Social Gaming Market in the US 2012-2016

Social Gaming Market in the US 2012-2016

Category : ICT & Media

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TechNavio's analysts forecast the Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming devices could pose a challenge to the growth of this market. 
TechNavio's report, the Social Gaming Market in the US 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the US; it also covers the Social Gaming 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 Zynga Inc., Midasplayer.com Ltd. (King), wooga GmbH, Social Point S.L., and Electronic Arts Inc. (EA).
Other vendors mentioned in the report are Arkadium Inc., DeNA Co. Ltd., Fun Technologies Inc., GREE Inc., Peak Games, Playdom Inc., Pretty Simple Games, and PopCap Games Inc.
Key questions answered in this report: 
What will the market size be in 2016 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?
You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

 

 

01. Executive Summary

02. Scope of the Report


02.1 Market Overview

02.2 Product Offerings

03. Market Research Methodology

03.1 Market Research Process

03.2 Research Design

03.3 Research Methodology

04. List of Abbreviations

05. Introduction

06. Market Landscape


06.1 Market Overview

06.2 Market Size and Forecast

06.3 Five Forces Analysis

07. Market Segmentation

07.1 Social Gaming Market in the US by Revenue Model 2012

Virtual Goods

Advertising

Lead Generation

07.2 Time Spent on Games by Gamers in the Gaming Market in the US

07.3 Money Spent on Games by the Gamers in the Gaming Market in the US

07.4 Global Social Gaming Market (Ex. the US) vs. Social Gaming Market in the US

Market Size and Forecast

08. Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016

09. Market Segmentation by Number of Social Gamers

09.1 Social Gaming Market by Number of Social Gamers 2012-2016

10. Buying Criteria

11. Market Growth Drivers

12. Drivers and their Impact

13. Market Challenges

14. Impact of Drivers and Challenges

15. Market Trends

16. Trends and their Impact

17. Vendor Landscape


17.1 Competitive Scenario

17.1.1 Key News

17.1.2 Mergers and Acquisitions

17.2 Market Share Analysis 2012

17.3 Other Prominent Vendors

18. Key Vendor Analysis

18.1 Electronic Arts Inc.

18.1.1 Business Overview

18.1.2 Business Segmentation

18.1.3 Key Information

18.1.4 SWOT Analysis

18.2 Midasplayer.com Ltd.

18.2.1 Business Overview

18.2.2 Key Information

18.2.3 SWOT Analysis

18.3 Social Point S.L.

18.3.1 Business Overview

18.3.2 Key Information

18.3.3 SWOT Analysis

18.4 wooga GmbH

18.4.1 Business Overview

18.4.2 Key Information

18.4.3 SWOT Analysis

18.5 Zynga Inc.

18.5.1 Business Overview

18.5.2 Key Information

18.5.3 SWOT Analysis

19. Other Reports in this Series



List of Exhibits

Exhibit 1: Market Research Methodology

Exhibit 2: Social Gaming Market in the US

Exhibit 3: Social Gaming Market in the US 2012-2016 (US$ billion)

Exhibit 4: Social Gaming Market in the US by Revenue Model 2012

Exhibit 5: Time Spent on Games by the Gamers in the Gaming Market in the US 2012

Exhibit 6: Money Spent on Games by the Gamers in the Gaming Market in the US 2012

Exhibit 7: Global Social Gaming Market excluding the US vs. Social Gaming Market in the US 2012-2016 (percentage of revenue)

Exhibit 8: Global Social Gaming Market excluding the US vs. Social Gaming Market in the US (US$ billion)

Exhibit 9: Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 (percentage of revenue)

Exhibit 10: Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 (US$ billion)

Exhibit 11: Social Gaming Market by Number of Social Gamers 2012-2016 (millions of gamers)

Exhibit 12: Business Segmentation of Electronic Arts Inc.



 



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