Social Gaming Market Size, Share, Growth, And Industry Analysis, By Type (Voice Social Gaming, Video Social Gaming, Others), By Application (Male, Female), Regional Insights and Forecast From 2025 To 2033

Last Updated: 14 July 2025
SKU ID: 28018509

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SOCIAL GAMING MARKET OVERVIEW

The global social gaming market was valued at USD 15.19 billion in 2024 and is expected to grow to USD 17.12 billion in 2025, reaching USD 44.45 billion by 2033, with a projected CAGR of 12.7% from 2025 to 2033.

Social games are video games created for the general public and for users who aren't considered to be passionate gamers. These games don't require advanced gaming knowledge and are simple to master. These games are frequently used as a stress reliever by students, professionals, housewives, and others. Social games can be played on a variety of devices, including tablets, laptops, desktops, and smartphones. Social games offer a platform where several players can compete with each other, unlike console-based games where there are only two players on the pitch at one.

The main factors influencing the market for social games include the rising prevalence of laptops, mobile phones, and tablets, as well as the greater accessibility of social games for players of all ages. For example, More than 3.4 billion people used the internet worldwide in 2016, up from only 413 million in 2000. According to the statistics release, the one billion mark was previously passed in 2005. With 50% (765 million) and 26% (391 million) of their populations online, respectively, China and India are now the top two countries in the world.  Additionally, the growing use of cutting-edge gaming technologies, affordable game prices, and rising income levels all support the expansion of the social gaming business in the

COVID-19 IMPACT

Rapid Digitalization To Boost Market Growth

The COVID-19 pandemic has been unprecedented and staggering, with the Social Gaming market experiencing lower-than-anticipated demand across all regions compared to pre-pandemic levels. The sudden rise in CAGR is attributable to the market’s growth and demand returning to pre-pandemic levels.

Publishers now have access to a significantly larger audience because to COVID-19, and all the major players in the video game market, such as Microsoft, Nintendo, and Twitch, have prospered as a result of the pandemic's favourable conditions. The Washington Post reports that in April 2020, there were over 10 million members to Microsoft's Game Pass service. Microsoft observed a 130 percent increase in multiplayer activity among these customers between March and April. During their first quarter, sales increased for Nintendo and Tencent as well. While Tencent's income from online gaming climbed by 31% year over year, the former saw an increase in earnings of about 41%. Even games produced during the pandemic have done well, with releases like Animal Crossing: New Horizons by Nintendo and Doom Eternal by id Software setting records right away. Since its release in late March, Animal Crossing: New Horizons has really sold more than 22 million copies for Nintendo. The same may be said for engagement rates. Twitch, the most well-known video streaming service, experienced 3.1 billion hours watched in Q1 2020, a 24% increase from Q4 2019. Twitch has 15 million daily active users and 3 million monthly contributors. The number of concurrent users on Steam, a well-known PC gaming platform, reached a record high of over 20 million in March. According to NDP, overall video game sales in March came close to $1.6 billion, a 35% rise from the same month last year. 

LATEST TRENDS

Rising smartphone demand is anticipated to fuel the expansion of the social gaming market over the forecast period

In recent years, there has been a sharp increase in demand for mobile phones. Social gaming is experiencing more market support as a result of expanding smartphone applications. Smartphones can execute numerous activities at once thanks to their operating systems, which include iOS, Android, BlackBerry OS, and Windows. Different social games may be downloaded on mobile devices with the aid of operating systems. Many games may be stored on the phone's large memory, which runs from 16 to 64 GB. Therefore, during the course of the projected period, these factors are anticipated to fuel market expansion for social gaming.

Global-Social-Gaming-Market-Share,-2033

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SOCIAL GAMING MARKET SEGMENTATION

By Type

According to type, the market can be segmented into Voice Social Gaming, Video Social Gaming, Others. Voice Social Gaming is anticipated to be the leading segment.

By Application

Based on application, the market can be divided into Male, Female. Male will be the dominating segment.

DRIVING FACTORS

Development of the worldwide social gaming market is being driven by expanding cloud technologies in the gaming sector

The gaming business has substantially improved thanks to increased adoption and penetration rates for cloud-based technologies, which has helped the worldwide market for social gaming as a whole. Customers can now play a wide variety of online games that are available through cloud gaming from anywhere in the world. Additionally, the cloud has made it possible for users to play games without any lags brought on by heavy website traffic. Cloud technology have aided in making gaming more scalable and in managing the website's code for a better user experience. In the past, high-quality games required enormous quantities of RAM to support the graphics and the entire operation of the gaming experience, ultimately necessitating the purchase of pricey systems by the end users. The global market for social gaming is being driven by cloud technologies, which have allowed players to stay within their budget and enjoy social games without any difficulty.

Development of more browser-based games is promoting the growth of the worldwide social gaming market

Games that are played online or in a browser are currently quite popular among game developers. Numerous recently created web-based games have begun to gain popularity among many fans of social gaming. Pokémon Showdown, Apple Worm, Frogger Classic, Prodigy, and RuneScape are a few of the most well-liked games. In order to improve the user experience, game developers have also started working on building 3D games with a range of levels. The increasing availability of browser-based games has removed the need to download them onto smartphones or operating systems, relieving burden on the hardware and processors. These elements are contributing to the worldwide social gaming market's expansion and rapid rise.

RESTRAINING FACTORS

Restrictions on social networking sites are anticipated to slow the growth of the social gaming industry over the projected period

On social networking sites like MySpace, Facebook, and Google+, some of the most played online games are Texas Hold'em poker, Farmville, Candy Crush, and Criminal Case. Significant market losses have occurred as a result of the ban on social networking sites like Facebook, MySpace, and Twitter. Iran, Pakistan, and Indonesia are just a few of the many Islamic nations that have outlawed social networking services. Additionally, this is prohibited in Middle Eastern civilizations. Security reasons are the main reason why access to such sites has been limited. Therefore, during the course of the forecast period, these factors are anticipated to restrain the expansion of the social gaming market.

SOCIAL GAMING MARKET REGIONAL INSIGHTS

Asia Pacific will account for the highest region to dominate the market during forecast period

The Asia Pacific region is anticipated to rule the social gaming market from 2025 to 2033. By 2033, the Asia Pacific region is anticipated to have the biggest market share, or xx%. During the forecast period, the region's vast population, improving internet connectivity, and increased disposable income are anticipated to have a substantial impact on the Asia Pacific social gaming market. The economies of Southeast Asia, including Malaysia, Thailand, and Indonesia, have growing GDPs, which has led to the fastest market growth in the area. India, South Korea, and Japan are all on the same wavelength. Due to low operating expenses and an abundance of skilled people for developing and testing new products, experts predict that the area will become the centre of social gaming.

KEY INDUSTRY PLAYERS

Key Players Focus on Partnerships to Gain a Competitive Advantage

Prominent market players are making collaborative efforts by partnering with other companies to stay ahead of the competition. Many companies are also investing in new product launches to expand their product portfolio. Mergers and acquisitions are also among the key strategies used by players to expand their product portfolios.

List of Top Social Gaming Companies

  • Activision Blizzard (U.S.)
  • Electronic Arts (U.S.)
  • King Digital Entertainment (U.K.)
  • Supercell (Finland)
  • Behaviour Interactive (Canada)
  • Wooga (Germany)
  • Zynga (U.S.)
  • Etermax (India)
  • Peak Games (Turkey)
  • Tencent (China)
  • TinyCo (U.S.)
  • Gameloft (France)
  • CrowdStar (U.S.)
  • Aeria Games GmbH (Germany)
  • DeNA Co., Ltd (Japan)

REPORT COVERAGE

This research profiles a report with extensive studies that take into description the firms that exist in the market affecting the forecasting period. With detailed studies done, it also offers a comprehensive analysis by inspecting the factors like segmentation, opportunities, industrial developments, trends, growth, size, share, and restraints. This analysis is subject to alteration if the key players and probable analysis of market dynamics change. 

Social Gaming Market Report Scope & Segmentation

Attributes Details

Market Size Value In

US$ 15.19 Billion in 2024

Market Size Value By

US$ 44.45 Billion by 2033

Growth Rate

CAGR of 12.7% from 2025 to 2033

Forecast Period

2025-2033

Base Year

2024

Historical Data Available

Yes

Regional Scope

Global

Segments Covered

By Type

  • Voice Social Gaming
  • Video Social Gaming
  • Others

By Application

  • Male
  • Female

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