What is Social-network Game Service?
A social community recreation additionally recognised as a social media game, a social video game, or an on line social sport it is described an on-line recreation that is performed via social media or social networks. The majority of them have multiplayer gaming elements. Browser video games have been the first model of social community games. As cell gaming grew in popularity, so did the games. While they share many traits with standard video games, social community video games often appoint more facets that distinguish them. Traditionally, they have been geared towards social and casual games.
The market study is broken down by Type (Casual, Adventure, Competitive and Others), by Application (Applications and Websites) and major geographies with country level break-up.
The global market is highly competitive and consists of a limited number of providers who compete with each other. The intense competition, changing consumer spending patterns, demographic trends, and frequent changes in consumer preferences pose significant opportunities for market growth. Analysts at AMA Research estimates that Players from United States will contribute to the maximum growth of Global Social-network Game Service market throughout the predicted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Pretty Simple (France), Blizzard Entertainment (United States), Wooga (Germany), DeNA (Japan), Supercell (Finland), King (United States), Playtech (United Kingdom), EA (United States), Peak Games (Turkey) and Arkadium (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Social Poin (Spain), GREE (China) and PopCap Studios (United States).
AdvanceMarketAnalytics has segmented the market of Global Social-network Game Service market by Type, Application and Region.
On the basis of geography, the market of Social-network Game Service has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Technology, the sub-segment i.e. Flash will boost the Social-network Game Service market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
In 2021, Playtech has launched its products with casino operator Holland Casino in the Netherlands. Playtech will become Holland Casino’s strategic technology supplier, giving the operator access to its multichannel technology. Playtech will offer its information management solution platform, sportsbook, casino, live casino and poker software across the Netherlands.
- Growing demand for smartphones and tablet PC
- Increasing trend of cloud gaming
- Growing e-commerce sector
- Restrictions on social networking sites
- High Competition among Established Players
Key Target AudienceDeveloper, Venture Capitalists, Government Bodies, Corporate Entities and Others
About ApproachTo evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have the better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand companys positioning regarding market value, volume and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc. and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.
Frequently Asked Questions (FAQ):
1. What all players are profiled in the study?
The standard version of the report profiles players such as Pretty Simple (France), Blizzard Entertainment (United States), Wooga (Germany), DeNA (Japan), Supercell (Finland), King (United States), Playtech (United Kingdom), EA (United States), Peak Games (Turkey) and Arkadium (United States) etc.
2. Can we have customized study for Social-network Game Service Market?
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
3. What would be the Market Size of Social-network Game Service Market by 2026?
Analysts at AMA estimates Social-network Game Service Market to reach USD Million by 2026.