Market Research Reports

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

80pages
Published Date: 2014-02-19
 

Description




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




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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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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