13 datasets found
  1. Zynga top grossing mobile games 2024

    • statista.com
    Updated Jan 7, 2025
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    Statista (2025). Zynga top grossing mobile games 2024 [Dataset]. https://www.statista.com/statistics/215587/zynga-top-grossing-mobile-games/
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    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    In 2024, Empires & Puzzles: Dragon Dawn was Zynga's most popular app with approximately 147 million U.S. dollars in revenues across the Apple App Store and Google Play worldwide. However, the social casino title was not the most-downloaded Zynga title of the year — this honor went to CSR 2 - Realistic Drag Racing.

  2. C

    Casual Game Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
    + more versions
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    AMA Research & Media LLP (2025). Casual Game Report [Dataset]. https://www.archivemarketresearch.com/reports/casual-game-58592
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    ppt, pdf, docAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset provided by
    AMA Research & Media LLP
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The casual games market is experiencing robust growth, driven by the increasing accessibility of mobile devices and the rising popularity of short, engaging gameplay experiences. The market's size in 2025 is estimated at $15 billion, exhibiting a Compound Annual Growth Rate (CAGR) of 12% from 2025 to 2033. This significant expansion is fueled by several key factors. Firstly, the free-to-play model, supported by in-app purchases and advertising, has broadened the market's reach and lowered the barrier to entry for players. Secondly, continuous innovation in game mechanics, coupled with advancements in mobile technology, keeps the casual gaming landscape fresh and exciting. Finally, the diverse range of game genres within the casual gaming sector, including match-3, puzzle, card, and board games, caters to a broad spectrum of player preferences and ensures sustained engagement. The market’s regional distribution sees North America and Europe currently dominating, though the Asia-Pacific region is poised for significant growth driven by increasing smartphone penetration and expanding internet access. The continued growth of the casual games market, however, faces some challenges. Increasing competition among developers necessitates continuous innovation and investment in marketing and user acquisition. Furthermore, evolving player preferences and the saturation of the app stores present obstacles to sustained growth. The market’s segmentation by game type and application (online vs. standalone) reveals varying growth trajectories. Match-3 and puzzle games continue to dominate, but the rise of hyper-casual games and innovative card and board game adaptations are creating new opportunities. Understanding these dynamic trends and effectively navigating competitive pressures will be critical for developers aiming to succeed in this thriving yet challenging market.

  3. M

    Social Casino Market By Key Players (Zynga, DoubleU Games, Huuuge Games,...

    • marketresearchstore.com
    pdf
    Updated Mar 17, 2025
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    Market Research Store (2025). Social Casino Market By Key Players (Zynga, DoubleU Games, Huuuge Games, High 5 Games); Global Report by Size, Share, Industry Analysis, Growth Trends, Regional Outlook, and Forecast 2024-2032 [Dataset]. https://www.marketresearchstore.com/market-insights/social-casino-market-785555
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    pdfAvailable download formats
    Dataset updated
    Mar 17, 2025
    Dataset authored and provided by
    Market Research Store
    License

    https://www.marketresearchstore.com/privacy-statementhttps://www.marketresearchstore.com/privacy-statement

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    [Keywords] Market include Aristocrat, Caesars Entertainment Corporation, Zynga, SG Digital, International Game Technology

  4. M

    Mobile Gaming Market By Key Players (HandyGames, GAMEVIL, Zynga, Jump...

    • marketresearchstore.com
    pdf
    Updated Mar 16, 2025
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    Market Research Store (2025). Mobile Gaming Market By Key Players (HandyGames, GAMEVIL, Zynga, Jump Games); Global Report by Size, Share, Industry Analysis, Growth Trends, Regional Outlook, and Forecast 2024-2032 [Dataset]. https://www.marketresearchstore.com/market-insights/mobile-gaming-market-793412
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    pdfAvailable download formats
    Dataset updated
    Mar 16, 2025
    Dataset authored and provided by
    Market Research Store
    License

    https://www.marketresearchstore.com/privacy-statementhttps://www.marketresearchstore.com/privacy-statement

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    [Keywords] Market include GigaMedia Limited, HandyGames, Square Enix, Activison Blizzard, DeNA Co. Ltd.

  5. c

    Global Smart Phone Games Market Report 2025 Edition, Market Size, Share,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jan 1, 2023
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    Cognitive Market Research (2023). Global Smart Phone Games Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/smart-phone-games-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 1, 2023
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    Get the sample copy of Smart Phone Games Market Report 2025 (Global Edition) which includes data such as Market Size, Share, Growth, CAGR, Forecast, Revenue, list of Smart Phone Games Companies (Activision Blizzard, Electronic Arts Inc, Gameloft, Glu Mobile, GungHo Online Entertainment, Kabam Inc, King Digital Entertainment plc, Rovio Entertainment Ltd, Supercell, Zynga, Netmarble Games, Colopl, CyberAgent, DeNA), Market Segmented by Type (Action Game, Adventure Game, Card Game, Sport Game, RPG Game, Other), by Application (Apple, Windows, Android)

  6. S

    Social Casino Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    Archive Market Research (2025). Social Casino Report [Dataset]. https://www.archivemarketresearch.com/reports/social-casino-58906
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global social casino market is experiencing robust growth, projected to reach $11.86 billion in 2025, exhibiting a Compound Annual Growth Rate (CAGR) of 7.7% from 2019 to 2033. This expansion is driven by several key factors. The increasing accessibility of smartphones and mobile internet, coupled with the rising popularity of casual gaming and free-to-play models, fuels significant user acquisition. Furthermore, the integration of social features, such as leaderboards and in-game social interaction, enhances player engagement and retention, fostering a highly lucrative market for developers. The market's success also stems from continuous innovation in game mechanics, graphics, and the introduction of new game titles that cater to evolving player preferences. The appeal of social casino games lies in their ability to offer an entertaining and accessible gambling-like experience without the financial risks associated with real-money gambling, making it attractive to a wide demographic. The market segmentation reveals a strong preference for casual and free-to-play games within the social casino sector. While the "toll" (paid) segment represents a smaller portion, its growth potential should not be underestimated as premium features and exclusive content continue to appeal to a subset of players. Geographic distribution reveals a significant market presence in North America and Europe, with strong growth expected in the Asia-Pacific region driven by increasing smartphone penetration and a burgeoning gaming culture. The competitive landscape is dominated by established players such as Zynga, International Game Technology, Scientific Games Corporation, and Caesars Entertainment Corporation, who continuously invest in research and development to maintain their market positions and attract new users. Continued expansion is anticipated as technological advancements further enhance the gaming experience and as regulatory environments evolve.

  7. Gaming revenue worldwide 2024, by device

    • statista.com
    Updated Dec 9, 2024
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    Statista (2024). Gaming revenue worldwide 2024, by device [Dataset]. https://www.statista.com/statistics/278181/global-gaming-market-revenue-device/
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    Dataset updated
    Dec 9, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    In 2024, mobile remained the biggest gaming segment worldwide with approximately 92.6 billion U.S. dollars in annual revenues. The console segment ranked second with 51.9 billion U.S. dollars and PC gaming ranked last. Gaming revenue Revenues in the gaming industry are based on three major sources. Hardware, such as consoles, processors, screens, controllers, and other accessories; software, the actual games, as well as in-game purchases and live services. Some of the most important players in the computer and video games publishing market are Sony Computer Entertainment (Japan), Tencent Holdings Limited (China), Microsoft (United States) and Nintendo Company Ltd. (Japan). Traditional console and PC gaming companies may have worldwide name recognition but mobile gaming publishers are no slouches either: Shenzhen Tencent Tianyou Technology Ltd (formerly known as Tencent Mobile Games) generated more than 95 million U.S. dollars in monthly app revenues in September, and the top-ranked mobile game publishers generate revenues worth millions in the double-digits every month. Several mobile gaming publisher have gone from being an indie company to an IPO in just a few years, with Rovio Entertainment, King, and Zynga just being a few examples of the mobile gaming boom in the mid-2010s. Mobile gaming monetization The majority of mobile gaming revenues are generated via smartphones, with tablet devices only accounting for a small share of mobile gaming gross. The average number of in-app purchases per paying user increased across all gaming genres in 2020-2021 as user engagement with gaming soared during the global COVID-19 pandemic. Another survey of mobile gaming developers found that platformers are the highest-monetizing free-to-play genre.

  8. O

    Online Mobile Game Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Feb 19, 2025
    + more versions
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    AMA Research & Media LLP (2025). Online Mobile Game Report [Dataset]. https://www.archivemarketresearch.com/reports/online-mobile-game-42020
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Feb 19, 2025
    Dataset provided by
    AMA Research & Media LLP
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global online mobile game market is projected to exhibit a remarkable growth trajectory, with a market size of XXX million in 2025, expanding at a CAGR of XX% over the forecast period of 2025-2033. The increasing adoption of smartphones and the rising popularity of mobile gaming are primarily driving this growth. Additionally, the proliferation of high-speed internet and the availability of affordable data plans are further fueling market expansion. Emerging trends such as augmented reality (AR) and virtual reality (VR) are expected to provide new opportunities for innovation and growth within the market. Major players in the online mobile game market include Tencent, EA, Zynga, King, Take-Two, Sony, Baidu, Alibaba, Facebook, Foxconn, Glu, Nintendo, Bandai Namco, Ubisoft, Sega, Supercell, Rovio, Taito, Frozen Star Studios, Hipster Whale, Activision Blizzard, and others. These companies are continuously investing in developing advanced games with immersive experiences to attract a wider audience. The market is segmented based on type (iOS and Android) and application (entertainment, education, electronic sports, and others). The entertainment segment currently holds the largest market share and is expected to maintain its dominance throughout the forecast period. Asia-Pacific and North America are projected to be the key growth markets due to the presence of a large smartphone user base and a vibrant gaming culture.

  9. S

    Social-network Game Service Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jan 3, 2025
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    Data Insights Market (2025). Social-network Game Service Report [Dataset]. https://www.datainsightsmarket.com/reports/social-network-game-service-1400422
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Jan 3, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global social-network game service market is projected to reach USD XX million by 2033, exhibiting a CAGR of XX% during the forecast period (2025-2033). The increasing popularity of social media platforms, coupled with the growing demand for immersive gaming experiences, is driving the market growth. Furthermore, technological advancements, such as virtual reality (VR) and augmented reality (AR), are creating new opportunities for social-network game service providers. The market is segmented into applications (applications, websites, others), types (casual, adventure, competitive, others), companies (Zynga, Wooga, Gameforge, Bigpoint Games, Goodgame Studios, Plinga, Kabam, RockYou), and regions (North America, South America, Europe, Middle East & Africa, Asia Pacific). North America holds a significant market share due to the presence of established gaming companies and a large user base. Asia Pacific is expected to witness the highest growth rate during the forecast period, driven by the increasing penetration of smartphones and internet services in the region. The competitive landscape includes key players such as Zynga, Wooga, and Gameforge, who are investing heavily in research and development to offer innovative gaming experiences and expand their market reach.

  10. w

    Global Life Simulation Game Market Research Report: By Simulation Type...

    • wiseguyreports.com
    Updated Jul 23, 2024
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    wWiseguy Research Consultants Pvt Ltd (2024). Global Life Simulation Game Market Research Report: By Simulation Type (First-Person Perspective, Third-Person Perspective), By Genre (Role-Playing Games, Simulation Games, Strategy Games, Adventure Games), By Target Audience (Children, Teenagers, Adults), By Platform (PC, Console, Mobile) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/reports/life-simulation-game-market
    Explore at:
    Dataset updated
    Jul 23, 2024
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Jan 7, 2024
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 202318.63(USD Billion)
    MARKET SIZE 202420.68(USD Billion)
    MARKET SIZE 203247.72(USD Billion)
    SEGMENTS COVEREDSimulation Type ,Genre ,Target Audience ,Platform ,Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSRising popularity of immersive experiences Growing demand for personalized content Advancement in artificial intelligence Expansion into mobile platforms Evolving consumer preferences
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDNintendo ,NetEase ,Sony ,TakeTwo Interactive ,Rovio ,Electronic Arts ,Glu Mobile ,Zynga ,Ubisoft ,Microsoft ,Sega ,Paradox Interactive ,Kabam ,Supercell
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIES1 Virtual Reality Integration 2 Artificial Intelligence 3 CrossPlatform Play 4 Socialization Features 5 UserGenerated Content
    COMPOUND ANNUAL GROWTH RATE (CAGR) 11.01% (2025 - 2032)
  11. w

    Global Smartphone Game Market Research Report: By Game Genre (Action,...

    • wiseguyreports.com
    Updated Jan 3, 2025
    + more versions
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    wWiseguy Research Consultants Pvt Ltd (2025). Global Smartphone Game Market Research Report: By Game Genre (Action, Adventure, Role-Playing, Puzzle, Simulation), By Monetization Model (Free-to-Play, Paid, Subscription, In-App Purchases), By Platform (iOS, Android, Cross-Platform), By Player Engagement Type (Single Player, Multiplayer, Social) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/fr/reports/smart-phone-game-market
    Explore at:
    Dataset updated
    Jan 3, 2025
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 2023205.18(USD Billion)
    MARKET SIZE 2024220.98(USD Billion)
    MARKET SIZE 2032400.0(USD Billion)
    SEGMENTS COVEREDGame Genre, Monetization Model, Platform, Player Engagement Type, Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSMobile penetration growth, Increasing consumer spending, Evolving gaming technologies, Rise of esports, Expansion of monetization models
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDApple, Supercell, Garena, Microsoft, Google, NetEase, Activision Blizzard, Square Enix, Epic Games, Tencent, Riot Games, Zynga, Niantic, Sony, Bandai Namco
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESAugmented reality game integration, Subscription-based gaming services, Cross-platform multiplayer features, Cloud gaming advancements, Targeting older demographics.
    COMPOUND ANNUAL GROWTH RATE (CAGR) 7.7% (2025 - 2032)
  12. w

    Global Arcade Gaming Market Research Report: By Game Type (Classic Arcade...

    • wiseguyreports.com
    Updated Jan 3, 2025
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    wWiseguy Research Consultants Pvt Ltd (2025). Global Arcade Gaming Market Research Report: By Game Type (Classic Arcade Games, Redemption Games, Video Games, Pinball Machines, Merchandising Games), By Platform (Physical Arcade Cabinets, Mobile Devices, Home Consoles, Online Platforms), By End Use (Home Use, Arcade Centers, Family Entertainment Centers, Amusement Parks), By Demographics (Children, Teenagers, Adults, Families) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/de/reports/arcade-gaming-market
    Explore at:
    Dataset updated
    Jan 3, 2025
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20233.65(USD Billion)
    MARKET SIZE 20243.84(USD Billion)
    MARKET SIZE 20325.76(USD Billion)
    SEGMENTS COVEREDGame Type, Platform, End Use, Demographics, Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSIncreased smartphone penetration, Growing popularity of esports, Advancements in gaming technology, Rising disposable income, Expansion of arcade centers
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDActivision Blizzard, Namco Bandai, Razer, Microsoft, Square Enix, Epic Games, Nintendo, Valve Corporation, Atari, Gameloft, Sony Interactive Entertainment, Sega, Electronic Arts, Zynga, Konami
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESEmerging virtual reality experiences, Nostalgia-driven retro gaming, Expansion in mobile arcade units, Integration of esports competitions, Enhanced multiplayer gaming options
    COMPOUND ANNUAL GROWTH RATE (CAGR) 5.2% (2025 - 2032)
  13. w

    Global Virtual Goods Market Research Report: By Type (In-Game Items, Digital...

    • wiseguyreports.com
    Updated Mar 20, 2025
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    wWiseguy Research Consultants Pvt Ltd (2025). Global Virtual Goods Market Research Report: By Type (In-Game Items, Digital Currency, Virtual Clothing, Assets for Virtual Worlds), By Distribution Channel (Online Platforms, Mobile Applications, Social Media, Direct Sales), By User Demographics (Teens, Young Adults, Middle-Aged Adults, Senior Citizens), By Application (Gaming, Social Networking, Virtual Reality, E-Commerce) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/cn/reports/virtual-good-market
    Explore at:
    Dataset updated
    Mar 20, 2025
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Area covered
    世界, Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 202353.02(USD Billion)
    MARKET SIZE 202456.89(USD Billion)
    MARKET SIZE 2032100.0(USD Billion)
    SEGMENTS COVEREDType, Distribution Channel, User Demographics, Application, Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSGrowing demand for in-game purchases, Increasing popularity of esports, Expansion of virtual reality applications, Rise of social gaming platforms, Diversification of digital payment methods
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDApple, Bandai Namco Entertainment, Microsoft, Google, Valve, Nexon, Activision Blizzard, Epic Games, Electronic Arts, Tencent, Riot Games, Zynga, Sony, TakeTwo Interactive
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESIncreased gaming adoption, Expansion in esports events, Growth of virtual reality platforms, Rise of social media commerce, Demand for personalized digital assets
    COMPOUND ANNUAL GROWTH RATE (CAGR) 7.3% (2025 - 2032)
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Statista (2025). Zynga top grossing mobile games 2024 [Dataset]. https://www.statista.com/statistics/215587/zynga-top-grossing-mobile-games/
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Zynga top grossing mobile games 2024

Explore at:
Dataset updated
Jan 7, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2024
Area covered
Worldwide
Description

In 2024, Empires & Puzzles: Dragon Dawn was Zynga's most popular app with approximately 147 million U.S. dollars in revenues across the Apple App Store and Google Play worldwide. However, the social casino title was not the most-downloaded Zynga title of the year — this honor went to CSR 2 - Realistic Drag Racing.

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