Social Gaming Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029)

Social Gaming Market Report is Segmented by Game Type (Casual Games, Strategy Games, Simulation Games, Role-Playing Games (RPGs), Other Game Types), Platform (Mobile Devices (Smartphones, Tablets), PCs/Laptops, Consoles), Revenue Model (Advertisements, Virtual Goods, Lead Generation, Subscription Services, In-App Purchases), Age Group (13 To 18 Years. 19 To 25 Years, 26 To 35 Years, Above 35 Years), and Geography (North America, Europe, Asia Pacific, Latin America, Middle East and Africa). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.

Social Gaming Market Size

Social Gaming Market Summary
Study Period 2019 - 2029
Market Size (2024) USD 31.06 Billion
Market Size (2029) USD 61.88 Billion
CAGR (2024 - 2029) 14.78 %
Fastest Growing Market Asia Pacific
Largest Market North America
Market Concentration Low

Major Players

Social Gaming Market Major Players

*Disclaimer: Major Players sorted in no particular order

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Social Gaming Market Analysis

The Social Gaming Market size is estimated at USD 31.06 billion in 2024, and is expected to reach USD 61.88 billion by 2029, at a CAGR of 14.78% during the forecast period (2024-2029).

  • The social gaming market is experiencing robust growth, driven by the increasing popularity of mobile gaming, advancements in internet connectivity, and the rising integration of gaming with social media platforms. Social gaming refers to online games that incorporate social interactions among players, fostering engagement through features like multiplayer modes, chat functions, and virtual rewards. Key platforms include Facebook, Twitch, and YouTube, with each offering unique avenues for gaming experiences and monetization​.
  • North America and Asia-Pacific are the leading regions in this market. North America benefits from high internet penetration and advanced technological infrastructure, which enhance user engagement and the seamless operation of gaming platforms. In contrast, Asia-Pacific’s growth is fueled by the increasing affordability of smartphones and a rapidly expanding internet user base, making social gaming accessible to a broader audience​.
  • Revenue generation in social gaming primarily stems from advertisements, virtual goods, lead generation, and subscription services. Advertisements remain a dominant revenue stream, particularly as platforms capitalize on their vast user bases to attract advertisers. Meanwhile, virtual goods allow players to personalize and enhance their gaming experiences, contributing significantly to developers' earnings​.
  • The market is highly competitive, with major players such as Activision Blizzard, King Digital Entertainment, Zynga, and Behaviour Interactive leveraging partnerships, acquisitions, and innovative content strategies. Emerging technologies, including virtual reality and the metaverse, present exciting opportunities for further evolution in social gaming, driving user engagement and monetization opportunities.

Social Gaming Market Trends

Mobile Phones Witnesses Significant Growth For Social Gaming Platform

  • The video gaming landscape encompasses mobile, PC, and console platforms. Recent years have seen a rise in mobile game downloads and usage across all age groups, contributing to increased mobile gaming revenue. In 2024, Monopoly Go! emerged as one of the most popular mobile games, generating over USD 686 million in global revenue. The Chinese MOBA title Honor of Kings claimed the top spot as the highest-grossing mobile game of 2024.
  • The proliferation of smartphones and widespread internet access has propelled mobile-first gaming platforms to the forefront of the social gaming market. These platforms appeal to casual and social gamers by offering convenience and portability, allowing users to engage in gameplay at any time and location. Games like Candy Crush Saga, PUBG Mobile, and Among Us exemplify the broad appeal of mobile-first social games, often incorporating multiplayer features to boost user engagement. The user-friendly interfaces and quick gaming sessions attract a diverse audience, including non-traditional gamers.
  • Mobile-first platforms leverage social media integration, enabling users to easily share achievements, challenges, and invitations with their networks. This integration enhances player retention and facilitates organic growth through social interactions. Features such as real-time leaderboards and in-game chat further foster community engagement, making these platforms attractive to advertisers and brands targeting specific demographics. Consequently, advertising revenues from mobile-first games are experiencing rapid growth, constituting a significant portion of monetization strategies.
  • The business model of mobile-first social games primarily relies on microtransactions and freemium models, offering in-app purchases for virtual goods, upgrades, and premium features. This approach allows developers to maintain revenue streams while keeping core gameplay free, ensuring widespread accessibility. Furthermore, advancements in mobile hardware and cloud gaming technology have enabled enhanced graphics and smoother gameplay experiences, narrowing the gap between mobile and console-quality gaming.
  • Despite the substantial opportunities, mobile-first gaming platforms face challenges such as market saturation and the need for continuous innovation to maintain player interest. Developers must carefully balance monetization strategies with user experience to avoid alienating players. However, as the global smartphone user base continues to expand, mobile-first gaming is poised to dominate the social gaming market, driving both player engagement and revenue growth.
  • In September 2024, Electronic Arts (EA) entered the social gaming app market with the launch of its EA Sports app for iOS and Android, initially soft-launching in Spain. The company describes it as a "socially-driven app" featuring a discovery feed for news and highlights from users' favorite teams, interactive challenges playable during and after live games, and community "arenas." This move demonstrates the growing importance of social features in the gaming industry, even for established publishers of traditional sports games.
Social Gaming Market: Highest Grossing Mobile Games, in USD Million, Global

North America Accounts For The Major Share

  • North America leads the social gaming market, driven by advanced technology infrastructure, high smartphone adoption, and substantial disposable income. The region's strong gaming culture, particularly on mobile platforms, caters to diverse player preferences. Major social gaming companies like Zynga, Activision Blizzard, and Electronic Arts, headquartered in North America, leverage local resources and expertise to maintain global competitiveness.
  • The region's prominence is enhanced by the integration of social media and gaming platforms, with players increasingly sharing progress and engaging in multiplayer features. Platforms such as Facebook, Twitch, and YouTube Gaming have boosted user engagement, creating opportunities for in-game advertising and influencer promotions. These trends have attracted significant investments from established gaming companies and new entrants, driving sector growth.
  • North America's gaming landscape also benefits from a strong esports and live-streaming culture, complementing social gaming by fostering communities and building brand loyalty. With the advancement of technologies like 5G, augmented reality (AR), and cloud gaming, North America is positioned to maintain its leading role in the global social gaming market, influencing trends worldwide.
  • According to App Growing data, in 2023, in North America, puzzle games accounted for 15.6% of global mobile game ad volume, followed by casual games at 14.3%. These genres dominate the social gaming market in North America, where high smartphone penetration and strong social media integration drive engagement. The region's advanced advertising ecosystem amplifies the reach of puzzle and casual games, aligning with the preferences of its diverse gaming audience while contributing significantly to global trends in mobile and social gaming.
  • In November 2024, Samsung launched a free mobile gaming platform for its Galaxy devices in North America. The service, previously in beta testing, has been rebranded from Game Launcher to Samsung Gaming Hub. Games are accessible through Galaxy Store listings, Samsung Gaming Hub, or advertisements. The Galaxy Store, pre-installed on Samsung phones and tablets, serves as the runtime client. Samsung reports that during the beta phase, 50% of users who clicked on a mobile cloud game advertisement or listing proceeded to play the linked title.
Social Gaming Market: Market CAGR (%), By Region, Global

Social Gaming Industry Overview

The social gaming market is fragmented, with major players like Zynga Inc., Activision Blizzard Inc., Electronic Arts Inc., Supercell Oy, and GREE Inc. leading the charge. This fragmentation is driven by the diverse range of gaming preferences and the rise of mobile-first platforms, with developers focusing on casual, puzzle, and multiplayer games that integrate social features. The competition is intense, with companies differentiating themselves through innovative game designs, cross-platform compatibility, and strong community-building elements. As the market evolves, partnerships with social media platforms and advertising networks have become crucial for monetization and player engagement. The landscape is further shaped by the increasing importance of in-app purchases, virtual goods, and targeted advertising strategies.

Social Gaming Market Leaders

  1. Zynga Inc.

  2. Activision Blizzard, Inc.

  3. Electronic Arts Inc. (EA)

  4. Supercell Oy

  5. GREE, Inc.

*Disclaimer: Major Players sorted in no particular order

Social Gaming Market Concentration
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Social Gaming Market News

  • November 2024: Legendz Social Casino & Sportsbook officially announced its highly anticipated launch, bringing an unmatched social gaming experience to players in 43 states. Available in both English and Spanish, Legendz boasts a diverse selection of games, cutting-edge features, and a focus on prioritizing players. It aims to transform the realm of online social and sweepstakes gaming.
  • June 2024: Berlin-based social gaming company SLAY has secured USD 5 million in a seed funding round spearheaded by Accel, which recently invested in a French company, H. SLAY intends to channel the funding to develop an immersive social gaming platform. This platform aims to empower its highly engaged users and developers to craft their own content and delve deeper into the company's popular virtual pets game, Pengu.

Social Gaming Market Report - Table of Contents

  1. 1. INTRODUCTION

    1. 1.1 Study Assumptions and Market Definition

    2. 1.2 Scope of the Study

  2. 2. RESEARCH METHODOLOGY

  3. 3. EXECUTIVE SUMMARY

  4. 4. MARKET INSIGHTS

    1. 4.1 Market Overview

    2. 4.2 Porter's Five Forces Analysis

      1. 4.2.1 Bargaining Power of Suppliers

      2. 4.2.2 Bargaining Power of Consumers

      3. 4.2.3 Threat of New Entrants

      4. 4.2.4 Threat of Substitutes

      5. 4.2.5 Intensity of Competitive Rivalry

    3. 4.3 Analysis of Current Market Trends (Dominance of Advertisement Revenue Models, Rising Popularity of Casual and Multiplayer Games etc.)

  5. 5. MARKET DYNAMICS

    1. 5.1 Market Drivers

      1. 5.1.1 Increasing Smartphone Penetration and Internet Accessibility

      2. 5.1.2 Integration of Social Media and Gaming Platforms

    2. 5.2 Market Challenges

      1. 5.2.1 Data Privacy and Security Concern

  6. 6. MARKET SEGMENTATION

    1. 6.1 By Game Type

      1. 6.1.1 Casual Games

      2. 6.1.2 Strategy Games

      3. 6.1.3 Simulation Games

      4. 6.1.4 Role-Playing Games (RPGs)

      5. 6.1.5 Other Game Types

    2. 6.2 By Platform

      1. 6.2.1 Mobile Devices (Smartphones, Tablets)

      2. 6.2.2 PCs/Laptops

      3. 6.2.3 Consoles

    3. 6.3 By Revenue Model

      1. 6.3.1 Advertisements

      2. 6.3.2 Virtual Goods

      3. 6.3.3 Lead Generation

      4. 6.3.4 Subscription Services

      5. 6.3.5 In-App Purchases

    4. 6.4 By Age Group

      1. 6.4.1 13 to 18 Years

      2. 6.4.2 19 to 25 Years

      3. 6.4.3 26 to 35 Years

      4. 6.4.4 Above 35 Years

    5. 6.5 By Geography***

      1. 6.5.1 North America

      2. 6.5.2 Europe

      3. 6.5.3 Asia

      4. 6.5.4 Australia and New Zealand

      5. 6.5.5 Latin America

      6. 6.5.6 Middle East and Africa

  7. 7. COMPETITIVE LANDSCAPE

    1. 7.1 Company Profiles

      1. 7.1.1 Zynga Inc.

      2. 7.1.2 Activision Blizzard, Inc.

      3. 7.1.3 Electronic Arts Inc. (EA)

      4. 7.1.4 Supercell Oy

      5. 7.1.5 GREE, Inc.

      6. 7.1.6 King Digital Entertainment

      7. 7.1.7 Take-Two Interactive Software, Inc. (Socialpoint)

      8. 7.1.8 Miniclip SA

      9. 7.1.9 Wooga GmbH

      10. 7.1.10 Behaviour Interactive, Inc.

    2. *List Not Exhaustive
  8. 8. MARKET OPPORTUNITIES AND INVESTMENT ANALYSIS

  9. 9. FUTURE MARKET OUTLOOK

**Subject to Availability
***In the final report, Asia, Australia, and New Zealand will be studied together as 'Asia Pacific'
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Social Gaming Industry Segmentation

The social gaming market is experiencing rapid growth, driven by the widespread adoption of mobile devices and the increasing integration of social media platforms within games. With the growing influence of mobile devices and social media integration, the market is expected to expand globally, catering to diverse user demographics. Key opportunities lie in advertising revenue, in-app purchases, and partnerships with social media platforms, all of which fuel further market development and player engagement.

The Social Gaming Market is segmented by game type (casual games, strategy games, simulation games, role-playing games (RPGs), other game types), platform (mobile devices (smartphones, tablets), PCs/laptops, consoles), revenue model (advertisements, virtual goods, lead generation, subscription services, in-app purchases), age group (13 to 18 years. 19 to 25 years, 26 to 35 years, above 35 years), and geography (North America, Europe, Asia Pacific, Latin America, Middle East and Africa). The market sizes and forecasts are provided in terms of value (USD) for all the above segments.

By Game Type
Casual Games
Strategy Games
Simulation Games
Role-Playing Games (RPGs)
Other Game Types
By Platform
Mobile Devices (Smartphones, Tablets)
PCs/Laptops
Consoles
By Revenue Model
Advertisements
Virtual Goods
Lead Generation
Subscription Services
In-App Purchases
By Age Group
13 to 18 Years
19 to 25 Years
26 to 35 Years
Above 35 Years
By Geography***
North America
Europe
Asia
Australia and New Zealand
Latin America
Middle East and Africa
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Social Gaming Market Research FAQs

The Social Gaming Market size is expected to reach USD 31.06 billion in 2024 and grow at a CAGR of 14.78% to reach USD 61.88 billion by 2029.

In 2024, the Social Gaming Market size is expected to reach USD 31.06 billion.

Zynga Inc., Activision Blizzard, Inc., Electronic Arts Inc. (EA), Supercell Oy and GREE, Inc. are the major companies operating in the Social Gaming Market.

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2024-2029).

In 2024, the North America accounts for the largest market share in Social Gaming Market.

In 2023, the Social Gaming Market size was estimated at USD 26.47 billion. The report covers the Social Gaming Market historical market size for years: 2019, 2020, 2021, 2022 and 2023. The report also forecasts the Social Gaming Market size for years: 2024, 2025, 2026, 2027, 2028 and 2029.

Social Gaming Industry Report

Statistics for the 2024 Social Gaming market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Social Gaming analysis includes a market forecast outlook for 2024 to 2029 and historical overview. Get a sample of this industry analysis as a free report PDF download.

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Social Gaming Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029)