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  5. > Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019

Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others. The demand for these games is expected to see robust growth in the forecasted period. This is due to the free availability of the games and increase in sale of smartphones. Social gaming market is expected to emerge as a supplement for games that are played on Xboxes and Playstation. Smartphones with enhanced operating system and features are expected to support high end games. The smartphone market has seen tremendous growth in the last few years and has strongly influenced the social gaming market. This trend is expected to continue throughout the forecast period.

This report has been segmented by type, application, and geography. The study also includes the drivers, restraints, and opportunities (DROs), and value chain of the social gaming market. In addition, the forecast from 2013 to 2019 has been also covered with current and future trends that are expected to impact demand.

By geography, the market has been segmented into North America, Europe, Asia Pacific, and RoW. The present market size and forecast until 2019 have been provided in the report along with the detailed analysis and opportunities in these regions.

The report also analyzes macro economic factors influencing and inhibiting the growth of the market. Porter’s five forces analysis offers insights on market competition throughout its value chain. In addition, the market attractiveness analysis provided in the report highlights key investing areas in this industry. The report will help manufacturers, suppliers, and distributors to understand the present and future trends in this market and formulate their strategies accordingly.

The global social gaming market is segmented as below:

By revenue generation

Virtual goods
Advertisements
Lead generation offers
By Gender
Male
Female

By Age Group

13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years

By geography

North America
Europe
Asia Pacific
Rest of the World (RoW)

Table Of Contents

Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019
Table of content

Chapter 1 Preface
1.1 Report Description
1.2 Research Scope
1.3 Research Methodology

Chapter 2 Executive Summary

Chapter 3 Market Overview
3.1 Introduction
3.2 Market Drivers
3.2.1 Increase in global smartphone demand
3.2.2 Rapid growth in number of internet subscribers
3.2.3 Easy accessibility and free to play
3.3 Market Restraints
3.3.1 Ban on social networking sites
3.4 Market opportunities
3.4.1 Improvement in browser experience
3.4.2 Rising trend of cloud gaming
3.5 Market trends and future outlook
3.6 Value chain analysis
3.7 Porter's Five Forces Analysis
3.7.1 Bargaining power of suppliers
3.7.2 Bargaining power of buyers
3.7.3 Threat of new entrants
3.7.4 Threat of substitutes
3.7.5 Degree of competition
3.8 Social gaming: Market attractiveness analysis
3.9 Social gaming: Company market share analysis

Chapter 4 Social gaming Market Analysis, by Segment
4.1 Overview
4.2 Virtual goods market
4.2.1 Global social gaming market revenue share, by segment, 2012 - 2019
4.3 Advertisements
4.3.1 Global social gaming market revenue share, by segment, 2012 - 2019
4.4 Lead generation offers
4.4.1 Global social gaming market revenue share, by segment, 2012 - 2019

Chapter 5 Social gaming Market Analysis, by Gender
5.1 Global social gaming market: Application overview
5.1.1 Global social gaming market revenue share, by gender, 2012 - 2019
5.2 Male
5.2.1 Global social gaming market revenue share, by segment, 2012 - 2019
5.3 Female
5.3.1 Global social gaming market revenue share, by gender, 2012 - 2019

Chapter 6 Social Gaming Market Analysis, by Age Group
6.1 Overview
6.2 Age group 13-18
6.2.1 Global social gaming market revenue share, by age group 13-18, 2012 - 2019
6.3 Age group 19-25
6.3.1 Global social gaming market revenue share, by age group 19-25, 2012 - 2019
6.4 Age group 26-35
6.4.1 Global social gaming market revenue share, by age group 26-35, 2012 - 2019
6.5 Age group 36-45
6.5.1 Global social gaming market revenue share, by age group 36-45, 2012 - 2019
6.6 Age group 46+
6.6.1 Global social gaming market revenue share, by age group 46+, 2012 - 2019

Chapter 7 Social gaming Market Analysis, By Geography
7.1 Global social gaming market: Geographical overview
7.1.1 Global social gaming market revenue share, by geography
7.2 North America social gaming market
7.2.1 North America social gaming market size and forecast, 2012 - 2019 (USD billion)
7.3 Europe social gaming market
7.3.1 Europe social gaming market size and forecast, 2012 - 2019 (USD billion)
7.4 Asia Pacific social gaming market
7.4.1 Asia Pacific social gaming market size and forecast, 2012 - 2019 (USD billion)
7.5 RoW social gaming market
7.5.1 RoW social gaming market size and forecast, 2012 - 2019 (USD billion)

Chapter 8 Company Profiles
8.1 Zynga, Inc.
8.1.1 Company overview
8.1.2 Financial overview
8.1.3 Business strategy
8.1.4 SWOT analysis
8.1.5 Recent developments
8.2 King
8.2.1 Company overview
8.2.2 Financial overview
8.2.3 Business strategy
8.2.4 SWOT analysis
8.2.5 Recent developments
8.3 Electronic Arts, Inc.
8.3.1 Company overview
8.3.2 Financial overview
8.3.3 Business strategy
8.3.4 SWOT analysis
8.3.5 Recent developments
8.4 CrowdStar
8.4.1 Company overview
8.4.2 Financial overview
8.4.3 Business strategy
8.4.4 SWOT analysis
8.4.5 Recent developments
8.5 RockYou
8.5.1 Company overview
8.5.2 Financial overview
8.5.3 Business strategy
8.5.4 SWOT analysis
8.5.5 Recent developments
8.6 Social Point
8.6.1 Company overview
8.6.2 Financial overview
8.6.3 Business strategy
8.6.4 SWOT analysis
8.6.5 Recent developments
8.7 Booyah Inc.
8.7.1 Company overview
8.7.2 Financial overview
8.7.3 Business strategy
8.7.4 SWOT analysis
8.7.5 Recent developments
8.8 Renren Inc.
8.8.1 Company overview
8.8.2 Financial overview
8.8.3 Business strategy
8.8.4 SWOT analysis
8.8.5 Recent developments
8.9 Rovio Entertainment Limited
8.9.1 Company overview
8.9.2 Financial overview
8.9.3 Business strategy
8.9.4 SWOT analysis
8.9.5 Recent developments
8.10 Tencent Holdings Ltd.
8.10.1 Company overview
8.10.2 Financial overview
8.10.3 Business strategy
8.10.4 SWOT analysis
8.10.5 Recent developments
8.11 Wooga GmbH
8.11.1 Company Overview
8.11.2 Financial overview
8.11.3 Business strategy
8.11.4 SWOT analysis
8.11.5 Recent developments

List of Figures

FIG. 1 Market segmentation: Global social gaming market
FIG. 2 Smartphone shipment 2012 - 2019 (million units)
FIG. 3 Global social network users (billion)
FIG. 4 Global social gaming market value chain analysis
FIG. 5 Porter's Five Forces Analysis
FIG. 6 Social gaming: Market attractiveness analysis by age group, 2019
FIG. 7 Social gaming: Company market share analysis, 2012 (Value %)
FIG. 8 Global social gaming market share and forecast by segment, 2012 vs. 2019 (Value %)
FIG. 9 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
FIG. 10 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
FIG. 11 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
FIG. 12 Global social gaming market share and forecast, 2012 vs. 2019 (Value %)
FIG. 13 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
FIG. 14 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
FIG. 15 Global social gaming market revenue share, by age group (13-18), 2012 - 2019 (USD billion)
FIG. 16 Global social gaming market revenue share, by age group (19-25), 2012 - 2019 (USD billion)
FIG. 17 Global social gaming market revenue share, by age group (26-35), 2012 - 2019 (USD billion)
FIG. 18 Global social gaming market revenue share, by age group (36-45), 2012 - 2019 (USD billion)
FIG. 19 Global social gaming market revenue share, by age group (46+), 2012 - 2019 (USD billion)
FIG. 20 Global social gaming market revenue share, by geography, 2012 and 2019 (Value %)
FIG. 21 North America social gaming market size and forecast, 2012 - 2019 (USD billion)
FIG. 22 Europe social gaming market size and forecast, 2012 - 2019 (USD billion)
FIG. 23 Asia Pacific social gaming market size and forecast, 2012 - 2019 (USD billion)
FIG. 24 RoW social gaming market size and forecast, 2012 - 2019 (USD billion)
FIG. 25 Zynga Inc. annual revenue and social gaming segment revenue, 2010 - 2012 (USD billion)
FIG. 26 Electronic Arts Inc. annual revenue, 2010 - 2012 (USD billion)
FIG. 27 Renren Inc. annual revenue and social gaming segment revenue, 2010 - 2012 (USD million)
FIG. 28 Rovio Entertainment. annual revenue, 2011 - 2012 (USD million)
FIG. 29 Tencent Holdings Ltd. annual revenue and social games segment revenue, 2010 - 2012 (USD billion)

List of Tables

TABLE 1 Global social gaming market snapshot
TABLE 2 Revenue generated by different age group (USD billion)
TABLE 3 Drivers for the social gaming market: Impact analysis
TABLE 4 Blocking of Social Networking Sites
TABLE 5 Restraints of the global social gaming market: Impact analysis

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