封面
市場調查報告書
商品編碼
1513844

全球社交遊戲市場

Social Gaming

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 322 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

預計到 2030 年全球社交遊戲市場將達到 1,109 億美元

全球社交遊戲市場預計 2023 年為 414 億美元,預計到 2030 年將達到 1,109 億美元,2023 年至 2030 年複合年成長率為 15.1%。虛擬商品收益是本報告分析的細分市場之一,預計複合年成長率為 14.5%,到分析期結束時將達到 581 億美元。廣告收益分析部分的成長率預計在分析期間的複合年成長率為17.1%。

美國市場預計107億美元,中國預計複合年成長率19.6%

預計 2023 年美國社交遊戲市場規模將達 107 億美元。中國作為世界第二大經濟體,預計2030年市場規模將達283億美元,2023-2030年分析期間複合年成長率為19.6%。其他值得注意的區域市場包括日本和加拿大,在分析期間預計複合年成長率分別為 10.3% 和 12.5%。在歐洲,德國預計複合年成長率為 11.3%。

社交遊戲 - 主要趨勢和促進因素總結

社交遊戲透過將社交工具直接融入遊戲機制,徹底改變了數位娛樂格局,為參與企業提供個人化且引人入勝的體驗。從歷史上看,遊戲一直具有社交元素,從早期在客廳玩的電動遊戲到今天複雜的多參與企業線上遊戲。現代遊戲都是關於社交互動和社區參與的,參與企業關注的是遊戲環境中形成的關係和連結。這一趨勢反映了從僅關注遊戲玩法轉向關注遊戲所帶來的社交體驗的轉變。融入社交功能不僅可以改善遊戲體驗,還可以培養參與企業之間的持久聯繫,這種聯繫通常會延伸到虛擬世界之外。

社交遊戲的擴張特點是融合了傳統玩法之外的各種社交元素。遊戲已經演變成元宇宙環境,透過舉辦虛擬音樂會、時裝秀和電影上映等非遊戲活動來擴大其用戶群並吸引非遊戲玩家。 2020 年 4 月發布的《動物穿越:新視野》透過提供虛擬社交平台體現了這一趨勢,該平台允許您舉辦生日派對和婚禮等虛擬活動。像這樣的沉浸式社交體驗凸顯了遊戲在促進數位空間內現實世界互動中的作用。此外,鑑於受眾群體龐大、參與企業屬性多樣化,社群遊戲的廣告潛力也相當可觀。 Facebook 等平台擴大整合遊戲內廣告工具,擴大社群遊戲中的產品置入、定位和行銷機會。

推動社交遊戲成長的關鍵因素有幾個。行動技術的進步,例如增強的智慧型手機功能和更快的網路速度,正在實現更複雜和引人入勝的社交遊戲體驗。雲端遊戲平台使可訪問性發生了革命性變化,無需高階硬體即可在各種設備上串流高品質遊戲。擴增實境 (AR) 和虛擬實境 (VR) 技術的整合描述了融合虛擬和現實世界互動的身臨其境型社交體驗。跨平台遊戲允許不同裝置上的玩家一起玩,從而促進整體性,而用戶生成的內容則促進創造力和社群建立。 Twitch 和 YouTube Gaming 等遊戲串流和內容創建平台的影響力正在提高社交遊戲的知名度和吸引力。遊戲內的溝通工具和遊戲化元素進一步豐富了遊戲的社交方面。此外,虛擬經濟和非同質化代幣(NFT)等數位收藏品的興起將推動參與企業參與社交互動,以交易、收集和展示數位資產。消費者對更具互動性和身臨其境的娛樂體驗的偏好的變化反映了向以社區為導向的娛樂形式的更廣泛轉變,並正在推動對社交遊戲的需求。

受訪企業範例(共136家)

  • Activision Blizzard, Inc.
  • Aeria Games GmbH
  • Behaviour Interactive, Inc.
  • Blizzard Entertainment, Inc.
  • DeNA Co., Ltd.
  • Electronic Arts, Inc.
  • Etermax
  • GREE, Inc.
  • Miniclip SA
  • Peak Games
  • Playtech plc
  • PopCap Games, Inc.
  • Pretty Simple
  • Social Point
  • Supercell
  • SYBO Game
  • Wooga GmbH
  • Zynga, Inc.

目錄

第1章調查方法

第2章執行概述

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 歐洲其他地區
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 比賽

簡介目錄
Product Code: MCP-7661

Global Social Gaming Market to Reach US$110.9 Billion by 2030

The global market for Social Gaming estimated at US$41.4 Billion in the year 2023, is expected to reach US$110.9 Billion by 2030, growing at a CAGR of 15.1% over the analysis period 2023-2030. Virtual Goods Revenues, one of the segments analyzed in the report, is expected to record a 14.5% CAGR and reach US$58.1 Billion by the end of the analysis period. Growth in the Advertising Revenues segment is estimated at 17.1% CAGR over the analysis period.

The U.S. Market is Estimated at US$10.7 Billion While China is Forecast to Grow at 19.6% CAGR

The Social Gaming market in the U.S. is estimated at US$10.7 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$28.3 Billion by the year 2030 trailing a CAGR of 19.6% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 10.3% and 12.5% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 11.3% CAGR.

Social Gaming- Key Trends and Drivers Summarized

Social gaming has significantly reshaped the digital entertainment landscape by embedding social tools directly into game mechanics, creating personalized and engaging experiences for players. Historically, gaming has always had a social component, from early video games played in living rooms to today's sophisticated multiplayer online games. In contemporary gaming, social interactions and community engagement have become critical, with players valuing the relationships and connections formed within the gaming environment. This trend reflects a shift from focusing solely on gameplay to emphasizing the social experiences that games facilitate. The inclusion of social features not only enhances the gaming experience but also fosters lasting bonds among players, often extending beyond the virtual world.

The expansion of social gaming is marked by the integration of various social elements that go beyond traditional gameplay. Games are evolving into metaverse environments, hosting non-gaming activities such as virtual concerts, fashion shows, and movie screenings, thus broadening the user base and attracting non-gamers. "Animal Crossing: New Horizons," released in April 2020, exemplifies this trend by providing a platform for virtual socialization, where players can hold virtual events like birthday parties and weddings. Such immersive social experiences highlight the game's role in facilitating real-world interactions within a digital space. Moreover, the advertising potential in social gaming is substantial, given the captive audience and diverse player demographics. Platforms like Facebook are increasingly incorporating tools for in-game advertising, expanding opportunities for product placements and targeted marketing within social games.

Several key drivers are propelling the growth of social gaming. Advancements in mobile technology, such as enhanced smartphone capabilities and faster internet speeds, enable more complex and engaging social gaming experiences. Cloud gaming platforms have revolutionized accessibility by allowing players to stream high-quality games on various devices without requiring high-end hardware. The integration of augmented reality (AR) and virtual reality (VR) technologies offers immersive social experiences that blend virtual and real-world interactions. Cross-platform play fosters inclusivity by enabling gamers on different devices to play together, while user-generated content encourages creativity and community building. The influence of game streaming and content creation platforms like Twitch and YouTube Gaming has increased the visibility and appeal of social gaming. Enhanced in-game communication tools and gamification elements further enrich the social aspect of gaming. Additionally, the rise of virtual economies and digital collectibles, such as non-fungible tokens (NFTs), motivates players to engage in social interactions to trade, collect, and showcase digital assets. Changing consumer preferences towards more interactive and immersive entertainment experiences drive the demand for social gaming, reflecting a broader shift towards community-oriented forms of entertainment.

Select Competitors (Total 136 Featured) -

  • Activision Blizzard, Inc.
  • Aeria Games GmbH
  • Behaviour Interactive, Inc.
  • Blizzard Entertainment, Inc.
  • DeNA Co., Ltd.
  • Electronic Arts, Inc.
  • Etermax
  • GREE, Inc.
  • Miniclip SA
  • Peak Games
  • Playtech plc
  • PopCap Games, Inc.
  • Pretty Simple
  • Social Point
  • Supercell
  • SYBO Game
  • Wooga GmbH
  • Zynga, Inc.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Social Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Increasing Popularity of Mobile Gaming Platforms
    • Rising Influence of Social Media on Gaming Trends
    • Technological Advancements in Augmented Reality (AR) and Virtual Reality (VR)
    • Growth of In-Game Advertising and Brand Collaborations
    • Expansion of Multiplayer and Social Interaction Features in Games
    • Impact of Cloud Gaming and Streaming Services on Social Gaming
    • Rising Investments in Social Gaming Startups and Development Studios
    • Development of Cross-Platform Gaming Capabilities
    • Government Regulations and Policies Affecting Social Gaming
    • Influence of Esports and Competitive Gaming on Social Gaming
    • Growth of Social Casino Games and Virtual Gambling
    • Role of Artificial Intelligence and Machine Learning in Enhancing Gaming Experience
    • Consumer Demand for Real-Time and Interactive Gaming Experiences
    • Emergence of Blockchain and Cryptocurrency in Social Gaming
    • Market Penetration of Gamification in Non-Gaming Applications
    • Development of Social Gaming Communities and User Engagement
    • Influence of Demographic Changes and User Preferences on Social Gaming
    • Challenges Related to Game Development and Maintenance
    • Impact of COVID-19 Pandemic on Social Gaming Market
    • Emerging Markets and Growth Opportunities in Developing Regions
    • Barriers to Entry and Market Challenges for New Entrants
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Social Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Social Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Virtual Goods by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Virtual Goods by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for Virtual Goods by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Lead Generation / Subscription by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Lead Generation / Subscription by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Lead Generation / Subscription by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Female by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 15: World Historic Review for Female by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: World 16-Year Perspective for Female by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Male by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Male by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: World 16-Year Perspective for Male by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 20: USA Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 21: USA Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: USA 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 23: USA Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 24: USA Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: USA 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 27: Canada Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: Canada 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 29: Canada Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 30: Canada Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: Canada 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • JAPAN
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 33: Japan Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: Japan 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 35: Japan Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 36: Japan Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: Japan 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • CHINA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 38: China Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 39: China Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: China 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 41: China Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: China Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: China 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • EUROPE
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 44: Europe Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 45: Europe Historic Review for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: Europe 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 47: Europe Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Europe Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Europe 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 50: Europe Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Europe Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Europe 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • FRANCE
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 53: France Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 54: France Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: France 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 56: France Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: France Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: France 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • GERMANY
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 59: Germany Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: Germany Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: Germany 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 62: Germany Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: Germany Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: Germany 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 65: Italy Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 66: Italy Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: Italy 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 68: Italy Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Italy Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Italy 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 71: UK Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 72: UK Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: UK 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 74: UK Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: UK Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: UK 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 77: Spain Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: Spain Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: Spain 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 80: Spain Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Spain Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Spain 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 83: Russia Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Russia Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Russia 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 86: Russia Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Russia Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Russia 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 89: Rest of Europe Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 90: Rest of Europe Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Rest of Europe 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: Rest of Europe Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: Rest of Europe 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 95: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 96: Asia-Pacific Historic Review for Social Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: Asia-Pacific 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Asia-Pacific Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Asia-Pacific 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 101: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Asia-Pacific Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Asia-Pacific 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 104: Australia Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: Australia Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: Australia 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 107: Australia Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Australia Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Australia 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • INDIA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 110: India Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: India Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: India 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 113: India Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 114: India Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 115: India 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 116: South Korea Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 117: South Korea Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 118: South Korea 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 119: South Korea Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 120: South Korea Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 121: South Korea 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 122: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 123: Rest of Asia-Pacific Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 124: Rest of Asia-Pacific 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 125: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 126: Rest of Asia-Pacific Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 127: Rest of Asia-Pacific 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 128: Latin America Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 129: Latin America Historic Review for Social Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 130: Latin America 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 131: Latin America Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 132: Latin America Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 133: Latin America 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 134: Latin America Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 135: Latin America Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 136: Latin America 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 137: Argentina Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 138: Argentina Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 139: Argentina 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 140: Argentina Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 141: Argentina Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 142: Argentina 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 143: Brazil Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 144: Brazil Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 145: Brazil 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 146: Brazil Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 147: Brazil Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 148: Brazil 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 149: Mexico Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 150: Mexico Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 151: Mexico 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 152: Mexico Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 153: Mexico Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 154: Mexico 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 155: Rest of Latin America Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 156: Rest of Latin America Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 157: Rest of Latin America 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 158: Rest of Latin America Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 159: Rest of Latin America Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 160: Rest of Latin America 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 161: Middle East Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 162: Middle East Historic Review for Social Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 163: Middle East 16-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 164: Middle East Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 165: Middle East Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 166: Middle East 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 167: Middle East Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 168: Middle East Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 169: Middle East 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 170: Iran Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 171: Iran Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 172: Iran 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 173: Iran Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 174: Iran Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 175: Iran 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 176: Israel Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 177: Israel Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 178: Israel 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 179: Israel Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 180: Israel Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 181: Israel 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 182: Saudi Arabia Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 183: Saudi Arabia Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 184: Saudi Arabia 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 185: Saudi Arabia Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 186: Saudi Arabia Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 187: Saudi Arabia 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 188: UAE Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 189: UAE Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 190: UAE 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 191: UAE Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 192: UAE Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 193: UAE 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 194: Rest of Middle East Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 195: Rest of Middle East Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 196: Rest of Middle East 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 197: Rest of Middle East Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 198: Rest of Middle East Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 199: Rest of Middle East 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030
  • AFRICA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 200: Africa Recent Past, Current & Future Analysis for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 201: Africa Historic Review for Social Gaming by Segment - Virtual Goods, Advertising and Lead Generation / Subscription Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 202: Africa 16-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Value Sales for Virtual Goods, Advertising and Lead Generation / Subscription for the Years 2014, 2024 & 2030
    • TABLE 203: Africa Recent Past, Current & Future Analysis for Social Gaming by Gender - Female and Male - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 204: Africa Historic Review for Social Gaming by Gender - Female and Male Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 205: Africa 16-Year Perspective for Social Gaming by Gender - Percentage Breakdown of Value Sales for Female and Male for the Years 2014, 2024 & 2030

IV. COMPETITION