デフォルト表紙
市場調査レポート
商品コード
1513844

ソーシャルゲームの世界市場

Social Gaming


出版日
ページ情報
英文 322 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=145.63円
ソーシャルゲームの世界市場
出版日: 2024年07月17日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 322 Pages
納期: 即日から翌営業日
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概要

ソーシャルゲームの世界市場は2030年までに1,109億米ドルに達する見込み

2023年に414億米ドルと推定されるソーシャルゲームの世界市場は、2023~2030年にかけて15.1%のCAGRで成長し、2030年には1,109億米ドルに達すると予測されます。本レポートで分析したセグメントの1つである仮想商品収益は、CAGR 14.5%を記録し、分析期間終了時には581億米ドルに達すると予測されます。広告収益分析セグメントの成長率は、分析期間中CAGR 17.1%と推定されます。

米国市場は推定107億米ドル、中国はCAGR19.6%で成長予測

米国のソーシャルゲーム市場は2023年に107億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに283億米ドルの市場規模に達すると予測され、分析期間2023~2030年のCAGRは19.6%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ10.3%と12.5%と予測されています。欧州では、ドイツがCAGR 11.3%で成長すると予測されています。

ソーシャルゲーム-主要動向と促進要因のまとめ

ソーシャルゲームは、ソーシャルツールをゲームの仕組みに直接組み込み、参入企業にパーソナライズされた魅力的な体験を提供することで、デジタルエンターテインメントの展望を大きく変えてきました。リビングルームでプレイする初期のビデオゲームから、今日の洗練されたマルチ参入企業オンラインゲームに至るまで、歴史的にゲームは常に社会的な要素を持っていました。現代のゲームでは、ソーシャル・インタラクションやコミュニティへの参加が重要となっており、参入企業はゲーム環境内で形成される人間関係やつながりを重視しています。この動向は、ゲームプレイのみを重視する傾向から、ゲームが促進する社会体験を重視する傾向への変化を反映しています。ソーシャル機能の搭載は、ゲーム体験を向上させるだけでなく、参入企業間の永続的な絆を育み、多くの場合、仮想世界を超えて広がっていきます。

ソーシャルゲームの拡大は、従来のゲームプレイを超えた様々なソーシャル要素の統合によって特徴付けられます。ゲームはメタバース環境へと進化し、バーチャルコンサート、ファッションショー、映画上映会など、ゲーム以外のアクティビティを主催することで、ユーザー層を広げ、非ゲーマーを惹きつけています。「どうぶつの森2020年4月にリリースされた「New Horizons」は、誕生日パーティーや結婚式のようなバーチャルイベントを開催できるバーチャルソーシャライゼーションのプラットフォームを提供することで、この動向を例証しています。このような没入感のある社会体験は、デジタル空間の中で現実世界の交流を促進するというゲームの役割を際立たせています。さらに、ソーシャルゲームの広告の可能性は、多くの観客と多様な参入企業の属性を考えれば、相当なものです。フェイスブックのようなプラットフォームは、ゲーム内広告のためのツールをどんどん取り入れており、ソーシャルゲーム内でのプロダクトプレースメントや対象・マーケティングの機会を広げています。

ソーシャルゲームの成長を後押ししている主要要因はいくつかあります。スマートフォンの機能強化やインターネットの高速化など、モバイル技術の進歩は、より複雑で魅力的なソーシャルゲーム体験を可能にしています。クラウドゲームプラットフォームは、ハイエンドのハードウェアを必要とせず、様々なデバイスで高品質のゲームをストリーミングできるようにし、アクセシビリティに革命をもたらしました。拡大現実(AR)と仮想現実(VR)技術の統合は、バーチャルと現実世界の相互作用を融合させた没入型の社会体験を記載しています。クロスプラットフォームプレイは、異なるデバイスのゲーマーが一緒にプレイできるようにすることで、包括性を促進し、ユーザー生成コンテンツは、創造性とコミュニティの構築を促進します。TwitchやYouTube Gamingのようなゲームストリーミングやコンテンツ制作プラットフォームの影響力は、ソーシャルゲームの知名度と魅力を高めています。ゲーム内コミュニケーションツールの充実やゲーミフィケーションの要素は、ゲームの社会的側面をさらに豊かにしています。さらに、仮想経済や非代替性トークン(NFT)などのデジタル収集物の台頭は、デジタル資産を取引、収集、展示するための社会的交流に参入企業を駆り立てる。よりインタラクティブで没入感のあるエンターテイメント体験への消費者の嗜好の変化は、コミュニティ指向のエンターテイメント形態への幅広いシフトを反映し、ソーシャルゲームの需要を促進しています。

調査対象企業の例(全136件)

  • 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.

目次

第1章 調査手法

第2章 エグゼクティブ概要

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の展望

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他の欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他のアジア太平洋
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他のラテンアメリカ
  • 中東
  • イラン
  • イスラエル
  • サウジアラビア
  • アラブ首長国連邦
  • その他の中東
  • アフリカ

第4章 競合

目次
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