020 年至 2032 年全球社交游戏市场(按地区划分)

  • 介绍
  • 北美洲
  • 欧洲
  • 亚太地区
  • 拉丁美洲
  • 中东
  • 非洲

第八章 竞争格局

  • 公司简介
    • Zynga Inc.
    • Electronic Arts(EA)
    • Activision Blizzard, Inc.
    • Tencent Holdings Limited
    • Supercell
    • King Digital Entertainment
    • Niantic, Inc.
    • Roblox Corporation
    • Epic Games, Inc.
    • Playtika Holding Corp.
    • Gameloft SE
    • Bandai Namco Entertainment Inc.
    • NetEase, Inc.
    • Square Enix Holdings Co., Ltd.
    • Ubisoft Entertainment SA

第 9 章分析师建议

  • 兴衰
  • 一致的机会地图

第十章调查方法

  • 参考
  • 调查方法
简介目录
Product Code: CMI4357

Global Social Gaming Market is estimated to be valued at USD 36.22 Bn in 2025 and is expected to reach USD 106.19 Bn by 2032, growing at a compound annual growth rate (CAGR) of 16.6% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 36.22 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 16.60% 2032 Value Projection: USD 106.19 Bn
Figure. Social Gaming Market Share (%), By Region 2025
Social Gaming Market - IMG1

Global social gaming market growth is driven by rising penetration of smartphones and increased internet connectivity. Social gaming refers to games played online that allow interaction and competition with other players across the world. Some of the popular social games include FarmVille, Candy Crush, Clash of Clans and others. Increased usage of social media platforms like Facebook, which act as distribution channels for social games, can drive the market growth. In-game purchases and advertisements have enabled developers to monetize these games effectively. However, growing privacy concerns around data usage and stringent regulations can hamper the market growth.

Market Dynamics:

Global social gaming market growth is driven by rising popularity of casual and mobile games coupled with high smartphone penetration worldwide. Growing adoption of 5G technology can drive the market growth by enhancing gaming experiences. However, data privacy laws in different countries pose a challenge for social gaming companies who rely on collection and analysis of user behavior data. Increasing discretionary spending on other forms of digital entertainment can hamper demand. Integration of augmented reality and virtual reality in gaming offers lucrative market growth opportunities. Emerging trends like cloud gaming also support remote and seamless access to games.

Key features of the study:

This report provides in-depth analysis of the global social gaming market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2025-2032), considering 2024 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global social gaming market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Zynga Inc., Electronic Arts (EA), Activision Blizzard, Inc., Tencent Holdings Limited, Supercell, King Digital Entertainment, Niantic, Inc., Roblox Corporation, Epic Games, Inc., Playtika Holding Corp., Gameloft SE, Bandai Namco Entertainment Inc., NetEase, Inc., Square Enix Holdings Co., Ltd., and Ubisoft Entertainment S.A.

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

Global social gaming market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global social gaming market

Detailed Segmentation-

  • Game Type Insights (Revenue, US$ Bn, 2020 - 2032)
    • Casual Games
    • Strategy Games
    • Action Games
    • Role-Playing Games (RPGs)
    • Others
  • Monetization Model Insights (Revenue, US$ Bn, 2020 - 2032)
    • Free-to-Play (F2P)
    • Premium
    • Subscription-Based
  • Platform Insights (Revenue, US$ Bn, 2020 - 2032)
    • Mobile
    • PC
    • Console
    • Web-based
  • Regional Insights (Revenue, US$ Bn, 2020 - 2032)
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Zynga Inc.
    • Electronic Arts (EA)
    • Activision Blizzard, Inc.
    • Tencent Holdings Limited
    • Supercell
    • King Digital Entertainment
    • Niantic, Inc.
    • Roblox Corporation
    • Epic Games, Inc.
    • Playtika Holding Corp.
    • Gameloft SE
    • Bandai Namco Entertainment Inc.
    • NetEase, Inc.
    • Square Enix Holdings Co., Ltd.
    • Ubisoft Entertainment S.A.

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Game Type
    • Market Snippet, By Monetization Model
    • Market Snippet, By Platform
    • Market Snippet, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New System Launches/Approvals
  • Impact of COVID-19 Pandemic

4. Global Social Gaming Market, By Game Type, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021-2032
    • Segment Trends
  • Casual Games
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Strategy Games
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Action Games
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Role-Playing Games (RPGs)
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Others
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)

5. Global Social Gaming Market, By Monetization Model, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021-2032
    • Segment Trends
  • Free-to-Play (F2P)
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Premium
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Subscription-Based
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)

6. Global Social Gaming Market, By Platform, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021-2032
    • Segment Trends
  • Mobile
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • PC
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Console
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)
  • Web-based
    • Introduction
    • Market Size and Forecast, 2020-2032, (US$ Bn)

7. Global Social Gaming Market, By Region, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, By Region, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021-2032
  • North America
    • Regional Trends
    • Market Size and Forecast, By Game Type, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Platform, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020-2032, (US$ Bn)
      • U.S.
      • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Game Type, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Platform, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020-2032, (US$ Bn)
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Game Type, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Platform, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020-2032, (US$ Bn)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Game Type, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Platform, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020-2032, (US$ Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Middle East
    • Regional Trends
    • Market Size and Forecast, By Game Type, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Platform, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020-2032, (US$ Bn)
      • Israel
      • GCC Countries
      • Rest of the Middle East
  • Africa
    • Regional Trends
    • Market Size and Forecast, By Game Type, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Monetization Model, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Platform, 2020-2032, (US$ Bn)
    • Market Size and Forecast, By Country/Region, 2020-2032, (US$ Bn)
      • South Africa
      • North Africa
      • Central Africa

8. Competitive Landscape

  • Company Profiles
    • Zynga Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Electronic Arts (EA)
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Activision Blizzard, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Tencent Holdings Limited
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Supercell
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • King Digital Entertainment
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Niantic, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Roblox Corporation
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Epic Games, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Playtika Holding Corp.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Gameloft SE
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Bandai Namco Entertainment Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • NetEase, Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Square Enix Holdings Co., Ltd.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Ubisoft Entertainment S.A.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates

9. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. Research Methodology

  • References
  • Research Methodology
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