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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 Social Gaming Market Is Estimated To Value Over USD 57.44 Bn In Terms Of Value By The End Of 2027
Global Social Gaming Market Is Estimated To Value Over USD 57.44 Bn In Terms Of Value By The End Of 2027Reading Time: 3 minutes

 

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.

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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Esports organisation G2 returns to Kings League Germany with G2 FC, building on a groundbreaking debut

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  • G2, one of the world’s leading global esports and entertainment brands, is back in Kings League Germany for its second season
  • G2 FC, the football team created by G2, finished 3rd in Kings League Germany in its debut season and qualified for the Kings League World Cup
  • G2’s competitive DNA, innovation, and storytelling has made them the number 1 supported esports team by German fans, with 46.33% naming the team their favourite, according to recent findings from Esports Bund Deutschland
  • Season 2 brings back leadership with Ron Stublla as Team Manager and Malik Hadziavdic as Head Coach, building on the strong foundation established in Season 1
  • New presidents for 2026 – Mohammed ‘MoAuba’ Harkous – professional EAFC player (World Championship winner and 5x German champion) and Konygebony – German lifestyle influencer and rapper
  • By bridging traditional football and esports, G2 FC continues to expand the boundaries of sports entertainment and engage audiences across platforms and generations

G2, one of the world’s leading esports and entertainment brands, has announced the return of its football team, G2 FC, to Kings League Germany for its second season. The team officially kicked off the season on October 12th, building on a debut that saw them finish 3rd in the league, qualify for the Kings League World Cup and were the second most watched team in Germany (via Esports Charts). Quickly winning over fans across Germany, G2 FC blends high-level performance, innovation, and storytelling to deliver a unique football and esports experience.

Kings League Germany officially launched its second season on October 12, 2025, in Cologne with an event announcing the new rosters and pro kits for teams competing in the tournament. Part of the global 7-a-side Kings League, founded in 2022 by former FC Barcelona and Spanish national team player Gerard Piqué, the German league features two groups of four teams competing throughout October and November at MMC Studios Cologne, culminating in the Final Four on November 15. The German Kings League Cup winner will advance to the European Final in Berlin on November 22, facing teams from Spain and Italy at the Velodrom.

This season, G2 FC returns with continuity, tactical expertise, and renewed energy as it enters its second season. The team continues to showcase G2’s commitment to innovation and cross-cultural sports experiences, providing a platform to merge traditional football with esports and entertainment. By engaging fans across live and digital channels and exploring new media genres and formats, G2 FC is helping position Kings League as the future of sports entertainment, where esports meets football.

G2 FC is bringing back Team Manager Ron Stublla, whose background in Sports Management and experience in the Youth Bundesliga provide strong leadership on and off the pitch, alongside Head Coach Malik Hadziavdic, a former member of the German National Futsal team and player for FC Liria Berlin in the Futsal Bundesliga, who combines tactical knowledge with hands-on playing experience. The presidents for the club have changed, however, and G2 FC welcomes Mohammed ‘MoAuba’ Harkous, a professional EAFC player who’s a World Championship winner and 5x German champion, and Konygebony, a German lifestyle influencer and rapper. Tarik Haadziavdic, Kevin Moreira, Ahmed Omeirat and Cihan Ucar return to the squad for another season alongside a line-up of exciting new players that qualified for the team after a series of trials in Berlin.

2025 marks G2’s 10-year anniversary, highlighting a decade of growth into a global esports powerhouse with teams across multiple regions and long-standing partnerships with brands such as Mastercard, Red Bull, Ralph Lauren, Jägermeister and Herman Miller. Expansion into traditional sports remains a key pillar for G2, and its strong connection to fans is clear, with 46.33% of German esports fans naming G2 their favourite team. This connection drives its approach in Kings League, offering a fresh way to experience football by blending sport, entertainment, and digital innovation while bringing competitive excellence, creativity, and a fan-first mindset to engage the next generation of sports fans.

Alban Dechelotte, CEO of G2, comments: “Our debut season in Kings League Germany demonstrated the potential of combining esports and traditional sports. For Season 2, we are focused on delivering new content, connecting with fans in innovative ways, and pushing the boundaries of what sports entertainment can achieve. G2 FC perfectly aligns to our long-term vision of blending competitive performance with storytelling and digital innovation for the next generation of sports fans.”

G2 FC’s return reinforces the organisation’s commitment to redefining sports and esports. With returning leadership, fresh talent, dynamic content, and a passionate fanbase, the team is ready to make Season 2 its most exciting chapter yet.

The post Esports organisation G2 returns to Kings League Germany with G2 FC, building on a groundbreaking debut appeared first on European Gaming Industry News.

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PARIMATCH REVEALS ACTION-PACKED NEW UFC AD CAMPAIGN

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Featuring cinematic storytelling and powerful visuals, the content reinforces Parimatch’s passion for pushing boundaries alongside UFC

Parimatch’s latest campaign brings cinematic flair and raw intensity to the screen, capturing the emotion and energy required to compete in the world’s premier mixed martial arts organisation. The campaign builds on major sports partnerships that have made Parimatch a global backer of professional sports, with a strong presence across Asia and the MENA regions. Released ahead of UFC 321: ASPINALL vs GANE, it sets the tone for what promises to be an unforgettable event.

The innovative campaign labelled “Get Closer. Feel Everything” redefines fan connection, bringing audiences closer than ever to the intensity of the Octagon®. Raw energy. Elite strikes. Heart-stopping moments. Experience what TV screens can never capture.

“UFC has always been personal – first for me, then for Parimatch,” said Sergey Portnov, CEO of Parimatch. “I grew up dreaming of becoming a pro fighter, training Muay Thai twice a day to the extreme. That passion never left me, and it evolved into years of partnership with the UFC. As someone who lives and breathes combat sports, I know fight fans want more than watching through screens – they want to feel the cage shake, to experience raw, unfiltered access to the Octagon®. This is only the beginning. Campaigns like this will drive our fan engagement strategy as we expand into new regions and strengthen our global presence.

Video: youtube.com/watch?v=T-fTXXrkwCY

Beyond the Screen: Where Real UFC Lives

Most fans watch fights through a screen and miss the thunderous roar of the crowd, the powerful force behind every strike, and the electric tension that fills inside the arena – now Parimatch is changing the game entirely. The campaign delivers cinematic-quality content that brings viewers closer to the Octagon® for every jaw-dropping knockout, lightning-fast dodge, and emotional victory celebration.

The high-octane video captures:

  • Recreations of UFC events, showcasing the raw power and precision that makes champions
  • Unfiltered athlete emotions – from the focused intensity before the fight to the explosive celebrations after victory
  • Crowd energy that makes your pulse race and adrenaline surge
  • Music-synced editing that amplifies every moment of impact and triumph

 

The post PARIMATCH REVEALS ACTION-PACKED NEW UFC AD CAMPAIGN appeared first on European Gaming Industry News.

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RTG Announces Evive Australia as the First Innovation to Take the Stage at Pitch!

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Regulating the Game (RTG) has announced Evive Australia as the first innovation to take the stage at Pitch! – part of the annual RTG gathering in Sydney in March.

The event will take place at the famous Sydney Opera House on 9 March 2026, as part of the sixth edition of the international regulatory and industry conference.

Evive is an app designed to help people change how they play or seek support for gambling harms. Created by Sam DeMello, a tech specialist drawing on his lived experience of gambling harm, and supported by Jay Robinson, a safer-gambling expert with over two decades of harm-minimisation and prevention experience, Evive Australia aims to deliver personalised tools, resources and pathways for anyone seeking to reduce risk or access help.

“Evive brings together real-world experience, clinical expertise and technology to create an accessible and credible platform for change. Pitch! was conceived to spotlight exactly these kinds of innovations – ideas that challenge convention, improve safeguards and reimagine the future of regulation and industry practice,” said Paul Newson, Principal at Vanguard Overwatch and founder of Regulating the Game.

“Evive isn’t just another app, it’s a bridge between lived experience, behavioral science and practical support. It shows that compliance and compassion can coexist, and when they do, everyone benefits. The app gives regulators and operators confidence in credible harm reduction tools, while giving people a safe, stigma free path to change,” Robinson said.

The post RTG Announces Evive Australia as the First Innovation to Take the Stage at Pitch! appeared first on European Gaming Industry News.

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