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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1739060

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1739060

Global Social Casino Market Size study, by Type (Slots, Poker/Cards, Bingo), Platform (Mobile, Desktop), and Regional Forecasts 2022-2032

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Global Social Casino Market is valued approximately at USD 7.81 billion in 2023 and is anticipated to grow with a promising CAGR of more than 8.90% over the forecast period 2024-2032. The convergence of gaming, social networking, and entertainment has given rise to a vibrant global market for social casino platforms-digital spaces where users can experience the thrill of gambling without wagering real money. With increasing internet penetration and mobile device adoption, social casino games have become accessible to broader demographics, drawing in users not only for gameplay but for immersive engagement and social interaction. These platforms leverage gamified environments, virtual currencies, and community-centric features to stimulate user activity while circumventing traditional gambling regulations.

The market's trajectory is bolstered by innovations in game mechanics, such as advanced slot simulations, real-time multiplayer card rooms, and AI-enhanced bingo tournaments. Moreover, social casino developers are embracing personalized content recommendations and loyalty reward systems to increase session durations and customer lifetime value. While these games are free-to-play, monetization hinges on microtransactions for virtual chips, power-ups, and aesthetic upgrades. This freemium model-augmented by in-app purchases and ad-based revenues-is proving to be remarkably effective, especially as developers explore cross-platform integration and live event-based engagement strategies.

One of the most significant growth levers in the market is the proliferation of mobile-first gaming cultures, particularly in emerging economies. The convenience of mobile gaming apps has outpaced desktop adoption, with game publishers prioritizing responsive design and seamless user interfaces for Android and iOS platforms. Simultaneously, social casino gaming is undergoing a transformation through the introduction of social features such as friend leaderboards, chat functions, and tournament invites that mirror real-world casino camaraderie. Gamers are no longer just players-they are part of digitally bonded communities that thrive on competition, cooperation, and digital prestige.

The evolution of the market has also seen a blending of casual and hardcore player bases. Slot-based games remain the most dominant segment, but poker/card games are capturing a growing audience attracted by skill-based elements and strategic depth. Bingo, on the other hand, continues to appeal to older demographics and niche communities. Game publishers are investing in genre diversification and thematic storytelling to differentiate their portfolios, alongside building branded experiences with celebrity tie-ins and seasonal campaigns that drive recurring traffic.

Regionally, North America continues to command the lion's share of the global social casino market, due to strong digital infrastructure, high smartphone usage, and cultural acceptance of casino-style games. The United States, in particular, leads with a mature user base and a flourishing developer ecosystem. Europe follows closely, with markets like the UK, Germany, and France witnessing growing participation driven by mobile gaming adoption. The Asia Pacific region is expected to witness the fastest growth, fueled by rapid urbanization, gamification trends in Southeast Asia, and the influence of anime and pop culture-themed casino games. Meanwhile, Latin America and the Middle East & Africa are gradually gaining momentum due to improved internet accessibility and youth-focused mobile gaming strategies.

Major market player included in this report are:

  • Playtika Ltd.
  • Zynga Inc.
  • Aristocrat Leisure Limited
  • Scientific Games Corporation
  • Super Lucky Casino Inc.
  • DoubleU Games Co., Ltd.
  • Murka Ltd.
  • Huuuge Games Sp. z o.o.
  • GSN Games, Inc.
  • Big Fish Games, Inc.
  • Tencent Holdings Ltd.
  • Caesars Interactive Entertainment, Inc.
  • Product Madness Inc.
  • KamaGames Ltd.
  • Boyaa Interactive

The detailed segments and sub-segment of the market are explained below:

By Type

  • Slots
  • Poker/Cards
  • Bingo

By Platform

  • Mobile
  • Desktop

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Social Casino Market Executive Summary

  • 1.1. Global Social Casino Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Type (Slots, Poker/Cards, Bingo)
    • 1.3.2. By Platform (Mobile, Desktop)
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Social Casino Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Technology Infrastructure
      • 2.3.3.2. Developer Ecosystem
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Content Licensing
      • 2.3.3.5. Monetization Models
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. User Engagement Dynamics
      • 2.3.4.2. Social Networking Trends
      • 2.3.4.3. Mobile Adoption
      • 2.3.4.4. Virtual Currency Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Social Casino Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Surge in Mobile Gaming Penetration
    • 3.1.2. Demand for Social Interaction in Games
    • 3.1.3. Freemium Monetization Success
  • 3.2. Market Challenges
    • 3.2.1. Regulatory Scrutiny on Virtual Gambling
    • 3.2.2. User Retention and Churn Management
  • 3.3. Market Opportunities
    • 3.3.1. Expansion in Emerging Markets
    • 3.3.2. Integration of Live Events and Tournaments
    • 3.3.3. Cross-Platform Synchronization

Chapter 4. Global Social Casino Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Social Casino Market Size & Forecasts by Type 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Social Casino Market: Type Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Slots
    • 5.2.2. Poker/Cards
    • 5.2.3. Bingo

Chapter 6. Global Social Casino Market Size & Forecasts by Platform 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Social Casino Market: Platform Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Mobile
    • 6.2.2. Desktop

Chapter 7. Global Social Casino Market Size & Forecasts by Region 2022-2032

  • 7.1. North America Social Casino Market
    • 7.1.1. U.S. Social Casino Market
      • 7.1.1.1. Type breakdown size & forecasts, 2022-2032
      • 7.1.1.2. Platform breakdown size & forecasts, 2022-2032
    • 7.1.2. Canada Social Casino Market
  • 7.2. Europe Social Casino Market
    • 7.2.1. UK Social Casino Market
    • 7.2.2. Germany Social Casino Market
    • 7.2.3. France Social Casino Market
    • 7.2.4. Spain Social Casino Market
    • 7.2.5. Italy Social Casino Market
    • 7.2.6. Rest of Europe Social Casino Market
  • 7.3. Asia Pacific Social Casino Market
    • 7.3.1. China Social Casino Market
    • 7.3.2. India Social Casino Market
    • 7.3.3. Japan Social Casino Market
    • 7.3.4. Australia Social Casino Market
    • 7.3.5. South Korea Social Casino Market
    • 7.3.6. Rest of Asia Pacific Social Casino Market
  • 7.4. Latin America Social Casino Market
    • 7.4.1. Brazil Social Casino Market
    • 7.4.2. Mexico Social Casino Market
    • 7.4.3. Rest of Latin America Social Casino Market
  • 7.5. Middle East & Africa Social Casino Market
    • 7.5.1. Saudi Arabia Social Casino Market
    • 7.5.2. South Africa Social Casino Market
    • 7.5.3. Rest of Middle East & Africa Social Casino Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
    • 8.1.1. Playtika Ltd.
    • 8.1.2. Zynga Inc.
    • 8.1.3. Aristocrat Leisure Limited
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Playtika Ltd.
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Market Strategies
    • 8.3.2. Zynga Inc.
    • 8.3.3. Aristocrat Leisure Limited
    • 8.3.4. Scientific Games Corporation
    • 8.3.5. Super Lucky Casino Inc.
    • 8.3.6. DoubleU Games Co., Ltd.
    • 8.3.7. Murka Ltd.
    • 8.3.8. Huuuge Games Sp. z o.o.
    • 8.3.9. GSN Games, Inc.
    • 8.3.10. Big Fish Games, Inc.
    • 8.3.11. Tencent Holdings Ltd.
    • 8.3.12. Caesars Interactive Entertainment, Inc.
    • 8.3.13. Product Madness Inc.
    • 8.3.14. KamaGames Ltd.
    • 8.3.15. Boyaa Interactive

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
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