The growth of social gaming in recent years is partly due to the rise of mobile devices which are helping to generate more attention and eyeballs on their Smartphone devices.
One recent report, from Eliers & Krejcik Gaming, indicated that social games rose more than 18% in the past three months, just due to mobile devices.
In total, as per this report, the market for social games is worth almost $5 billion, which is a 20% increase from the prior year. But even greater than the growth in social games is the growth of social gaming due to mobile devices, which have a growth rate of almost four times the amount that social games due.
This is true of both puzzle and strategy games like Candy Crush and Clash of Clans, but also online casino games. However, casino like games are increasingly under scrutiny by legislators.
While Smartphones and other mobile devices are saturating the market, further growth in social games is partly coming from an increased willingness for people to pay for games that they may have expected to receive for free in the past. New social games, with both purchase fees and in-app charges, are more commonplace and something that people are willing to pay for.
As people have multiple mobile devices the increase in becoming even more commonplace and leading to additional revenue for makers of online social networking games. Additional revenues and profits are likely to fall to developers, though there will also be increased competition.
Good news exists in the world of social gaming. Revenues are up. The figures jumped 18% thanks to tremendous gains among mobile users. Free-play social gaming might not seem like an important pursuit, but mobile device users embrace the activity with a passion. In the first quarter of 2018, social gaming earned $1.27 billion in revenue. The 18% increase in revenues reflected in that figure hardly represents a ceiling. The growth potential of social gaming may continue to rise for many more quarters to come.
What drives all this social gaming activity?
New and innovative games continue to hit the market. Companies put tremendous amounts of money into the development of new projects and concepts. Gaming developers clearly hit enough home runs that millions of people enjoy playing social games. If they didn’t, revenue figures would only be a fraction of what they are now.
Several major companies entered or expanded into the social gaming market. Playtika was purchased at a price of $4.4 billion by a company based in China. Big Fish Games purchased Aristocrat Technologies for $990 million. These gigantic financial figures display a serious long-term commitment to the social gaming industry. To gain a return on their investment, these companies plan on releasing scores of interesting and compelling games to the market. New hit games mean more revenue.
The end user, the mobile customer, does his and her part as well. Since people spend so much time on their mobile devices, they are open to playing the various available social games.