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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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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.

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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

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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

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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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PRAGMATIC PLAY LANDS A CATCH IN BIG BASS BONANZA – REEL ACTION

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Pragmatic Play, a leading content supplier to the iGaming industry, has extended its fan-favourite fishing franchise with the release of Big Bass Bonanza – Reel Action.

In this 5×3 Slot, where money symbols can be worth up to 2,000x the total bet, hitting three, four or five scatters activates an exciting bonus game with 10, 15 or 20 free spins respectively.

The fisherman wild lends a helping hand during the feature, not only collecting all money symbols that land with him, but also randomly making money symbols appear when none are present on screen. Every fourth fisherman to land retriggers the bonus game with 10 additional free spins, as well as a 2x multiplier for the first retrigger, 3x for the next, and 10x once a dozen fishermen have been collected.

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Big Bass Bonanza – Reel Action follows Big Bass Secrets of the Golden Lake and Big Bass Day at the Races as the latest additions to Pragmatic Play’s iconic game series.

Irina Cornides, Chief Operating Officer at Pragmatic Play, said: Big Bass Bonanza – Reel Action brings classic underwater fun and winning opportunities to Pragmatic Play’s Big Bass franchise, which continues to grow in popularity with each new adventure.”

The post PRAGMATIC PLAY LANDS A CATCH IN BIG BASS BONANZA – REEL ACTION appeared first on European Gaming Industry News.

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ComeOn Group strengthens its leading personalisation strategy by extending their partnership with Optimove

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Tier 1 iGaming operator ComeOn Group, is further strengthening its leading data-driven personalisation strategy by extending its partnership with Optimove. Leveraging its proprietary platform technology and advanced data warehouse, ComeOn introduces an innovative personalisation strategy that tailors content to individual preferences, delivering a market leading player experience to its entertainment audiences.

ComeOn is broadening the use of Opti-X, Optimove’s Digital Experience Platform (DXP), beyond casino to now include sports on its proprietary platform, allowing for a better and even more customised player experience for ComeOn’s customers. By extending the partnership to cover ComeOn’s proprietary sports betting platform, Optimove will support ComeOn Group in their ambitious growth plans within sports betting.

Sherwin Jarvand, Chief Data Officer at ComeOn Group, said, “Personalisation has always been key to our strategy and powered by our proprietary platform. As we gear up to grow our sportsbook business, it is essential we apply the same ethos across our platform and full product offering. Extending our partnership with Optimove will further enhance the betting and casino experience for all of our customers through personalised onsite experiences as well as automated, dynamic, and relevant CRM content. We are excited to continue our journey with Optimove and deliver best in class, personalised sports betting and casino player engagement.”

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Matthew Gilbery, Director of Personalization Offering at Optimove, “ComeOn Group is a perfect example of how to tackle personalisation at scale. They embrace full multi-channel personalisation, optimising the customer experience without boundaries. It is organisations like theirs that present challenges and opportunities that drive Optimove to continually improve CRM Marketing for iGaming.”

The post ComeOn Group strengthens its leading personalisation strategy by extending their partnership with Optimove appeared first on European Gaming Industry News.

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Compliance Updates

Danish Gambling Authority Updates Requirements for Reporting Game Data

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The Danish Gambling Authority (DGA) has updated the requirements for reporting game data.

Interested parties can comment on the update before the final version is issued. Comments must be sent to the DGA no later than Monday the 10th of June 2024. Comments must be submitted by using the contact form.

The DGA expects the updated requirements for reporting game data to come into force in 2025. The final date has not been determined. A possible transition period will be described in connection with the issuing of the updated requirements for reporting game data.

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Changes

Several linguistic adjustments have been made and some guidance texts have been added/adjusted. In addition to this, the following significant changes and additions should be mentioned:

  • Addition of a requirement that bets on fixed odds must be reported as independent transactions
  • Addition of requirements for reporting on odds for betting
  • Added requirement for reporting event information incl. list with country codes and sports
  • Added requirements for reporting odds on bets as well as specific requirements for reporting partially closed bets and Spreadbetting
  • Clarifying the handling of reporting for the betting exchange/BetExchange
  • Exception where SpillerInformationIdentifikation does not have to be reported for land-based betting has been removed after the introduction of the requirement for Player ID
  • Adding requirements for reporting RNG used for Virtual Fixed Odds
  • Adding a requirement that a casino session cannot be interrupted in the middle of a move, as well as a description of how “a move” is defined
  • Clarification of different poker types and how they are reported
  • Adding requirements to win lists in poker tournaments and manager games
  • Clarification of downscaling of pool games
  • Adding new requirements for providing test data for Jackpots
  • Clarifying the handling of changes to reported data. Including specific clarification of the distinction between changes to the game result and correction of error reporting.

The post Danish Gambling Authority Updates Requirements for Reporting Game Data appeared first on European Gaming Industry News.

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