Social Gaming Market — Revenue, Opportunity, Segment and Key Trends 201–2029
The rise in the population base accessing social media platforms is the key reason behind the growth of the global social gaming market, states the report. According to it, people spend majority of their online time on social gaming sites. Companies operating in the worldwide social gaming market are introducing several new games that can be accessed on the go in order to tap this opportunities.
Virtual goods, advertisements, and lead generation offers are the main revenue generation sources of the global social gaming market. Among these, the virtual goods segment is likely to report the fastest expansion at a CAGR of 15.20% over the forecast period, states the market study.
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By age group, the report classifies the global social gaming market into the brackets of 13 to18 years, 19 to 25 years, 26 to 35 years, 36 to 45 years, and people more than 46 years of age. The people of 19 to 25 years age group accounted for the biggest share in the global social gaming market in 2012.
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The segment will maintain its leading position over the forecast period, cites the report.Gender-wise, the worldwide social gaming market is segmented into male and female in this report. In 2012, the female-users’ segment of social gaming market accounted for 54% of the overall market, beating the male user’ segment by 8%, which accounted for 46% of the market.