Social Gaming Market Expected to Grow to $17.4 Billion by 2019

Submitted by Martin Anderson on Thu, 2014-05-15 at 16:14

social-gaming-market-expected-grow-17-billion-2019



A new report has just been released that suggests the social gaming market will reach an enormous $17.4 billion in the next five years. This dramatic increase in the amount that people are playing social games is down to the rate at which we have all adjusted to smartphones and tablet devices over the past few years. Nowadays people are rarely apart from their mobile devices which means that social gaming – along with many other mobile-oriented activities – have seen an unprecedented growth.

Social gaming now includes many gambling or gambling-style activities which make up a large part of the market. Many mergers and acquisitions have occurred as gambling companies bought up stakes in the social gaming industry, including the takeover of Playtika by Caesars Interactive Entertainment in 2011 for $90 million. Today virtually every online gambling company is in some way linked to a social gaming organisation or runs its own social Casino.

Over the next five years, as mobile technology continues to improve and we see an increase in take-up rate, the social gaming and social Casino market is expected to grow at a phenomenal rate of 16.1%. In 2012 the social gaming and social Casino market was valued at just $5.4 billion, meaning that in the space of just six or seven years it will have more than tripled in size.

The new report, released in May 2014, has found that currently over 200 million people enjoy social gaming online or on their mobiles, including those who play at social Casinos. That number will more than double by 2019, with the study reporting, “Today’s generation spend their time on Facebook, Twitter and MySpace among others to socialise with family and friends. During their time on the web, the users spend over 50 percent of their time on social games competing with friends and colleagues. Many of the game developers are now looking to tap the social media market and develop games for the social networking sites.”


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