In 2017 it was estimated that the social online games market in the United States was worth 2.15 billion U.S. dollars and sources predict this figure to surpass 2.4 billion U.S. dollars in 2020. The lion’s share of those revenues is currently, and will continue to be, attributed to app-based social gaming, which is expected to account for nearly 84 percent of the entire U.S. online social games market in 2020. Judging by the number of Facebook fans alone, it is clear that social games command a great deal of attention from the consumers. Zynga's Texas Hold'Em Poker game is in fact the most popular social game on the platform, suggesting that social casinos are one of the strongest branches of social gaming. Among the global industry leaders are companies such as the previously mentioned U.S. based Zynga, King.com (recently acquired by Activision Blizzard and currently headquartered in Ireland), the Korean Nexon, and Supercell from Finland , which is well known for their Clash of Clans game and its newest spin-off Clash Royale.
Asia is the largest market when it comes to the gaming industry in general, and social gaming is no exception. Sources estimated that Asia’s social games revenues would reach 2.33 billion U.S. dollars in 2016, increasing to nearly 2.5 billion in 2017. With the number of monthly active users having already surpassed 500 million and growing constantly, Asia has a strong chance of becoming the hub of the global social gaming industry, owing to countless opportunities to test, develop, and sell new products.
Within North America, the market is considerably larger in the United States, with social gaming revenues said to reach 1.68 billion U.S. dollars by the end of 2016. In Canada that year, revenues were predicted to amount to 142 million U.S. dollars, representing 14 percent of the digital games industry in the country.