The social casino market size is expected to see strong growth in the next few years. It will grow to $14.42 billion in 2030 at a compound annual growth rate (CAGR) of 9.4%. The growth in the forecast period can be attributed to increasing adoption of ai-driven player analytics, rising demand for immersive gaming experiences, expansion of cross-platform social casino games, growing use of blockchain-based virtual assets, increasing focus on responsible gaming frameworks. Major trends in the forecast period include increasing monetization through virtual currencies, rising integration of social and multiplayer gaming features, growing use of personalized game mechanics, expansion of mobile-first casino platforms, enhanced focus on user engagement and retention.
The growing use of the internet is expected to drive the expansion of the social casino market in the coming years. Internet usage refers to the number of individuals accessing and utilizing online platforms for communication, entertainment, information, and digital services. The rise in internet usage is fueled by the continuous expansion of global digital connectivity, as infrastructure improves and more people gain access to online networks. Social casino gaming leverages this trend by providing interactive, online entertainment that can be accessed via smartphones, tablets, and computers without requiring visits to physical casinos. For example, in November 2024, according to the International Telecommunication Union (ITU), a Switzerland-based specialized agency of the United Nations, 5.5 billion people were online in 2024, representing 68% of the world’s population compared with 65% one year earlier. Therefore, the increasing use of the internet is contributing to the growth of the social casino market.
Key players and leading companies in the social casino market are focusing on the development of digital gaming platforms, such as online social casino platforms, to enhance user engagement, monetization, and overall profitability. Online social casino platforms are web-based gaming environments that offer casino-style games using virtual currencies, loyalty rewards, and promotional features, enabling capabilities such as cross-device accessibility, continuous user interaction, and frequent promotional engagement. For instance, in October 2023, Blazesoft, a Canada-based software company, launched ZulaCasino.com. The platform offers a broad selection of casino-style games, attractive bonuses and promotions, and opportunities to win significant rewards. ZulaCasino collaborates with top gaming providers to deliver a wide variety of games to its players, including more than 150 slots, table, and fish games. The platform does not require downloads to play and provides daily promotions and events to keep users engaged.
In October 2023, Light & Wonder, a US-based gambling company, acquired SciPlay for an undisclosed amount. This acquisition is intended to strengthen its portfolio in the interactive gaming sector and broaden its presence in the digital gaming market. By integrating SciPlay's expertise in mobile gaming and social casino games, Light & Wonder aims to enhance its offerings. SciPlay is a US-based company specializing in computer games.
Major companies operating in the social casino market are Playtika Holding Corp., Huuuge Games, Murka Games Limited, High 5 Games, KamaGames Ltd., Ruby Seven Studios Inc., Tangelo Games, PLAYSTUDIOS Inc., Aristocrat Leisure Limited, Pocket Gems, Playrix, SciPlay Corporation, Zitro Games, Everi Holdings Inc., Greentube Internet Entertainment, Jackpotjoy Group, Boyd Interactive, Stillfront Group, Cybernaut Games, Plarium.
North America was the largest region in the social casino market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the social casino market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the social casino market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The social casino market consists of revenues earned by entities by social networking games, board games, poker, lotteries, poker, blackjack, spinners, and roulette. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Social Casino Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses social casino market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for social casino? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The social casino market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Type: Casual Games; Free Game; Turn-Based Game2) By Application: Free-to-Play; Freemium in-App Purchases and Virtual Currency; Subscription-Based Social Casino; Hybrid Free-to-Play With Optional Monetization
3) By End-User: Gaming Population; Mobile Users
Subsegments:
1) By Casual Games: Slot Machines; Card Games; Bingo Games2) By Free Games: Free-to-Play Slots; Free Poker Games; Free Bingo
3) By Turn-Based Games: Turn-Based Card Games; Turn-Based Board Games
Companies Mentioned: Playtika Holding Corp.; Huuuge Games; Murka Games Limited; High 5 Games; KamaGames Ltd.; Ruby Seven Studios Inc.; Tangelo Games; PLAYSTUDIOS Inc.; Aristocrat Leisure Limited; Pocket Gems; Playrix; SciPlay Corporation; Zitro Games; Everi Holdings Inc.; Greentube Internet Entertainment; Jackpotjoy Group; Boyd Interactive; Stillfront Group; Cybernaut Games; Plarium
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Social Casino market report include:- Playtika Holding Corp.
- Huuuge Games
- Murka Games Limited
- High 5 Games
- KamaGames Ltd.
- Ruby Seven Studios Inc.
- Tangelo Games
- PLAYSTUDIOS Inc.
- Aristocrat Leisure Limited
- Pocket Gems
- Playrix
- SciPlay Corporation
- Zitro Games
- Everi Holdings Inc.
- Greentube Internet Entertainment
- Jackpotjoy Group
- Boyd Interactive
- Stillfront Group
- Cybernaut Games
- Plarium
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 10.08 Billion |
| Forecasted Market Value ( USD | $ 14.42 Billion |
| Compound Annual Growth Rate | 9.4% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


