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Global Social Gaming Markets Strategic Business Report 2018-2024: Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry

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Global Social Gaming Markets Strategic Business Report 2018-2024: Casual Games & Social GamesReading Time: 3 minutes

Dublin, June 18, 2018  — The “Social Gaming – Global Strategic Business Report” report has been added to ResearchAndMarkets.com’s offering.

The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2016 through 2024. Also, a five-year historic analysis is provided for these markets. This report analyzes the worldwide markets for Social Gaming in US$ Million.

The report profiles 92 companies including many key and niche players such as: 

  • Aeria Games GmbH (Germany)
  • Activision Blizzard, Inc. (USA)
  • Blizzard Entertainment, Inc. (USA)
  • King Digital Entertainment plc (UK)
  • Behaviour Interactive, Inc. (Canada)
  • DeNA Co., Ltd. (Japan)
  • Electronic Arts, Inc. (USA)
  • PopCap Games, Inc. (USA)
  • Etermax (Argentina)
  • GREE, Inc. (Japan)
  • Miniclip SA (Switzerland)
  • Peak Games (Turkey)
  • Playtech plc (Isle of Man, UK)
  • Pretty Simple (France)
  • Social Point (Spain)
  • Supercell (Finland)
  • SYBO Games (Denmark)
  • Wooga GmbH (Germany)
  • Zynga, Inc. (USA)

Key Topics Covered:

1. INDUSTRY OVERVIEW
Social Gaming: The Next Stage of Video Game Evolution
Charting the Evolution of Video Games Over the Decades
Gaming Becomes Better When Played Together
The Rise of Social Networking Provides the Foundation for the Development of Social Gaming
Facebook: The Leading Social Gaming Platform
Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry
Casual Revolution Underway in the Video Games Industry Primes Social Gaming Market for Growth
Social Gaming Psychographics: Women Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality
Adroit Integration of Viral Loops Drives the Value and Success of Social Games
Multiplayer Social Games Grow in Popularity
Social Gaming Emerges as the Next Frontier for Digital Advertising
Social Gambling Games Emerge into a Lucrative Game Genre in the Social Gaming Market
Tapping into the Spirit of Competitiveness and Risk Taking, Social Gambling Acquires a Wide Audience Base
Traditional Gambling Operators Eye Social Gambling Games as a Tool to Broaden the Horizon of Real Money Gambling
Social Gambling Games Remain Fairly Unregulated
Conclusions
High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Online Social Gaming
Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Online Social Gaming
Growing Use of Smartphones for Entertainment Drive the Popularity of Social Mobile Gaming
Smartphone Penetration to Support Growth in the Market
Wearable Social Platforms Make a Disruptive Entry into the Social Mobile Gaming Space
Will Social Gaming be impacted by the Ban & Restrictions Imposed on Social Media Services?
Regulatory Overview
Competition: A Review
Heavy Consolidation Activity in the Social Gaming Market
Latency Issues Create Challenge to Online Social Gaming
Market Outlook

2. CONCEPTUAL OVERVIEW

3. RECENT INDUSTRY ACTIVITY
Netmarble to Take Over Vancouver Gaming Studio of Kabam
MTG Acquires Stake in InnoGames
Delta Acquires Gauss Networks
Zhongji Holding Acquires Jagex
Penn National Gaming Takes Over Rocket Games
Caesars Sells Playtika to Shanghai Giant Network Technology
gamigo Takes Over highdigit
Playtech Acquires Funtactix
Youzu Interactive to Acquire Bigpoint
Keywords Studios Takes Over Ankama Asia
Delaware North Takes Over Ruby Seven Studios
Activision Blizzar Takes Over King Digital Entertainment
Pocket Games Acquires Viximo
FastForward Acquires Minority Stake in Moon Active
Yggdrasil Gaming Forms Partnership with VoodooDreams.com
Improbable Partners with Google
Sterling Partners with VLeague
WTP Partners with Ourgame International
PokerStars Introduces New Social Casino Game
Playtech Introduces Virtual Tennis Game
Aeria Games Inks Partnership with Neowiz Games
Finnplay Inks Agreement with Las Vegas Casino
Imperus Acquires Akamon
Zynga Acquires Rising Tide
Stride Gaming Takes Over InfiApps
Gaming Realms Takes Over Slingo from RealNetworks
AGS Acquires RocketPlay
GNS Takes Over Idle Gaming
Tencent Acquires Miniclip
Imperus Takes Over Diwip
NYX Gaming Group Inks Agreement with 888 Holdings
BitRush Inks Joint Venture Agreement with Airwin
Blue Crystal Labs Launches New Skill-based Slot Machine Game
Amaya Forays into Regulated Online Gaming Market in the US
Blizzard Extends Online Gaming Partnership with NetEase
Ruby Seven Studios Forms Strategic Partnership with Delaware North Companies
Playphone Inks Distribution Agreement with Cyanogen
Scientific Games Signs Agreement with Fantasy Springs Resort Casino
Viber Unveils New Social Games

4. FOCUS ON SELECT GLOBAL PLAYERS

5. GLOBAL MARKET PERSPECTIVE

Total Companies Profiled: 92 (including Divisions/Subsidiaries 99)

  • The United States (40)
  • Canada (5)
  • Japan (6)
  • Europe (32)
    • France (4)
    • Germany (6)
    • The United Kingdom (4)
    • Spain (1)
  • Rest of Europe (17)
  • Asia-Pacific (Excluding Japan) (15)
  • Latin America (1)

 

For more information about this report click here!


Source: Press Releases Published on European Gaming Media Network

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline

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GamCare’s National Gambling Helpline received a record 55,228 calls and online chats from people experiencing gambling harm in 2023-24 – a 25% increase from the previous year – according to the charity’s Annual Report.

In a year marked by uncertainty over the future shape and structure of the gambling harms treatment sector following the previous government’s white paper on gambling reform, the charity continued to prioritise those at-risk of, or currently experiencing, gambling harm.

Of all calls and online chats that were responded to on GamCare’s Helpline in 2023/24, 41,070 (74%) were classed as supportive interventions. This includes supporting people with initial guidance and advice as well as delivering a seamless entry point into structured treatment services, with individuals completing treatment reporting a significant reduction in gambling-related distress and financial harm.

In March 2024, the Office for Health Improvement and Disparities published an assessment of the gambling treatment system, highlighting that 57% of individuals engaging in treatment were referred by the National Gambling Helpline. This underscores the Helpline’s critical role in connecting people to the support they need. Over 9,100 free treatment sessions were delivered in the year to April 2024, with an average of just 2.1 days’ wait from point of referral.

GamCare’s targeted programmes aimed at young people, women, and the criminal justice system provided training on how to spot the signs of harms and where to signpost into support for 10,344 professionals, and education for 53,324 young people, children and parents. The Women’s Programme, in partnership with organisations such as Refuge, trained 3,813 professionals to recognise and address gambling-related harm among women.

Margot Daly, Executive Chair of GamCare’s Board, says: “Throughout a challenging year and with heightened demand for our services, GamCare’s staff have got on with the job of preventing harm where possible and treating harm where necessary. While we expect important changes in the gambling harms landscape, we have been determined not to let this uncertainty affect our relentless focus on the people who really matter – those at-risk of or currently experiencing gambling harms.

“I would like to thank and pay tribute to our frontline staff who provide 24/7 support for all those at risk or in distress. I also want to thank GamCare’s senior executive team who have steered GamCare through a period of sustained change, and to my fellow trustees for their guidance, unwavering support and the time each has dedicated to ensuring that the charity stays on course and on mission.

“As we look ahead to how the future of the gambling harms sector is shaped, we are committed to working proactively with the NHS and other partners and commissioners to ensure that people are continually able to receive the right support at the right time.”

The post GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline appeared first on European Gaming Industry News.

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Kambi Group plc repurchase of shares during 18 December – 23 December 2024

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Kambi Group plc (“Kambi”) has during the period 18 December to 23 December 2024 (the “Buyback Period”) repurchased a total of 40,000 ordinary B shares (ISIN: MT0000780107) as part of the share buyback programme, within the mandate approved at the Extraordinary General Meeting on 20 June 2024 (the “Programme”).

The objective of the Programme is to achieve added value for Kambi´s shareholders and to give the Board increased flexibility with Kambi´s capital structure by reducing the capital. The Programme is being carried out in accordance with the Maltese Companies Act, EU Market Abuse Regulation No 596/2014 (“MAR”) and other applicable rules.

During the Buyback Period, Kambi repurchased a total of 40,000 ordinary B shares at a volume-weighted average price of 99.13 SEK. From the beginning of the Programme, which started on 6 November, until and including 23 December 2024, Kambi has repurchased a total of 344,000 ordinary B shares at a volume-weighted average price of 104.94 SEK per share.

During the Buyback Period, Kambi has repurchased shares as follows:

Date Aggregated daily
volume (number of
ordinary B shares)
Weighted average
share price
per day (SEK)
Total daily
transaction
value (SEK)
18 December 2024 10,000 100.00 999,967
19 December 2024 10,000 99.39 993,929
20 December 2024 10,000 98.86 988,588
23 December 2024 10,000 98.26 982,562

All acquisitions have been carried out on Nasdaq First North Growth Market in Stockholm by Carnegie Investment Bank AB on behalf of Kambi. Following the acquisitions and as of 23 December 2024, Kambi’s holding of its own shares amounted to 344,000 and the total number of issued shares in Kambi is 29,903,619 ordinary B shares. Under the Programme Kambi is authorised to repurchase a maximum of 3,127,830 ordinary B shares, up to a maximum amount of €12.0 million.

A full breakdown of all transactions carried out during the Buyback Period is attached to this announcement.

Information on the Programme is available on Kambi’s website, https://www.kambi.com/investors/share-information/

The post Kambi Group plc repurchase of shares during 18 December – 23 December 2024 appeared first on European Gaming Industry News.

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8Bit Creatives Joins Forces with ESFI as Talent Partner for WAVES Esports Championship 2025

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The Esports Federation of India (ESFI) has joined forces with 8Bit Creatives, India’s leading esports consulting and talent management agency for the WAVES Esports Championship 2025 (WESC25). Through this collaboration, both organizations will work together for the content creation, amplification and reach of the WESC25 and take it to India’s massive youth population.

Organised by ESFI, WESC 2025 is a key initiative supported by India’s Ministry of Information and Broadcasting aimed at contributing to the growth of the nation’s burgeoning esports industry & creator economy. This event will be part of one of the Create in India Challenges by the Ministry of Information and Broadcasting under the esteemed World Audio Visual & Entertainment Summit (WAVES).

With a roster that includes some of India’s most influential gaming content creators, 8Bit Creatives will leverage the creativity and popularity of its talent to amplify the event’s visibility. Their creators, including Naman Mathur (Mortal), Payal Dhare (PayalGaming), Raj Varma (Snax), Kaashvi Hiranandani (KaashPlays), and many others, will host and participate in various engaging activities while interacting with fans to enhance the overall reach and excitement surrounding WESC 2025.

“WESC 2025 represents a tremendous leap forward for the Indian esports community. We are delighted to have 8Bit Creatives and their popular gaming creators on board, whose expertise will undoubtedly help amplify the event’s reach and impact. With qualifiers in full swing, we’re eagerly anticipating fierce competition as India’s top athletes strive for a place on the grand stage in February,” noted Mr. Lokesh Suji, Director of ESFI & Vice President of the Asian Esports Federation (AESF).

Sharing his thoughts, Animesh Agarwal aka 8Bit Thug, CEO and Co-founder of 8Bit Creatives said, “WAVES 2025 marks a groundbreaking chapter in India’s esports journey, and we’re thrilled to be the talent partners driving this initiative. As one of India’s leading talent hubs in gaming and esports, 8bit Creatives brings unparalleled energy and scale to WAVES 2025. This is more than a partnership; it’s a platform to showcase the potential of esports as a viable and celebrated career path while underscoring the government’s support for our rapidly growing gaming and creator economy. With our creators and innovative content strategies, we’re here to make history together!.”

WESC 2025 will feature competitive tournaments in popular titles such as eFootball and World Cricket Championship (WCC), played across four phases and Grand Finals. Notably, the winner of the eFootball tournament (Phase 1), MrTomBoy, won the bronze medal at the Asian Esports Games, Bangkok, showcasing WESC’s talent potential. Committed to inclusivity, the event is gender-inclusive, with qualifiers for eFootball (Phase 2) and WCC3 (Phase 1) already underway. Upcoming registrations include eFootball Phase 3 (Dec 18 – Jan 1) and WCC3 Phase 2 (Dec 15 – Dec 26).

8Bit Creatives’ esports and content division, S8UL, made history by winning the ‘Content Group of the Year’ award for the third consecutive time at the Esports Awards 2024, remaining the only Indian organization to achieve any Esports Award. Earlier this year, founders Animesh Agarwal, Naman Mathur, and creator Payal Dhare also joined Prime Minister Narendra Modi in a roundtable discussion on India’s gaming industry, showcasing 8Bit’s pivotal role in advancing esports and fostering a sustainable ecosystem for gaming content creators.

The post 8Bit Creatives Joins Forces with ESFI as Talent Partner for WAVES Esports Championship 2025 appeared first on European Gaming Industry News.

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