デフォルト表紙
市場調査レポート
商品コード
1231724

ソーシャルゲーミングの世界市場

Social Gaming

出版日: | 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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ソーシャルゲーミングの世界市場
出版日: 2023年03月01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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本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
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  • 概要
  • 目次
概要

ソーシャルゲーミングの世界市場は2030年に1,109億米ドルに達する

COVID-19後の変化したビジネス環境において、2022年に373億米ドルと推定されるソーシャルゲーミングの世界市場は、2030年までに1109億米ドルの改定規模に達し、2022年から2030年にかけてCAGR 14.6%で成長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一つであるバーチャルグッズは、CAGR13.8%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。パンデミック後の回復を考慮し、広告分野の成長は、今後8年間のCAGRを17.4%に修正しました。

米国市場は102億米ドル、中国はCAGR20.8%で成長すると予測

米国のソーシャルゲーミング市場は、2022年に102億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、2022年から2030年にかけてのCAGRが20.8%となり、2030年には283億米ドルの市場規模に達すると予測されています。その他の注目すべき地域市場としては、日本とカナダがあり、2022年から2030年にかけてそれぞれ8.3%と11.9%の成長が予測されています。欧州では、ドイツがCAGR約9.9%で成長すると予測されています。

調査対象企業の例

  • 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 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

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
  • その他欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他アジア太平洋地域
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他ラテンアメリカ
  • 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
  • その他中東
  • アフリカ

第4章 競合

目次
Product Code: MCP-7661

What`s New for 2023?

»Special coverage on Russia-Ukraine war; global inflation; easing of "zero-Covid" policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.

»Global competitiveness and key competitor percentage market shares

» Market presence across multiple geographies - Strong/Active/Niche/Trivial

»Online interactive peer-to-peer collaborative bespoke updates

»Access to our digital archives and MarketGlass Research Platform

»Complimentary updates for one year

Looking Ahead to 2023

The global economy is at a critical crossroads with a number of interlocking challenges and crises running in parallel. The uncertainty around how Russia`s war on Ukraine will play out this year and the war`s role in creating global instability means that the trouble on the inflation front is not over yet. Food and fuel inflation will remain a persistent economic problem. Higher retail inflation will impact consumer confidence and spending. As governments combat inflation by raising interest rates, new job creation will slowdown and impact economic activity and growth. Lower capital expenditure is in the offing as companies go slow on investments, held back by inflation worries and weaker demand. With slower growth and high inflation, developed markets seem primed to enter into a recession. Fears of new COVID outbreaks and China's already uncertain post-pandemic path poses a real risk of the world experiencing more acute supply chain pain and manufacturing disruptions this year. Volatile financial markets, growing trade tensions, stricter regulatory environment and pressure to mainstream climate change into economic decisions will compound the complexity of challenges faced. Year 2023 is expected to be tough year for most markets, investors and consumers. Nevertheless, there is always opportunity for businesses and their leaders who can chart a path forward with resilience and adaptability.

Global Social Gaming Market to Reach $110.9 Billion by 2030

In the changed post COVID-19 business landscape, the global market for Social Gaming estimated at US$37.3 Billion in the year 2022, is projected to reach a revised size of US$110.9 Billion by 2030, growing at aCAGR of 14.6% over the period 2022-2030. Virtual Goods, one of the segments analyzed in the report, is projected to record 13.8% CAGR and reach US$58.1 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the Advertising segment is readjusted to a revised 17.4% CAGR for the next 8-year period.

The U.S. Market is Estimated at $10.2 Billion, While China is Forecast to Grow at 20.8% CAGR

The Social Gaming market in the U.S. is estimated at US$10.2 Billion in the year 2022. 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 20.8% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 8.3% and 11.9% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 9.9% CAGR.

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: The Next Stage of Video Game Evolution
    • Charting the Evolution of Video Games Over the Decades
    • Gaming Becomes Better When Played Together
    • Recent Market Activity
    • The Rise of Social Networking Provides the Foundation for the Development of Social Gaming
    • Facebook: The Leading Social Gaming Platform
    • Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry
    • Casual Revolution Underway in the Video Games Industry Primes Social Gaming Market for Growth
    • Social Gaming Psychographics: "Women Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality"
    • Adroit Integration of Viral Loops Drives the Value and Success of Social Games
    • Multiplayer Social Games Grow in Popularity
    • Social Gaming Emerges as the Next Frontier for Digital Advertising
    • Social Gambling Games Emerge into a Lucrative Game Genre in the Social Gaming Market
    • Tapping into the Spirit of Competitiveness and Risk Taking, Social Gambling Acquires a Wide Audience Base
    • Traditional Gambling Operators Eye Social Gambling Games as a Tool to Broaden the Horizon of Real Money Gambling
    • Social Gambling Games Remain Fairly Unregulated
    • Conclusions
    • High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Online Social Gaming
    • Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Online Social Gaming
    • Growing Use of Smartphones for Entertainment Drive the Popularity of Social Mobile Gaming
    • Smartphone Penetration to Support Growth in the Market
    • Social Gaming - Global Key Competitors Percentage Market Share in 2022 (E)
    • Wearable Social Platforms Make a Disruptive Entry into the Social Mobile Gaming Space
    • Will Social Gaming be impacted by the Ban & Restrictions Imposed on Social Media Services?
    • Regulatory Overview
    • Competition: A Review
    • Heavy Consolidation Activity in the Social Gaming Market
    • List of Social Gaming Companies Acquired During 2014-2016
    • Latency Issues Create Challenge to Online Social Gaming
    • Market Outlook
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
    • Impact of Covid-19 and a Looming Global Recession
  • 2. FOCUS ON SELECT PLAYERS
    • Aeria Games GmbH (Germany)
    • Activision Blizzard, Inc. (USA)
    • Blizzard Entertainment, Inc. (USA)
    • King Digital Entertainment plc (UK)
    • Behaviour Interactive, Inc. (Canada)
    • DeNA Co., Ltd. (Japan)
    • Electronic Arts, Inc. (USA)
    • PopCap Games, Inc. (USA)
    • Etermax (Argentina)
    • GREE, Inc. (Japan)
    • Miniclip SA (Switzerland)
    • Peak Games (Turkey)
    • Playtech plc (Isle of Man, UK)
    • Pretty Simple (France)
    • Social Point (Spain)
    • Supercell (Finland)
    • SYBO Games (Denmark)
    • Wooga GmbH (Germany)
    • Zynga, Inc. (USA)
  • 3. MARKET TRENDS & DRIVERS
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: 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 2022 through 2030 and % CAGR
    • TABLE 2: 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 2021 and % CAGR
    • TABLE 3: 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, 2023 & 2030
    • TABLE 4: 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 2022 through 2030 and % CAGR
    • TABLE 5: 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 2021 and % CAGR
    • TABLE 6: 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, 2023 & 2030
    • TABLE 7: 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 2022 through 2030 and % CAGR
    • TABLE 8: 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 2021 and % CAGR
    • TABLE 9: 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, 2023 & 2030
    • TABLE 10: 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 2022 through 2030 and % CAGR
    • TABLE 11: 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 2021 and % CAGR
    • TABLE 12: 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, 2023 & 2030
    • TABLE 13: 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 2022 through 2030 and % CAGR
    • TABLE 14: 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 2021 and % CAGR
    • TABLE 15: 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, 2023 & 2030
    • TABLE 16: 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 2022 through 2030 and % CAGR
    • TABLE 17: 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 2021 and % CAGR
    • TABLE 18: 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, 2023 & 2030
    • TABLE 19: World Social Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • JAPAN
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • CHINA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • EUROPE
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
    • TABLE 44: 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 2022 through 2030 and % CAGR
    • TABLE 45: 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 2021 and % CAGR
    • TABLE 46: 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, 2023 & 2030
    • TABLE 47: 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 2022 through 2030 and % CAGR
    • TABLE 48: 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 2021 and % CAGR
    • TABLE 49: 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • FRANCE
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • GERMANY
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • UNITED KINGDOM
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • ASIA-PACIFIC
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
    • TABLE 95: 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 2022 through 2030 and % CAGR
    • TABLE 96: 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 2021 and % CAGR
    • TABLE 97: 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, 2023 & 2030
    • TABLE 98: 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 2022 through 2030 and % CAGR
    • TABLE 99: 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 2021 and % CAGR
    • TABLE 100: 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • AUSTRALIA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • INDIA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • LATIN AMERICA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2023 (E)
    • TABLE 128: 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 2022 through 2030 and % CAGR
    • TABLE 129: 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 2021 and % CAGR
    • TABLE 130: 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, 2023 & 2030
    • TABLE 131: 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 2022 through 2030 and % CAGR
    • TABLE 132: 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 2021 and % CAGR
    • TABLE 133: 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • MIDDLE EAST
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2023 (E)
    • TABLE 161: 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 2022 through 2030 and % CAGR
    • TABLE 162: 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 2021 and % CAGR
    • TABLE 163: 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, 2023 & 2030
    • TABLE 164: 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 2022 through 2030 and % CAGR
    • TABLE 165: 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 2021 and % CAGR
    • TABLE 166: 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030
  • AFRICA
    • Social Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2023 (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 2022 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 2021 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, 2023 & 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 2022 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 2021 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, 2023 & 2030

IV. COMPETITION