Social Gaming Market is Expected to Reach USD 17.40 Billion Globally in 2019

Transparency Market Research Report Adds "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019" to its database.

Albany, NY, March 21, 2014 --(PR.com)-- Transparency Market Research has launched a new market report titled "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019," the global Social Gaming market is expected to reach a value of USD 17.40 billion by 2019, growing at a CAGR of 16.1% from 2013 to 2019. Growth in the usage of internet and social networking sites has spurred the growth of the games over the internet. The other factor being the growing demand of smartphones and tablet PCs. Asia Pacific was the largest contributor in social gaming market and accounted for a share of 45% in 2012. Decline in prices of mobile devices i.e. smartphones and tablets and easy access to internet has resulted in the growth of these games.

Browse Social Gaming Market Report with Full TOC at http://www.transparencymarketresearch.com/social-gaming-market.html.

Among different types of revenue generation methods, virtual goods helped generate 60% of the revenue followed by advertisements in 2012. Continuous rise in the internet subscribers, increase social network accounts, demand for mobile devices and free and easy access to internet are some important factors driving the demand for social gaming globally. Ban on social networking sites in regions such as the Middle East and China has limited the growth of the market. People of age group 19 - 25 years have contributed largely to the growth of social games and is expected to grow at a CAGR of 17.3 % during the forecast period from 2013 - 2019. A major reason for the growing popularity of the social games among this age group is the readily available internet services in schools, colleges or homes.

Females are the largest gender segment that held a share of around 54% in 2012 followed by males with 46 % share in 2012. Demand for games by females are primarily driven by increase in usage of internet in the homes and the rise in demand of smartphones.

In terms of geographical regions, Asia Pacific represents largest market for social gaming and is expected to reach USD 7.59 billion by 2019. Huge population in the region has boosted the demand of mobiles and smartphones which in turn has compelled the game designers to develop games of the mobile devices.

The global social gaming market was dominated by Zynga Inc. in 2012. Other important players in the global social gaming market include Playdom, Rock You, Rovio and others.

Related Report :
Physical Security Market (Hardware, Software and Services)

http://www.transparencymarketresearch.com/physical-security-market.html

Physical security refers to the physical and electronic measures designed to monitor people and objects, and control access and intrusion to property and information. Physical security services are the services that aid and facilitate physical security measures. Physical security systems are powerful tools to prevent and investigate crimes when installed in public places such as multiplexes, shopping malls, automated teller machines (ATMs), airports, banks, casinos, and others. Rising incidences of terrorism and concerns about safety and security are some important reasons driving the demand for physical security systems, globally. With the increasing demand for physical security products due to increased criminal activities, security solutions have become more sophisticated and complicated. This has led to the emergence of services industry in physical security.

This research report provides in-depth analysis of the global physical security market based on product types, services and end-user applications. In terms of geographical regions, the report segments the global physical security market into North America, Europe, Asia Pacific, and Rest of the World (RoW), analyzed in terms of revenue generation. The report provides a value chain and Porter’s five forces model to identify the ecosystem and analyze the factors that drive and restrain the growth of the market. The report also identifies prospective growth opportunities, prevailing market trends and major strategies enhancing the popularity of physical security products and services. It also provides market estimates and forecast for all the segments of the physical security market in terms of revenue.

The global social gaming market is segmented as below:
Social Gaming Market
By revenue generation

Virtual goods
Advertisements
Lead generation offers

By Gender

Male
Female

By Age Group

13 - 18 years
19 - 25 years
26 - 35 years
36 - 45 years
46+ years

By geography

North America
Europe
Asia Pacific
Rest of the World (RoW)
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