Global Virtual Goods Market 2012-2016

Global Virtual Goods Market 2012-2016

Category : ICT & Media

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TechNavio's analysts forecast the Global Virtual Goods market to grow at a CAGR of 12.5 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increase in the adoption of tablets and smartphones. The Global Virtual Goods market has also been witnessing market consolidation. However, the difficult financial environment and the fall in consumer spending could pose a challenge to the growth of this market.

TechNavio's report, the Global Virtual Goods Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it covers the Global Virtual Goods market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

The key vendors dominating this market space are Facebook Inc., Gree Inc., Mixi Inc., and Tencent Holdings Ltd.

The other vendors mentioned in the report are hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Sonico.com Inc., NHN Japan Corp., CyberAgent Inc., Zynga Inc., Kabam Inc., and DeNA Co. Ltd.

Key questions answered in this report:
What will the market size be in 2016 and at what rate will it grow?
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 these key vendors?
What are the strengths and weaknesses of these key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details provided within the report.

1. Executive Summary

2. Introduction

3. Market Coverage


Market Overview

Product Offerings

4. Market Landscape

4.1. Market Size and Forecast 

4.2. Market Segmentation

4.3. Global Online Platform Size and Forecast

4.4. Global Social Network Platform Size and Forecast

4.5. Global Mobile Platform Size and Forecast

4.6. Five Force Analysis

5. Geographical Segmentation

5.1. Virtual Goods Market in Key Countries Size and Forecast

Virtual Goods Market in China Size and Forecast

Virtual Goods Market in the US Size and Forecast

Virtual Goods Market in Japan Size and Forecast

6. Key Leading Countries

7. Vendor Landscape

8. Buying Criteria

9. Market Growth Drivers

10. Drivers and their Impact

11. Market Challenges

12. Impact of Drivers and Challenges

13. Market Trends

14. Key Vendor Analysis


14.1. Tencent Holdings Ltd.

14.1.1. Business Overview

14.1.2. SWOT Analysis

14.2. Facebook Inc.

14.2.1. Business Overview

14.2.2. SWOT Analysis

14.3. Gree Inc.

14.3.1. Business Overview

14.3.2. SWOT Analysis

14.4. Mixi Inc.

14.4.1. Business Overview

14.4.2. SWOT Analysis

15. Other Reports in this Series

List of Exhibits:


Exhibit 1:  Global Virtual Goods Market 2012-2016 (US$ million)

Exhibit 2:  Global Virtual Goods Market by Macro Area-wise Segmentation 2012

Exhibit 3:  Global Virtual Goods Market by Macro Area Segmentation (percent)

Exhibit 4:  Global Virtual Goods Market by Macro Area Segmentation (US$ million)

Exhibit 5:  Global Online Platform 2012-2016 (US$ million)

Exhibit 6:  Global Social Network Platform 2012-2016 (US$ million)

Exhibit 7:  Global Mobile Platform Size and Forecast

Exhibit 8:  Global Virtual Goods Market by Geographical Segmentation 2012

Exhibit 9:  Virtual Goods Market in China 2012–2016 (US$ million)

Exhibit 10:  Virtual Goods Market in the US 2012–2016 (US$ million)

Exhibit 11:  Virtual Goods Market in Japan 2012–2016 (US$ million)

Exhibit 12:  Broadband Subscribers in China per 100 Residents 2012–2016

Exhibit 13:  Broadband Subscribers in Japan per 100 Residents 2012–2016

Exhibit 14:  Broadband Subscribers in the US per 100 Residents 2012–2016

Exhibit 15: Broadband Subscribers in South Korea per 100 Residents 2012–2016



 


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