Albany, NY, Feb. 16, 2015 (GLOBE NEWSWIRE) -- Transparency Market Research, a U.S.-based market research and intelligence firm, announces the release of a new research document. The market study report, titled 'Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2013 - 2019', analyzes data about the social gaming market and makes forecasts for the period from 2013 to 2019.

The social gaming market is expected to ride the boom in smartphone sales to post strong figures through the forecast period. Valued at US$5.40 billion in 2012, the market is expected to reach US$17.40 billion by 2019, growing at a robust CAGR of 16.1%.

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The research report collates market data with the help of Porter's Five Forces analysis, value chain analysis, market attractiveness analysis, and market share analysis. This helps present a clear picture of the competitive landscape in the worldwide social gaming market.

The category of social gaming is a relatively new entrant in the world of gaming. Previously dominated comfortably by console-based and computer-based video games, the proliferation of social media in the 2000s has helped the social gaming market massively. The increasing ubiquity of smartphones, encouraging the use of various social media, has given the social gaming market an all-important boost. This has driven gaming away from expensive devices that are out of reach of the typical consumer and have given them an ever-growing niche in devices owned by an overwhelming majority of the global population.

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"The growth of the smartphone and tablet market will become an increasingly influential factor in the development of the social gaming market in the forecast period, since video game developers will target their products at consumers looking to play video games on the go," a TMR analyst explained.

This is the prime drive for the social gaming market, with the increasing prevalence of internet-enabled smartphones expected to propel social gaming. The ease of installation and accessibility of social games is a major advantage over traditional games. Furthermore, most social games are free to join, which also helps them get more users than traditional games. The only major restraint threatening the growth of the social gaming market is the ban or restrictions on social media in many countries. However, the high volume in countries where social media are allowed is expected to make up for the deficit due to bans.

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Cloud gaming is a strong emergent trend in the social gaming market and presents myriad opportunities.

The social gaming market is divided on the basis of gender, the source of revenue for game makers, age demographics, and geographical distribution of the market around the world.

Advertisements, lead generation offers, and game-related virtual goods are the three revenue sources for free-to-enter social games; the latter is expected to be the fastest growing category in the forecast period, growing at a CAGR of 15.2%. According to age, the following five categories are formed: 13-18, 19-25, 26-35, 36-45, and 45+;among these, the group aging 19-25 years was the largest consumer of social games in 2012. According to geography, the social gaming market is divided into North America, Europe, Asia Pacific, and Rest of the World; Asia Pacific has the largest consumer base, thanks to the rapid development of populous economies such as China, India, Japan, South Korea, Indonesia, etc.

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The report also profiles major players in the global social gaming market, in order to give a complete understanding of the competitive landscape. Zynga, Inc., is the global leader in social gaming, along with sports game giant Electronic Arts, RockYou, Social Point, Wooga GmbH, Tencent Holdings Ltd., CrowdStar, etc.

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