Social Gaming Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

The Social Gaming Market report segments the industry into By Game Type (Casual Games, Strategy Games, Simulation Games, Role-Playing Games (RPGs), Other Game Types), By Platform (Mobile Devices (Smartphones, Tablets), PCs/Laptops, Consoles), By Revenue Model (Advertisements, Virtual Goods, Lead Generation, Subscription Services, and more), By Age Group (13 to 18 Years, 19 to 25 Years, 26 to 35 Years, and more), and By Geography.

Social Gaming Market Size

Compare market size and growth of Social Gaming Market with other markets in Technology, Media and Telecom Industry

Social Gaming Market Analysis

The Social Gaming Market size is estimated at USD 35.65 billion in 2025, and is expected to reach USD 71.02 billion by 2030, at a CAGR of 14.78% during the forecast period (2025-2030).

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

Social Gaming Industry Overview

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

Social Gaming Market Leaders

  1. Zynga Inc.

  2. Activision Blizzard, Inc.

  3. Electronic Arts Inc. (EA)

  4. Supercell Oy

  5. GREE, Inc.

  6. *Disclaimer: Major Players sorted in no particular order
Need More Details on Market Players and Competitors?
Download PDF

Social Gaming Market News

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

Social Gaming Market Report - Table of Contents

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitutes
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Analysis of Current Market Trends (Dominance of Advertisement Revenue Models, Rising Popularity of Casual and Multiplayer Games etc.)

5. MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increasing Smartphone Penetration and Internet Accessibility
    • 5.1.2 Integration of Social Media and Gaming Platforms
  • 5.2 Market Challenges
    • 5.2.1 Data Privacy and Security Concern

6. MARKET SEGMENTATION

  • 6.1 By Game Type
    • 6.1.1 Casual Games
    • 6.1.2 Strategy Games
    • 6.1.3 Simulation Games
    • 6.1.4 Role-Playing Games (RPGs)
    • 6.1.5 Other Game Types
  • 6.2 By Platform
    • 6.2.1 Mobile Devices (Smartphones, Tablets)
    • 6.2.2 PCs/Laptops
    • 6.2.3 Consoles
  • 6.3 By Revenue Model
    • 6.3.1 Advertisements
    • 6.3.2 Virtual Goods
    • 6.3.3 Lead Generation
    • 6.3.4 Subscription Services
    • 6.3.5 In-App Purchases
  • 6.4 By Age Group
    • 6.4.1 13 to 18 Years
    • 6.4.2 19 to 25 Years
    • 6.4.3 26 to 35 Years
    • 6.4.4 Above 35 Years
  • 6.5 By Geography***
    • 6.5.1 North America
    • 6.5.2 Europe
    • 6.5.3 Asia
    • 6.5.4 Australia and New Zealand
    • 6.5.5 Latin America
    • 6.5.6 Middle East and Africa

7. COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Zynga Inc.
    • 7.1.2 Activision Blizzard, Inc.
    • 7.1.3 Electronic Arts Inc. (EA)
    • 7.1.4 Supercell Oy
    • 7.1.5 GREE, Inc.
    • 7.1.6 King Digital Entertainment
    • 7.1.7 Take-Two Interactive Software, Inc. (Socialpoint)
    • 7.1.8 Miniclip SA
    • 7.1.9 Wooga GmbH
    • 7.1.10 Behaviour Interactive, Inc.
  • *List Not Exhaustive

8. MARKET OPPORTUNITIES AND INVESTMENT ANALYSIS

9. FUTURE MARKET OUTLOOK

**Subject to Availability
***In the final report, Asia, Australia, and New Zealand will be studied together as 'Asia Pacific'
You Can Purchase Parts Of This Report. Check Out Prices For Specific Sections
Get Price Break-up Now

Social Gaming Industry Segmentation

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

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

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

Social Gaming Market Research FAQs

How big is the Social Gaming Market?

The Social Gaming Market size is expected to reach USD 35.65 billion in 2025 and grow at a CAGR of 14.78% to reach USD 71.02 billion by 2030.

What is the current Social Gaming Market size?

In 2025, the Social Gaming Market size is expected to reach USD 35.65 billion.

Who are the key players in Social Gaming Market?

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

Which is the fastest growing region in Social Gaming Market?

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Social Gaming Market?

In 2025, the North America accounts for the largest market share in Social Gaming Market.

What years does this Social Gaming Market cover, and what was the market size in 2024?

In 2024, the Social Gaming Market size was estimated at USD 30.38 billion. The report covers the Social Gaming Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Social Gaming Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

Social Gaming Industry Report

Statistics for the 2025 Social Gaming market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Social Gaming analysis includes a market forecast outlook for 2025 to 2030 and historical overview. Get a sample of this industry analysis as a free report PDF download.