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Global Social Gaming Market Is Estimated To Value Over USD 57.44 Bn In Terms Of Value By The End Of 2027

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Global Online Casino Market Report 2021-2027: Easy Access, Cultural Approval, Legalization and Celebrity Endorsements Driving Growth
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The Global Social Gaming Marketwas valued at US$ 17.40 billion in 2019, witnessing a CAGR of 16.1% during the forecast period (2019-2027), as highlighted in a report published by Coherent Market Insights.

Rapid growth in the number of internet subscribers is expected to boost the global social gaming market growth over the forecast period

The number of internet subscribers globally has increased massively over the years, in both developed and emerging economies. According to the Internet World Stats, there were over 4 billioninternet users across the globe as of June 2020, with a 62% increase in penetration. Internet is available in schools, offices, colleges, and leisure places such as restaurants and malls. Furthermore, access to social networking sites through the internet has made users cling to games, which have helpedthem engage socially. With the advancement in technology from 2G to 3G and now 4G internet services, the gaming industry is expected to reap the benefits of the growing internet subscribers. The 3G network enables the transfer of information at the rate of at least 200kbit/s, enhancing the gaming experience. Therefore, these factors are expected to propel the global social gaming market growth over the forecast period.

Market Opportunity

Research and development activities amongmarket players can pose significant market opportunities in the global social gaming market

Key companies are focused on research anddevelopment activities, to enhance the market presence. For instance, in May 2013, Zynga Inc. launched Running with Friends, a 3D action, high-speed arcade game, for the global audience on iPad, iPhone, and iPod touch. In July 2013, CrowdStar launched COVET Fashion, a fashion game for iPads and iPhones. Thegame incorporates seasonal designs with real-life clothing items and virtual outfit challenges.

Market Restraint

Ban on social networking sites is expected to hinder the global social gaming market growth over the forecast period

Online games such as FarmVille, Texas Hold’em poker, candy crush, and the criminal case are largely played on social networking sites such as Facebook, MySpace, and Google+. The ban on social networking sites such as Facebook, MySpace, and Twitter has caused huge losses to the market. Many Islamic countries such as Iran, Pakistan, and Indonesiahave forbidden the use of social networking sites. This is considered a taboo in the Middle East countries as well. They have blocked such sites primarily for security reasons. Therefore, these factors are expected to hamper the global social gaming market growth over the forecast period.

Market Trends

Collaboration and partnership activities among market players

Key players in the market are focused on collaboration and partnership activities, to enhance the market presence and gain a competitive edge in the market. For instance, in December 2012, Kingpartnered with Turkish Pepsi. According to the agreement, the Bubble SwitchSaga title will be printed on the cans as part of the marketing strategy along with codes that unlock credits. In November 2012, CrowdStar partnered with Tencent Holdings Ltd. to launch Top Girl, its popular game, in the world’s most populous nation, China.

Mergers and acquisitions among key mattercompanies

Major companies involved are focused on merger and acquisition activities, to expand their market strength. For instance, in December 2011, Electronic Arts Inc. acquired KlickNation, a company that develops role-playing games on Facebook for free. Furthermore, in July 2011, Electronic Arts acquired PopCap Games Inc., a company that developed popular games such as Bejeweled and Plants vs. Zombies. Electronic Arts, Inc. expects to increase its presence in casual and mobile gaming through this deal.

Competitive Section

Major companies operating in the global social gaming market are Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.

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BOLD NEW IN-GAME AD PLATFORM REVEALED BY PLAYSTACK

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Leading videogame publisher Playstack today proudly announces the launch of its innovative new advertising technology for developers – the ‘Interact’ SDK – which offers real world redeemables that reward players for interacting with (rather than being interrupted by) in-game advertisements.

Advertising plays an increasingly important role in game monetisation, however Playstack believes there can be better, less interruptive ways of integrating ads.

Interact has been designed to offer developers a new way to monetise whilst making gaming sessions more immersive and rewarding; seamlessly integrating brands into games. This lightweight, easy to integrate SDK gives developers three new advertising alternatives; virtual display advertising, full level takeovers and real world rewards. Developers get engagement and revenue, brands get new customers and players get free stuff.

The Interact technology also gives developers a free, powerful and integrated way to cross promote their own games and apps; allowing them to engage even more with their ever growing audiences.

“Serving ads to gamers has increasingly become like the Wild West. Players are seeing ads interrupt their mobile gaming experience, causing people to skip them, ignore them, or even churn from the game completely. We intend to change that,” said Harvey Elliott, CEO of Playstack. “Our ethos compels us to search out better ways to serve both developers and players – so we’re thrilled to launch Interact as a serious alternative for integrating advertising into games.”

The brand partnership team at Playstack have years of experience and an intuitive understanding of how to integrate brands into games from their work with Playstack’s own portfolio of games. They know how to deliver a branded in-game experience which delights and rewards players and generates real campaign value for brands. Through Interact they are bringing this network of partners and campaign know-how to games developers worldwide.

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NASR Esports takes Global Esports Tour 2021 Dubai title in undefeated run

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United Arab Emirates-based team NASR Esports lifted the Global Esports Tour 2021 Dubai title in style, winning the Counter-Strike: Global Offensive tournament in an undefeated run on November 27.

The team beat Doomsday 2-0 in the semi-finals in a best-of-three tie, before whitewashing Triple 6 3-0 in the best-of-five grand final to win the US$8,000 pay cheque.

The runners-up took home US$4,000 while Doomsday and Level E-sports won US$1,500 for making it to the final four.

They came through a field of 30 teams that took part in the open qualifiers, all vying for a spot at next year’s Global Esports Tour Dubai.

NASR Esports’ victory will assure them a spot at the event in March, where they will compete against the world’s best professional CS:GO teams for a total prize pool of US$250,000.

The Dubai event wraps up the 2021 season of the Global Esports Tour, following successful stops in Los Angeles and Riyadh. Next up on the GEF calendar is the inaugural edition of its flagship event: the Global Esports Games held from December 17-19 in Singapore.

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Crypto gambling wins the market: BGaming gathered Q3 iGaming trends

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Over the past several months, the BGaming expert team has continued to analyze current trends within the gaming industry to determine the latest and most influential changes to the market. What cryptocurrency has shown the most significant growth across Q3, and which BGaming title has become the most fast-growing slot in the portfolio? BGaming has gathered a few interesting facts below.  

Mobile gaming keeps leading position. According to our company’s statistics, mobile gaming has far and away remained the most popular method of gaming, exceeding gaming on both a tablet and a computer. As a matter of fact, almost 95% of our players choose to play our games on their mobile devices, as opposed to nearly 3% and 2% for computers and tablets, respectively. 

The share of the young adult audience is growing. BGaming team has seen an increase in our young adult audience by almost 6% over the past year. In the current climate, young adults are spending more and more time at home looking for new forms of entertainment. Following that trend, iGaming providers track the most popular demands of this new generation, creating and adapting new games and products to meet the needs of this growing market. 

“When composing the road map of our games, we always rely on the analytics that our team collects. Of course, we strive to meet the needs of different generations, but it is important to be flexible and notice any changes in the market on time. So, for example, we see that the demand for exclusive products is growing. The audience wants to see unique games created according to their requests. And this is what we are working on, producing Brand Exclusive games for operators,” noted Marina Ostrovtsova, Executive Director at BGaming.

Crypto gambling wins the market. This year has seen an explosion in the popularity of cryptocurrency across every aspect of life. As digital money becomes more normalized, there has been a surge in their use across all igaming products. Of course, Bitcoin continues to be the most popular form of crypto; however, Litecoin has shown the most remarkable rise in popularity across Q3, increasing by 49%. In addition, Tether expanded in favor this year. BGaming team calculated a 108% increase in its use across brand’s titles in Q3.

Being the world’s first iGaming provider to offer cryptocurrencies, we draw particular attention to crypto gambling. BGaming widens its network of crypto projects and we see the results. The number of explosive winnings on crypto projects has significantly rised over the past few months,” highlighted Bogdan Gres, Brand Team Lead at BGaming.   

Aloha King Elvis is the fastest growing BGaming slot of 2021. BGaming has already released 11 games in the past year, including WBC Ring of Riches, Lucky Dama Muerta, and Dig Dig Digger slots. Released in Q3, the sequel to the immensely popular game Elvis Frog in Vegas, Aloha King Elvis, has almost caught up in popularity and shows the fastest growth among other BGaming titles. The game inspired by the talent and magnetism of Rock-n-Roll King shares includes three types of Jackpot and two types of Free spin rounds that make slot especially attractive to players. 

“We wanted to continue the story of cue Elvis which has already become a symbol of BGaming. The game met our expectations. Moreover, new features such as Buy Bonus and Chance 2.5 added in October also stimulated popularity growth,further noted Bogdan Gres, Brand Team Lead at BGaming. 

BGaming is a fast-growing game provider converting gambling into gaming. Thanks to an expert team and a player-driven approach, the studio creates innovative and engaging products featured on reputable platforms and 550+ online casinos worldwide. BGaming is the world’s first to support cryptocurrencies and offer Provably Fair games. Today the brand’s portfolio includes 70+ products with HD graphics and a clear user interface for every device.

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