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市場調查報告書

社群遊戲的亞太地區市場:2015∼2019年

Social Gaming Market in the APAC Region 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 312484
出版日期 內容資訊 英文 45 Pages
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社群遊戲的亞太地區市場:2015∼2019年 Social Gaming Market in the APAC Region 2015-2019
出版日期: 2015年09月16日 內容資訊: 英文 45 Pages
簡介

所謂社群遊戲是指社群媒體平台或社群網站上,或是社群媒體用內部可玩的遊戲。自從2009年起,社群網站龍頭Facebook與Zynga合作提供Farmville以來便日益熱門。受到Farmville成功的影響,社群遊戲在全球擴大,且漸漸大受歡迎。亞太地區的社群遊戲市場預計從2014年到2019年間將以10.12%的CAGR(年複合成長率)擴大。

本報告提供亞太地區社群遊戲市場現狀分析與未來預測,提供您市場成長要素與課題,主要供應商等資訊。

第1章 摘要整理

  • 分析結果的概要

第2章 調查範圍

  • 調查概要
  • 基準年
  • 供應商的分類
  • 大型供應商的主要產品

第3章 市場調查技術

  • 調查手法
  • 經濟指標

第4章 簡介

  • 市場趨勢的概要

第5章 市場形勢

  • 市場概要
  • 亞太地區的社群遊戲市場
  • 波特的五力分析

第6章 收益類別的市場區隔

  • 亞太地區的社群遊戲市場:收益的各類型
  • 虛擬商品收益
  • 廣告收益
  • lead generation (獲得潛在客戶)

第7章 男女的市場區隔

  • 亞太地區的社群遊戲市場:男女的明細 (最新值·預測值)
  • 女性玩家市場
  • 男性遊戲玩家市場

第8章 主要國家市場

  • 日本
  • 中國

第9章 業者情勢

  • 競爭模式

第10章 主要供應商分析

  • GungHo Online
  • King
  • Rekoo
  • Tencent Holdings
  • Zynga

第11章 關於Technavio

圖表一覽

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目錄
Product Code: IRTNTR7138

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 social gaming market in APAC to grow at a CAGR of 10.12% 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 APAC 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, Social Gaming Market in APAC 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. It also discusses the key leading countries in the market along with various growth prospects and restraints.

Key vendors

  • GungHo
  • King
  • Rekoo.com
  • Tencent
  • Zynga

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

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Social gaming market in APAC
  • Five forces analysis

PART 06: Market segmentation by revenue type

  • Social gaming market in APAC by revenue type
  • Social gaming market in APAC by virtual goods
  • Social gaming market in APAC by advertisements
  • Social gaming market in APAC by lead generation

PART 07: Market segmentation by gender

  • Social gaming market in APAC by gender 2014 and 2019
  • Social gaming market in APAC by female gamers
  • Social gaming market in APAC by male gamers

PART 08: Key leading countries

  • Japan
  • China

PART 09: Vendor landscape

  • Competitive scenario

PART 10: Key vendor analysis

  • GungHo Online Entertainment
  • King
  • Rekoo
  • Tencent Holdings
  • Zynga

PART 11: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Devices and revenue generation model of social gaming market
  • Exhibit 03: Social gaming market in APAC 2014-2019 ($ billions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Social gaming market in APAC by revenue type 2014
  • Exhibit 06: Social gaming market in APAC by revenue type 2019
  • Exhibit 07: Social gaming market in APAC by virtual goods 2014-2019 ($ billions)
  • Exhibit 08: Percentage of smartphone gamers making in-app purchases for different reasons 2014
  • Exhibit 09: Percentage of tablet gamers making in-app purchases for different reasons in 2014
  • Exhibit 10: Social gaming market in APAC by advertisements 2014-2019 ($ billions)
  • Exhibit 11: Social gaming market in APAC by lead generation 2014-2019 ($ billions)
  • Exhibit 12: Social gaming market in APAC by gender 2014 and 2019 ($ billions)
  • Exhibit 13: Social gaming market in APAC by female gamers 2014-2019 ($ billions)
  • Exhibit 14: Top genre of games among female gamers based on minutes spent per week
  • Exhibit 15: Social gaming market in APAC by male gamers 2014-2019 ($ billions)
  • Exhibit 16: Top genre of games among male gamers based on minutes spent per week
  • Exhibit 17: Business segmentation
  • Exhibit 18: Geographical segmentation by revenue 2014
  • Exhibit 19: Business segmentation by revenue 2014
  • Exhibit 20: Geographical segmentation by revenue 2014
  • Exhibit 21: Business segmentation
  • Exhibit 22: Business segmentation by revenue 2013 and 2014 ($ millions)
  • Exhibit 23: Geographical segmentation by revenue
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