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    Global Social Gaming Market 2015-2019

    Global Social Gaming Market 2015-2019

    • Report Code ID: RW0001232581
    • Category Technology, Media, & Telecommunications
    • No. of Pages 57
    • Publication Month Oct-15
    • Publisher Name Infiniti Research
    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.

    Publisher'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.

    Publisher'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 Publisher
     

    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
    Electronic Arts
    King Digital Entertainment
    Supercell
    Wooga
    Zynga
    CrowdStar
    Gameloft
    Kabam
    Peak Games
    Playdom
    Renren
    RockYou
    Rovio Entertainment
    Social Point
    Tencent
    TinyCo.

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