Market Research Reports

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

80pages
Published Date: 2014-02-19

Description



Though video games are highly attractive, console-based video games are available at a price the common man can’t afford. However, most social gaming sites are free to join and feature free gambling, village setting, and other games. Today’s generation spends a major chunk of its time on social media sites such as Twitter, Facebook, and MySpace to socialize with their family and friends. According to Facebook statistics, there are over 500 million active Facebook users and half of them log into the website every day. Collectively, more than 700 billion minutes are spent on Facebook each month.

The platform of social media provides a lot of opportunities for monetizing fun games, driven by the large population base that accesses these websites. People spend around 50% of their time on social gaming sites competing with their friends and colleagues. Companies in the social gaming market are tapping into this opportunity to launch new fun games that can be accessed by players on the go.

The report on the global social gaming market provides a clear picture of the competitive framework of this industry. Furthermore, the report collates market data using Porter’s Five Forces analysis, market attractiveness analysis, value chain evaluation, and market share analysis.

Overview of the global social gaming market

Apart from the rapidly growing user base, the global social gaming market also benefits from the increase in global smartphone usage, easy accessibility, and the rise of free-to-play games. Moreover, improvement in browser experience and the accelerating trend of cloud computing is driving the social gaming market. However, factors such as bans on social networking sites in some countries and institutions will hamper the growth of this market.

Nevertheless, the global social gaming market will expand at a marked 16.1% CAGR during the forecast period of 2013 to 2019. In 2012, the global social gaming market was worth US$5.40 billion and is predicted to reach a total market value of US$17.40 billion by 2019.

The top three revenue sources of the free social gaming market include advertisements, game-related virtual goods, and lead generation offers. The game-related virtual goods sector is expected to demonstrate the fastest growth, at a 15.2% CAGR, during the forecast period. The age group of 19-25 years held the largest market share in the global social gaming industry in 2012.

Geographically, the global social gaming market is divided into North America, Europe, Asia Pacific and Rest of the World (RoW). In 2012, Asia Pacific stood out as the largest consumer base for the global social gaming market, due to the contributions of highly populated economies such as China and India.

Companies mentioned in the research report 

Zynga ruled the global social gaming market in 2012. Zynga Poker’s move into the social media sector brought them around 400,000 concurrent players, which allowed them to hold the monopoly in the niche social gaming and gambling market. Electronic Arts (EA), Playdom, Crowdstar, Renren, Rovio, and Tencent are the other prominent players in the market.

Major geographies analyzed under this research report are: 
  • Europe
  • North America 
  • Asia-Pacific 
  • Rest of the World 
This report gives you access to decisive data such as:
  • Market growth drivers 
  • Factors limiting market growth
  • Current market trends 
  • Market structure
  • Market projections for the coming years 
Key highlights of this report
  • Overview of key market forces propelling and restraining market growth 
  • Up-to-date analyses of market trends and technological improvements 
  • Pin-point analyses of market competition dynamics to offer you a competitive edge
  • An analysis of strategies of major competitors 
  • An array of graphics and SWOT analysis of major industry segments 
  • Detailed analyses of industry trends
  • A well-defined technological growth map with an impact-analysis 
  • Offers a clear understanding of the competitive landscape and key product segments

Table of Contents


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

Free Market Analysis


Driven by continuous growth in sales of smartphones, tablets and others mobile devices, global market for social gaming was valued at USD 5.40 billion in 2012 and is expected to reach USD 17.40 billion by 2019, growing at a CAGR of 16.1% during the forecast period from 2013 to 2019. Individuals and console based game manufacturers and designers have started recognizing the potential and importance of social networking sites, which is in turn, contributing to the growth of social games.

global-social-gaming-market-size-and-forecast-2012-2019

People have always been attracted to video games and these console based games come at prices that is not affordable by common man. Today’s generation spend their time on Facebook, Twitter and MySpace among others to socialize with family and friends. During their time on the web, the users spend over 50% of their time on social games competing with friends and colleagues. Many of the game developers are now looking to tap the social media market and develop games for the social networking sites. On an average 200 million active users play games online and it expected to increase with each passing year. With the increase in social network users the number of people likely to sign up for social games is expected to increase. The number of monthly active users in 2012 was approximately over 200 million and it expected to double by 2019. Social game publishers are in a constant mode for development and redesigning the games as users tend to get bored by playing the same game over and over again. To meet the demands of the users, organizations are designing games of different genre such as casino games, virtual villages, sport role playing games, social role playing games and ownership games among others. Casino and virtual village games are quite popular among the gamers.

The growth of social games can be attributed to the growing demand of smartphones and tablets in the market. The ever increasing demand of the mobile devices has made the social game developers rework their strategies and they are now designing games that can be played on these devices. The growth in the internet subscribers has also contributed to the growth of the social game users. It is expected that in 2014 one third of internet users are likely to take to social gaming. Another factor resulting in the growth social gaming market is free cost of the games on the net.

Social game developers generate revenue through virtual goods, advertisements and lead generation / offers. This segment is expected to increase at a CAGR of 15.2 % from 2013 - 2019. Revenue generated through advertisements is likely to increase in the coming years.

Women and people of age group 19 – 25 years is the largest end user of social games. Growing use of tablet PCs and smartphones have resulted in huge number of users playing games online and spurred the demand for online games. In addition, internal and external memory capacity of smartphones and tablet PCs have contributed to the growth of social gaming market. Asia Pacific is the largest regional market for social gaming as it is the region with the largest population and the demand for mobile devices is on the rise.
Zynga led the global social gaming market in 2012. Other important players in social gaming market include Electronic Arts, Crowdstar, Playdom, Rovio, Tencent and Renren among others.

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