About Social Gaming Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular across the globe. The social gaming market in the US is one of the biggest markets worldwide. Most of the vendors focus on this region for launching better and more creative games. For instance, games such as Candy Crush Saga and FIFA series immediately witnessed an increase in their gamer base following their launch on social media platforms in the US. An increasing number of people have accounts on social networking sites and other platforms, which is the primary reason for the popularity of social gaming in the US. Technavio's analysts forecast the revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019. Covered... Research Beam Model: Research Beam Product ID: 222217 2500 USD New
Social Gaming Market in the US 2015-2019
 
 

Social Gaming Market in the US 2015-2019

  • Category : ICT & Media
  • Published On : May   2015
  • Pages : 64
  • Publisher : Technavio
 
 
 
About Social Gaming
Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular across the globe. The social gaming market in the US is one of the biggest markets worldwide. Most of the vendors focus on this region for launching better and more creative games. For instance, games such as Candy Crush Saga and FIFA series immediately witnessed an increase in their gamer base following their launch on social media platforms in the US. An increasing number of people have accounts on social networking sites and other platforms, which is the primary reason for the popularity of social gaming in the US.
Technavio's analysts forecast the revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019.
Covered in this report
This report covers the present scenario and the growth prospects of the social gaming market in the US for the period 2014-2019. To calculate the market size, the report considers revenue generated from the three segments of the social gaming market in the US, namely, virtual goods, advertising, and lead generation. In addition, the report discusses the major drivers that influence the growth of the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends that are emerging in the market.
Technavio's report, Social Gaming Market in the US 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the landscape of social gaming market in the US and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
Key Vendors

• Electronic Arts (EA)
• King Digital Entertainment
• Peak Games
• Wooga
• Zynga
Other Prominent Vendors
• Arkadium
• Crowdstar
• DeNA
• GREE
• Kabam
• Peak Games
• Playdom
• Pretty Simple Games
Market Driver
• Increase in number of social gamers
• For a full, detailed list, view our report
Market Challenge
• Increased adoption of alternative gaming devices
• For a full, detailed list, view our report
Market Trend
• Use of analytics in social gaming
• 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?
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Base Year
03.3 Vendor Segmentation
03.4 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Snapshot
06.2 Market Overview
06.3 Market Size and Forecast
06.4 Five Forces Analysis
07. Market Segmentation by Revenue
07.1 Social Gaming Market in US by Revenue 2014
07.2 Time Spent on Social Games in US
07.3 Money Spent on Social Games in US
08. Market Segmentation by Number of Social Gamers
08.1 Social Gaming Market in US by Number of Social Gamers 2014-2019
08.2 Demographics
08.2.1 Social Gamers in US by Age Group
08.2.2 Education Level of Social Gamers in US
08.2.3 Income of Social Gamers in US
09. Buying Criteria
10. Market Growth Drivers
11. Drivers and their Impact
12. Market Challenges
13. Impact of Drivers and Challenges
14. Market Trends
15. Trends and their Impact
16. Vendor Landscape
16.1 Competitive Scenario
16.2 Market Share Analysis
16.3 Other Prominent Vendors
17. Key Vendor Analysis
17.1 Electronic Arts
17.1.1 Key Facts
17.1.2 Business Overview
17.1.3 Business Segmentation by Revenue 2014
17.1.4 Business Segmentation by Revenue 2013 and 2014
17.1.5 Geographical Segmentation by Revenue 2014
17.1.6 Business Strategy
17.1.7 Recent Developments
17.1.8 SWOT Analysis
17.2 King
17.2.1 Key Facts
17.2.2 Business Overview
17.2.3 Business Segmentation
17.2.4 Business Segmentation by Revenue 2012 and 2013
17.2.5 Geographical Segmentation by Revenue 2013
17.2.6 Business Strategy
17.2.7 Recent Developments
17.2.8 SWOT Analysis
17.3 Peak Games
17.3.1 Key Facts
17.3.2 Business Overview
17.3.3 Key Games
17.3.4 SWOT Analysis
17.4 Wooga
17.4.1 Key Facts
17.4.2 Business Overview
17.4.3 Key Games
17.4.4 Recent Developments
17.4.5 SWOT analysis
17.5 Zynga
17.5.1 Key Facts
17.5.2 Business Overview
17.5.3 Business Segmentation by Revenue 2013
17.5.4 Business Segmentation by Revenue 2012 and 2013
17.5.5 Geographical Segmentation by Revenue 2013
17.5.6 Business Strategy
17.5.7 Recent Developments
17.5.8 SWOT Analysis
18. Other Reports in this Series

List Of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Social Gaming Market in US by Revenue Model
Exhibit 3: Social Gaming Market in US 2014-2019 ($ billion)
Exhibit 4: ARPU: Social Gaming Market in US 2014-2019 (in dollars)
Exhibit 5: Social Gaming Market in US by Revenue 2014
Exhibit 6: Comparative Study of Time Spent on Social Games in US 2012 versus 2014
Exhibit 7: Comparative Study of Money Spent on Social Games in US 2012 versus 2014
Exhibit 8: Social Gaming Market in US by Number of Social Gamers 2014-2019 (in million)
Exhibit 9: Social Gamers in US by Age Group 2014
Exhibit 10: Social Gamers in US by Education 2014
Exhibit 11: Social Gamers in US by Income 2014
Exhibit 12: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 13: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 14: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 15: King: Business Segmentation 2013
Exhibit 16: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 17: King: Geographical Segmentation by Revenue 2013
Exhibit 18: Peak Games: Key Games
Exhibit 19: Wooga: Key Games
Exhibit 20: Zynga: Business Segmentation by Revenue 2013
Exhibit 21: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 22: Zynga: Geographical Segmentation by Revenue 2013
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