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New York Press Releases
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(NewYork.CityRegions.Com, October 29, 2015 ) 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.
Market analysts forecast the global social gaming market to grow at a CAGR of 14.96% over the period 2014-2019.
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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.
New 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?
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Table Of Content
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
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