封面
市場調查報告書
商品編碼
1673859

社群遊戲市場:按遊戲類型、收益模式、平台和地區

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個工作天內

價格
簡介目錄

2025年全球社群遊戲市場規模估計為 362.2億美元,預計到2032年將達到 1,061.9億美元,2025-2032年的年複合成長率為 16.6%。

報告範圍 報告詳細資訊
基準年 2024 2025年市場規模 362.2億美元
歷史資料 2020-2024 預測期 2025-2032
預測期:2025-2032年年複合成長率 16.60% 2032年金額預測 1061.9億美元
圖表.社群遊戲市場佔有率(%)(2025年依地區分類)
社群遊戲市場-IMG1

智慧型手機的普及率不斷提高以及網路連結性的不斷改善推動了全球社群遊戲市場的成長。社群遊戲是指允許玩家與來自世界各地的其他參與企業互動和競爭的線上遊戲。受歡迎的社群遊戲包括 FarmVille、Candy Crush 和Clash of Clans。 Facebook 等社群媒體平台作為社群遊戲的發行管道,其使用率不斷提高,推動著市場的成長。遊戲內收費和廣告使開發商能夠有效地將這些遊戲收益。然而,日益成長的隱私問題和嚴格的資料使用規定可能會阻礙市場成長。

市場動態

全球社群遊戲市場成長的驅動力是休閒遊戲和手機遊戲的日益普及,加上智慧型手機在世界各地的高普及率。 5G 技術的日益普及可能會透過改善遊戲體驗來推動市場成長。然而,各國的資料隱私法對依賴收集和分析使用者行為資料的社群遊戲公司提出了挑戰。其他形式的數位娛樂方面的可自由支配支出的增加可能會阻礙需求。擴增實境和虛擬實境在遊戲中的整合帶來了豐厚的市場成長機會。雲端遊戲等新興趨勢也支援遠端和無縫存取遊戲。

研究的主要特點

本報告對全球社群遊戲市場進行了詳細分析,並以2024年為基準年,給出了預測期(2025-2032年)的市場規模和年複合成長率(CAGR%)。

強調了各個領域的潛在商機並說明了該市場的引人注目的投資提案矩陣。

提供關於市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景以及主要企業採用的競爭策略的主要考察。

全球社群遊戲市場的主要企業是根據公司亮點、產品系列、關鍵亮點、財務績效和策略等參數進行的分析。

主要企業包括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.。

本報告的見解將使負責人和企業經營團隊能夠就未來產品發布、新興趨勢、市場擴張和行銷策略做出明智的決策。

全球社群遊戲市場報告迎合了該行業的各個相關人員,例如投資者、供應商、產品製造商、經銷商、新進入者和金融分析師。

相關人員可以透過全球社群遊戲市場分析中使用的各種策略矩陣輕鬆做出決策。

目錄

第1章 調查目的與前提條件

  • 研究目標
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告描述
    • 市場定義和範圍
  • 執行摘要

第3章 市場動態、法規與趨勢分析

  • 市場動態
    • 促進因素
    • 限制因素
    • 市場機會
  • 監管情景
  • 產業趨勢
  • 合併和收購
  • 新系統實施/核准
  • 新冠肺炎疫情的影響

第4章 全球社群遊戲市場,依遊戲類型,2020年至2032年

  • 介紹
  • 休閒遊戲
  • 策略遊戲
  • 動作遊戲
  • 角色扮演遊戲(RPG)
  • 其他

第5章 全球社群遊戲市場,依收益模式,2020年至2032年

  • 介紹
  • 免費遊戲(F2P)
  • Premium
  • 訂閱

第6章 全球社群遊戲市場,依平台,2020年至2032年

  • 介紹
  • 智慧型手機
  • 個人電腦
  • 主機
  • 網路

第7章 全球社群遊戲市場,依地區,2020年至2032年

  • 介紹
  • 北美洲
  • 歐洲
  • 亞太地區
  • 拉丁美洲
  • 中東
  • 非洲

第8章 競爭格局

  • 公司簡介
    • 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 分析師建議

  • 興衰
  • Coherent Opportunity Map

第10章 調查方法

  • 參考
  • 調查方法
簡介目錄
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
  • About us and Sales Contact