Cover Image
市場調查報告書

社群遊戲的全球市場2015年∼2019年

Global Social Gaming Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 305749
出版日期 內容資訊 英文 57 Pages
訂單完成後即時交付
價格
Back to Top
社群遊戲的全球市場2015年∼2019年 Global Social Gaming Market 2015-2019
出版日期: 2015年10月21日 內容資訊: 英文 57 Pages
簡介

所謂社群遊戲,是指使用社群媒體平台和社群網站,以及社群媒體應用程式的在線上進行的遊戲,也包含與家族和朋友玩的遊戲。現在,許多遊戲具備社群功能,導致終端用戶數的擴大。社群遊戲在2009年社群網站Facebook和Zynga公司合作的熱門遊戲「Farmville」時受到歡迎。全球社群遊戲市場,預計從2014年到2019年之間,以14.96%的年複合成長率擴大。

本報告提供全球社群遊戲市場現狀分析和成長的預測、市場成長因素與課題、主要國家的趨勢、主要供應商分析等。

第1章 摘要整理

  • 概況
  • 市場概要

第2章 本報告的調查範圍

  • 基準年
  • 供應商分類
  • 主要供應商的產品
  • 調查手法

第3章 市場調查手法

  • 經濟指標
  • 主要市場洞察

第4章 簡介

  • 市場概要

第5章 市場形勢

  • 市場規模與預測
  • 波特的五力分析
  • 全球社群遊戲市場:各收益來源的預測

第6章 收益來源的市場分類

  • 虛擬商品
  • 廣告
  • 獲取准客戶名單
  • 性別

第7章 性別的市場分類

  • 女性
  • 男性
  • 年齡層

第8章 年齡層的市場分類

第9章 地理區分

  • 亞太地區
  • 南北美洲
  • 歐洲、中東、非洲地區
  • 美國

第10章 主要國家

  • 日本
  • 中國
  • 競爭模式

第11章 業者情勢

  • 其他卓越供應商
  • Electronic Arts

第12章 主要供應商分析

  • King
  • Supercell
  • Wooga
  • Zynga
  • 簡稱清單

第13章 附錄

第14章 關於Technavio

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

目錄
Product Code: IRTNTR7010

About social gaming

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.

Technavio's analysts forecast the global social gaming market to grow at a CAGR of 14.96% over the period 2014-2019.

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.

Technavio's 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?

Table of Contents

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

PART 11: Vendor landscape

  • Other prominent vendors
  • Electronic Arts

PART 12: Key vendor analysis

  • King
  • Supercell
  • Wooga
  • Zynga
  • List of abbreviations

PART 13: Appendix

PART 14: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Global social gaming market by device and revenue
  • Exhibit 03: Global social gaming market 2014-2019 ($ billions)
  • Exhibit 04: Global Internet penetration by global population 2008-2015 (in billions)
  • Exhibit 05: Social gaming penetration in global gaming market 2013-2019 ($ billions)
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global social gaming market by technology 2014
  • Exhibit 08: Global social gaming market by source of revenue 2019
  • Exhibit 09: Global social gaming market by virtual goods 2014-2019 ($ billions)
  • Exhibit 10: Reasons for smartphone gamers making in-app purchases 2014
  • Exhibit 11: Reasons for tablet gamers making in-app purchases 2014
  • Exhibit 12: Global social gaming market by advertising 2014-2019 ($ billions)
  • Exhibit 13: Global social gaming market by lead generation 2014-2019 ($ billions)
  • Exhibit 14: Global social gaming market by gender 2014 and 2019 ($ billions)
  • Exhibit 15: Global social gaming market by female gamers 2014-2019 ($ billions)
  • Exhibit 16: Popular genres of games among female gamers by minutes spent per week
  • Exhibit 17: Global social gaming market by male gamers 2014-2019 ($ billions)
  • Exhibit 18: Popular genres of games among male gamers by minutes spent per week
  • Exhibit 19: Global social gaming market by age 2014
  • Exhibit 20: Global social gaming market by region 2014
  • Exhibit 21: Global social gaming market by region 2019
  • Exhibit 22: Social gaming market in APAC 2014-2019 ($ billions)
  • Exhibit 23: Social gaming market in the Americas 2014-2019 ($ billions)
  • Exhibit 24: Social gaming market in EMEA 2014-2019 ($ billions)
  • Exhibit 25: Business segmentation by revenue 2015
  • Exhibit 26: Electronic Arts: Business segmentation by revenue 2014 and 2015
  • Exhibit 27: Electronic Arts: Platform segmentation by revenue 2015
  • Exhibit 28: Electronic Arts: Platform segmentation by revenue 2014 and 2015 (in $ millions)
  • Exhibit 29: Electronic Arts: Geographical segmentation by revenue 2015
  • Exhibit 30: Geographical segmentation of King by revenue 2014
  • Exhibit 31: Zynga: Business segmentation by revenue 2014
  • Exhibit 32: Zynga: Business segmentation by revenue 2013 and 2014
  • Exhibit 33: Geographical segmentation by revenue 2014
Back to Top