Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020
|出版日期||內容資訊||英文 343 Pages
|社群遊戲企業、應用程式平台:市場預測與預測 (2015年∼2020年) Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020|
|出版日期: 2015年04月20日||內容資訊: 英文 343 Pages||
Social gaming has exploded during the last decade. Game-play and consumption patterns have dramatically changed during the last five years and we see similar big changes coming with the invasion of mobile platforms and in particular the emerging wearable platforms. While Facebook individually leads the social gaming market, collectively non-Facebook social gaming platforms collectively represent a considerable portion of the market. Non-Facebook platforms include app store, local social networks, and multiplayer social game networks. Collectively, the social gaming market will reach $18 billion by 2020 with a combined CAGR of 12.25%. By device platform, wearable social platform will rise sharply followed by mobile and PC platform during the study period of 2015 - 2020.
Wearable gaming hardware devices include gaming and gamification focused headwear, body wear, eyewear and smartwatches. Mind Commerce predicts 3.4 million unit sales globally in 2015 rising to 23.4 million by 2020. The cumulative unit sales will be 68.3 million during 2015 with 47.1% CAGR through 2020. Mind Commerce predicts that connected wearable device shipments will reach 170 million units by 2020 and market value will reach nearly $25 billion.
This research evaluates the companies, solutions, and market for online and mobile social gaming. The report analyzes company strategies, assesses gaming platforms including next generation via wearable technology, and provides a market outlook and forecasts through 2020. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.