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Global Social Gaming Market Status, Trends and COVID-19 Impact Report 2021

October 2021 | 115 pages | ID: G226D8447A68EN
BisReport Information Consulting CO., Ltd

US$ 2,350.00

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In the past few years, the Social Gaming market experienced a huge change under the
influence of COVID-19, the global market size of Social Gaming reached (2021 Market size
XXXX) million $ in 2021 from (2016 Market size XXXX) in 2016 with a CAGR of 15 from
2016-2021 is. As of now, the global COVID-19 Coronavirus Cases have exceeded 200
million, and the global epidemic has been basically under control, therefore, the World Bank
has estimated the global economic growth in 2021 and 2022. The World Bank predicts that
the global economic output is expected to expand 4 percent in 2021 while 3.8 percent in
2022. According to our research on Social Gaming market and global economic
environment, we forecast that the global market size of Social Gaming will reach (2026
Market size XXXX) million $ in 2026 with a CAGR of % from 2021-2026.

Due to the COVID-19 pandemic, according to World Bank statistics, global GDP has shrunk
by about 3.5% in 2020. Entering 2021, Economic activity in many countries has started to
recover and partially adapted to pandemic restrictions. The research and development of
vaccines has made breakthrough progress, and many governments have also issued various
policies to stimulate economic recovery, particularly in the United States, is likely to provide
a strong boost to economic activity but prospects for sustainable growth vary widely
between countries and sectors. Although the global economy is recovering from the great
depression caused by COVID-19, it will remain below pre-pandemic trends for a prolonged
period. The pandemic has exacerbated the risks associated with the decade-long wave of
global debt accumulation. It is also likely to steepen the long-expected slowdown in
potential growth over the next decade.

The world has entered the COVID-19 epidemic recovery period. In this complex economic
environment, we published the Global Social Gaming Market Status, Trends and COVID-19
Impact Report 2021, which provides a comprehensive analysis of the global Social Gaming
market , This Report covers the manufacturer data, including: sales volume, price, revenue,
gross margin, business distribution etc., these data help the consumer know about the
competitors better. This report also covers all the regions and countries of the world, which
shows the regional development status, including market size, volume and value, as well as
price data. Besides, the report also covers segment data, including: type wise, industry wise,
channel wise etc. all the data period is from 2015-2021E, this report also provide forecast
data from 2021-2026.

Section 1: 100 USD——Market Overview

Section (2 3): 1200 USD——Manufacturer Detail
Activision Blizzard
Electronic Arts
King Digital Entertainment
Supercell
Behaviour Interactive
Wooga
Zynga
Etermax
Peak Games
Tencent
TinyCo
Gameloft
CrowdStar
Aeria Games GmbH
DeNA Co., Ltd

Section 4: 900 USD——Region Segmentation
North America (United States, Canada, Mexico)
South America (Brazil, Argentina, Other)
Asia Pacific (China, Japan, India, Korea, Southeast Asia)
Europe (Germany, UK, France, Spain, Italy)
Middle East and Africa (Middle East, Africa)

Section (5 6 7): 700 USD——
Product Type Segmentation
Voice Social Gaming
Video Social Gaming

Application Segmentation
Male
Female

Channel (Direct Sales, Distribution Channel) Segmentation

Section 8: 500 USD——Market Forecast (2021-2026)

Section 9: 600 USD——Downstream Customers

Section 10: 200 USD——Raw Material and Manufacturing Cost

Section 11: 500 USD——Conclusion

Section 12: Research Method and Data Source
SECTION 1 SOCIAL GAMING MARKET OVERVIEW

1.1 Social Gaming Market Scope
1.2 COVID-19 Impact on Social Gaming Market
1.3 Global Social Gaming Market Status and Forecast Overview
  1.3.1 Global Social Gaming Market Status 2016-2021
  1.3.2 Global Social Gaming Market Forecast 2021-2026

SECTION 2 GLOBAL SOCIAL GAMING MARKET MANUFACTURER SHARE

2.1 Global Manufacturer Social Gaming Sales Volume
2.2 Global Manufacturer Social Gaming Business Revenue

SECTION 3 MANUFACTURER SOCIAL GAMING BUSINESS INTRODUCTION

3.1 Activision Blizzard Social Gaming Business Introduction
  3.1.1 Activision Blizzard Social Gaming Sales Volume, Price, Revenue and Gross margin 2016-2021
  3.1.2 Activision Blizzard Social Gaming Business Distribution by Region
  3.1.3 Activision Blizzard Interview Record
  3.1.4 Activision Blizzard Social Gaming Business Profile
  3.1.5 Activision Blizzard Social Gaming Product Specification
3.2 Electronic Arts Social Gaming Business Introduction
  3.2.1 Electronic Arts Social Gaming Sales Volume, Price, Revenue and Gross margin 2016-2021
  3.2.2 Electronic Arts Social Gaming Business Distribution by Region
  3.2.3 Interview Record
  3.2.4 Electronic Arts Social Gaming Business Overview
  3.2.5 Electronic Arts Social Gaming Product Specification
3.3 Manufacturer three Social Gaming Business Introduction
  3.3.1 Manufacturer three Social Gaming Sales Volume, Price, Revenue and Gross margin 2016-2021
  3.3.2 Manufacturer three Social Gaming Business Distribution by Region
  3.3.3 Interview Record
  3.3.4 Manufacturer three Social Gaming Business Overview
  3.3.5 Manufacturer three Social Gaming Product Specification

SECTION 4 GLOBAL SOCIAL GAMING MARKET SEGMENTATION (BY REGION)

4.1 North America Country
  4.1.1 United States Social Gaming Market Size and Price Analysis 2016-2021
  4.1.2 Canada Social Gaming Market Size and Price Analysis 2016-2021
  4.1.3 Mexico Social Gaming Market Size and Price Analysis 2016-2021
4.2 South America Country
  4.2.1 Brazil Social Gaming Market Size and Price Analysis 2016-2021
  4.2.2 Argentina Social Gaming Market Size and Price Analysis 2016-2021
4.3 Asia Pacific
  4.3.1 China Social Gaming Market Size and Price Analysis 2016-2021
  4.3.2 Japan Social Gaming Market Size and Price Analysis 2016-2021
  4.3.3 India Social Gaming Market Size and Price Analysis 2016-2021
  4.3.4 Korea Social Gaming Market Size and Price Analysis 2016-2021
  4.3.5 Southeast Asia Social Gaming Market Size and Price Analysis 2016-2021
4.4 Europe Country
  4.4.1 Germany Social Gaming Market Size and Price Analysis 2016-2021
  4.4.2 UK Social Gaming Market Size and Price Analysis 2016-2021
  4.4.3 France Social Gaming Market Size and Price Analysis 2016-2021
  4.4.4 Spain Social Gaming Market Size and Price Analysis 2016-2021
  4.4.5 Italy Social Gaming Market Size and Price Analysis 2016-2021
4.5 Middle East and Africa
  4.5.1 Africa Social Gaming Market Size and Price Analysis 2016-2021
  4.5.2 Middle East Social Gaming Market Size and Price Analysis 2016-2021
4.6 Global Social Gaming Market Segmentation (By Region) Analysis 2016-2021
4.7 Global Social Gaming Market Segmentation (By Region) Analysis

SECTION 5 GLOBAL SOCIAL GAMING MARKET SEGMENTATION (BY PRODUCT TYPE)

5.1 Product Introduction by Type
  5.1.1 Voice Social Gaming Product Introduction
  5.1.2 Video Social Gaming Product Introduction
5.2 Global Social Gaming Sales Volume by Video Social Gaming016-2021
5.3 Global Social Gaming Market Size by Video Social Gaming016-2021
5.4 Different Social Gaming Product Type Price 2016-2021
5.5 Global Social Gaming Market Segmentation (By Type) Analysis

SECTION 6 GLOBAL SOCIAL GAMING MARKET SEGMENTATION (BY APPLICATION)

6.1 Global Social Gaming Sales Volume by Application 2016-2021
6.2 Global Social Gaming Market Size by Application 2016-2021
6.2 Social Gaming Price in Different Application Field 2016-2021
6.3 Global Social Gaming Market Segmentation (By Application) Analysis

SECTION 7 GLOBAL SOCIAL GAMING MARKET SEGMENTATION (BY CHANNEL)

7.1 Global Social Gaming Market Segmentation (By Channel) Sales Volume and Share 2016-2021
7.2 Global Social Gaming Market Segmentation (By Channel) Analysis

SECTION 8 SOCIAL GAMING MARKET FORECAST 2021-2026

8.1 Social Gaming Segmentation Market Forecast 2021-2026 (By Region)
8.2 Social Gaming Segmentation Market Forecast 2021-2026 (By Type)
8.3 Social Gaming Segmentation Market Forecast 2021-2026 (By Application)
8.4 Social Gaming Segmentation Market Forecast 2021-2026 (By Channel)
8.5 Global Social Gaming Price Forecast

SECTION 9 SOCIAL GAMING APPLICATION AND CLIENT ANALYSIS

9.1 Male Customers
9.2 Female Customers

SECTION 10 SOCIAL GAMING MANUFACTURING COST OF ANALYSIS

11.0 Raw Material Cost Analysis
11.0 Labor Cost Analysis
11.0 Cost Overview

SECTION 11 CONCLUSION

SECTION 12 METHODOLOGY AND DATA SOURCE

CHART AND FIGURE

Figure Social Gaming Product Picture
Chart Global Social Gaming Market Size (with or without the impact of COVID-19)
Chart Global Social Gaming Sales Volume (Units) and Growth Rate 2016-2021
Chart Global Social Gaming Market Size (Million $) and Growth Rate 2016-2021
Chart Global Social Gaming Sales Volume (Units) and Growth Rate 2021-2026
Chart Global Social Gaming Market Size (Million $) and Growth Rate 2021-2026
Chart 2016-2021 Global Manufacturer Social Gaming Sales Volume (Units)
Chart 2016-2021 Global Manufacturer Social Gaming Sales Volume Share
Chart 2016-2021 Global Manufacturer Social Gaming Business Revenue (Million USD)
Chart 2016-2021 Global Manufacturer Social Gaming Business Revenue Share
Chart Activision Blizzard Social Gaming Sales Volume, Price, Revenue and Gross margin 2016-2021
Chart Activision Blizzard Social Gaming Business Distribution
Chart Activision Blizzard Interview Record (Partly)
Chart Activision Blizzard Social Gaming Business Profile
Table Activision Blizzard Social Gaming Product Specification
Chart Electronic Arts Social Gaming Sales Volume, Price, Revenue and Gross margin 2016-2021


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