Global Social Gaming Market 2015-2019

Global Social Gaming Market 2015-2019

Category : ICT & Media
Published On : October  2015
Pages : 57



TOLL FREE
+1-971-202-1575
------------ Or -------------
help@researchbeam.com
About social gaming
Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. It gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide. 

Technavio's analysts forecast the global social gaming market to grow at a CAGR of 14.96% over the period 2014-2019.

Covered in this report
This report covers the present scenario and the growth prospects of the global social gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites. It also presents the vendor landscape and a corresponding detailed analysis of the top six vendors in the market.

Technavio's report, Global Social Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years. 

Key regions
• APAC
• Americas
• EMEA

Key vendors
• Electronic Arts
• King Digital Entertainment
• Supercell
• Wooga
• Zynga

Other prominent vendors
• CrowdStar 
• Gameloft
• Kabam
• Peak Games 
• Playdom
• Renren 
• RockYou 
• Rovio Entertainment
• Social Point
• Tencent 
• TinyCo.

Market driver
• Growing Internet penetration
• For a full, detailed list, view our report

Market challenge
• Decline in Facebook gaming
• For a full, detailed list, view our report

Market trend
• Enhanced cloud-based gaming platform 
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
PART 01: Executive summary
Highlights
Market overview

PART 02: Scope of the report
Base year
Vendor segmentation
Summation errors
Top-vendor offerings
Research methodology

PART 03: Market research methodology
Economic indicators
Key market highlights

PART 04: Introduction
Market overview

PART 05: Market landscape
Market size and forecast
Five forces analysis
Global social gaming market by source of revenue 2014-2019

PART 06: Market segmentation by source of revenue
Global social gaming market by virtual goods
Global social gaming market by advertising
Global social gaming market by lead generation
Global social gaming market by gender 2014-2019

PART 07: Market segmentation by gender
Global social gaming market by female gamers
Global social gaming market by male gamers
Global social gaming market by age

PART 08: Market segmentation by age
Global social gaming market by region 2014-2019

PART 09: Geographical segmentation
Social gaming market in APAC
Social gaming market in the Americas
Social gaming market in EMEA
US

PART 10: Key leading countries
Japan
China
Competitive scenario

PART 11: Vendor landscape
Other prominent vendors
Electronic Arts

PART 12: Key vendor analysis
King
Supercell
Wooga
Zynga
List of abbreviations

PART 13: Appendix

PART 14: Explore Technavio

List of Exhibits
Exhibit 01: Product offerings
Exhibit 02: Global social gaming market by device and revenue
Exhibit 03: Global social gaming market 2014-2019 ($ billions)
Exhibit 04: Global Internet penetration by global population 2008-2015 (in billions)
Exhibit 05: Social gaming penetration in global gaming market 2013-2019 ($ billions)
Exhibit 06: Five forces analysis
Exhibit 07: Global social gaming market by technology 2014
Exhibit 08: Global social gaming market by source of revenue 2019
Exhibit 09: Global social gaming market by virtual goods 2014-2019 ($ billions)
Exhibit 10: Reasons for smartphone gamers making in-app purchases 2014
Exhibit 11: Reasons for tablet gamers making in-app purchases 2014
Exhibit 12: Global social gaming market by advertising 2014-2019 ($ billions)
Exhibit 13: Global social gaming market by lead generation 2014-2019 ($ billions)
Exhibit 14: Global social gaming market by gender 2014 and 2019 ($ billions)
Exhibit 15: Global social gaming market by female gamers 2014-2019 ($ billions)
Exhibit 16: Popular genres of games among female gamers by minutes spent per week
Exhibit 17: Global social gaming market by male gamers 2014-2019 ($ billions)
Exhibit 18: Popular genres of games among male gamers by minutes spent per week
Exhibit 19: Global social gaming market by age 2014
Exhibit 20: Global social gaming market by region 2014
Exhibit 21: Global social gaming market by region 2019
Exhibit 22: Social gaming market in APAC 2014-2019 ($ billions)
Exhibit 23: Social gaming market in the Americas 2014-2019 ($ billions)
Exhibit 24: Social gaming market in EMEA 2014-2019 ($ billions)
Exhibit 25: Business segmentation by revenue 2015
Exhibit 26: Electronic Arts: Business segmentation by revenue 2014 and 2015
Exhibit 27: Electronic Arts: Platform segmentation by revenue 2015
Exhibit 28: Electronic Arts: Platform segmentation by revenue 2014 and 2015 (in $ millions)
Exhibit 29: Electronic Arts: Geographical segmentation by revenue 2015
Exhibit 30: Geographical segmentation of King by revenue 2014
Exhibit 31: Zynga: Business segmentation by revenue 2014
Exhibit 32: Zynga: Business segmentation by revenue 2013 and 2014
Exhibit 33: Geographical segmentation by revenue 2014

Enquiry Before Buy
image
Can´t read the image ? refresh here.