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市場調查報告書

美國的社群遊戲市場:2015年∼2019年

Social Gaming Market in the US 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 289866
出版日期 內容資訊 英文 64 Pages
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美國的社群遊戲市場:2015年∼2019年 Social Gaming Market in the US 2015-2019
出版日期: 2015年05月06日 內容資訊: 英文 64 Pages
簡介

美國的社群遊戲市場,從2014年到2019年,預計以19.63%的年複合成長率擴大。美國的網路用戶大約3分之一是社群遊戲玩家,這促進著國內社群遊戲市場成長。

本報告提供美國的社群遊戲市場相關調查分析、市場規模與成長率的預測、主要的市場趨勢、市場推動成長因素、市場成長的課題,及主要供應商分析等。

第1章 摘要整理

第2章 簡稱清單

第3章 調查範圍

  • 市場概要
  • Base Year
  • 供應商分類
  • 主要的產品

第4章 市場調查手法

  • 市場調查流程
  • 調查手法

第5章 簡介

第6章 市場形勢

  • 市場簡短描寫
  • 市場概要
  • 市場規模與預測
  • 波特的五力分析

第7章 市場分類:收益

  • 社群遊戲的美國市場:收益
  • 於社群遊戲花費的時間
  • 於社群遊戲花費的金額

第8章 市場分類:社群遊戲玩家數

  • 社群遊戲的美國市場:社群遊戲玩家數
  • 人口統計
    • 年齡層
    • 教育層級
    • 收入

第9章 購買標準

第10章 市場成長因素

第11章 成長因素與其影響

第12章 市場課題

第13章 成長因素與課題的影響

第14章 市場趨勢

第15章 趨勢與其影響

第16章 業者情勢

  • 競爭模式
  • 市場佔有率分析
  • 其他卓越供應商

第17章 主要供應商分析

  • Electronic Arts
  • King
  • Peak Games
  • Wooga
  • Zynga

第18章 相關報告

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目錄
Product Code: IRTNTR5911

About Social Gaming

Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular across the globe. The social gaming market in the US is one of the biggest markets worldwide. Most of the vendors focus on this region for launching better and more creative games. For instance, games such as Candy Crush Saga and FIFA series immediately witnessed an increase in their gamer base following their launch on social media platforms in the US. An increasing number of people have accounts on social networking sites and other platforms, which is the primary reason for the popularity of social gaming in the US.

Technavio's analysts forecast the revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the social gaming market in the US for the period 2014-2019. To calculate the market size, the report considers revenue generated from the three segments of the social gaming market in the US, namely, virtual goods, advertising, and lead generation. In addition, the report discusses the major drivers that influence the growth of the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends that are emerging in the market.

Technavio's report, Social Gaming Market in the US 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the landscape of social gaming market in the US and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Vendors

  • Electronic Arts (EA)
  • King Digital Entertainment
  • Peak Games
  • Wooga
  • Zynga

Other Prominent Vendors

  • Arkadium
  • Crowdstar
  • DeNA
  • GREE
  • Kabam
  • Peak Games
  • Playdom
  • Pretty Simple Games

Market Driver

  • Increase in number of social gamers
  • For a full, detailed list, view our report

Market Challenge

  • Increased adoption of alternative gaming devices
  • For a full, detailed list, view our report

Market Trend

  • Use of analytics in social gaming
  • 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?

Table of Contents

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

  • 03.1. Market Overview
  • 03.2. Base Year
  • 03.3. Vendor Segmentation
  • 03.4. Product Offerings

04. Market Research Methodology

  • 04.1. Market Research Process
  • 04.2. Research Methodology

05. Introduction

06. Market Landscape

  • 06.1. Market Snapshot
  • 06.2. Market Overview
  • 06.3. Market Size and Forecast
  • 06.4. Five Forces Analysis

07. Market Segmentation by Revenue

  • 07.1. Social Gaming Market in US by Revenue 2014
  • 07.2. Time Spent on Social Games in US
  • 07.3. Money Spent on Social Games in US

08. Market Segmentation by Number of Social Gamers

  • 08.1. Social Gaming Market in US by Number of Social Gamers 2014-2019
  • 08.2. Demographics
    • 08.2.1. Social Gamers in US by Age Group
    • 08.2.2. Education Level of Social Gamers in US
    • 08.2.3. Income of Social Gamers in US

09. Buying Criteria

10. Market Growth Drivers

11. Drivers and their Impact

12. Market Challenges

13. Impact of Drivers and Challenges

14. Market Trends

15. Trends and their Impact

16. Vendor Landscape

  • 16.1. Competitive Scenario
  • 16.2. Market Share Analysis
  • 16.3. Other Prominent Vendors

17. Key Vendor Analysis

  • 17.1. Electronic Arts
    • 17.1.1. Key Facts
    • 17.1.2. Business Overview
    • 17.1.3. Business Segmentation by Revenue 2014
    • 17.1.4. Business Segmentation by Revenue 2013 and 2014
    • 17.1.5. Geographical Segmentation by Revenue 2014
    • 17.1.6. Business Strategy
    • 17.1.7. Recent Developments
    • 17.1.8. SWOT Analysis
  • 17.2. King
    • 17.2.1. Key Facts
    • 17.2.2. Business Overview
    • 17.2.3. Business Segmentation
    • 17.2.4. Business Segmentation by Revenue 2012 and 2013
    • 17.2.5. Geographical Segmentation by Revenue 2013
    • 17.2.6. Business Strategy
    • 17.2.7. Recent Developments
    • 17.2.8. SWOT Analysis
  • 17.3. Peak Games
    • 17.3.1. Key Facts
    • 17.3.2. Business Overview
    • 17.3.3. Key Games
    • 17.3.4. SWOT Analysis
  • 17.4. Wooga
    • 17.4.1. Key Facts
    • 17.4.2. Business Overview
    • 17.4.3. Key Games
    • 17.4.4. Recent Developments
    • 17.4.5. SWOT analysis
  • 17.5. Zynga
    • 17.5.1. Key Facts
    • 17.5.2. Business Overview
    • 17.5.3. Business Segmentation by Revenue 2013
    • 17.5.4. Business Segmentation by Revenue 2012 and 2013
    • 17.5.5. Geographical Segmentation by Revenue 2013
    • 17.5.6. Business Strategy
    • 17.5.7. Recent Developments
    • 17.5.8. SWOT Analysis

18. Other Reports in this Series

List Of Exhibits

  • Exhibit 1: Market Research Methodology
  • Exhibit 2: Social Gaming Market in US by Revenue Model
  • Exhibit 3: Social Gaming Market in US 2014-2019 ($ billion)
  • Exhibit 4: ARPU: Social Gaming Market in US 2014-2019 (in dollars)
  • Exhibit 5: Social Gaming Market in US by Revenue 2014
  • Exhibit 6: Comparative Study of Time Spent on Social Games in US 2012 versus 2014
  • Exhibit 7: Comparative Study of Money Spent on Social Games in US 2012 versus 2014
  • Exhibit 8: Social Gaming Market in US by Number of Social Gamers 2014-2019 (in million)
  • Exhibit 9: Social Gamers in US by Age Group 2014
  • Exhibit 10: Social Gamers in US by Education 2014
  • Exhibit 11: Social Gamers in US by Income 2014
  • Exhibit 12: Electronic Arts: Business Segmentation by Revenue 2014
  • Exhibit 13: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
  • Exhibit 14: Electronic Arts: Geographical Segmentation by Revenue 2014
  • Exhibit 15: King: Business Segmentation 2013
  • Exhibit 16: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 17: King: Geographical Segmentation by Revenue 2013
  • Exhibit 18: Peak Games: Key Games
  • Exhibit 19: Wooga: Key Games
  • Exhibit 20: Zynga: Business Segmentation by Revenue 2013
  • Exhibit 21: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
  • Exhibit 22: Zynga: Geographical Segmentation by Revenue 2013
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