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市場調查報告書

社群遊戲的市場 - 全球產業分析、規模、市場佔有率、成長、趨勢及預測

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

出版商 Transparency Market Research 商品編碼 295925
出版日期 內容資訊 英文 80 Pages
商品交期: 最快1-2個工作天內
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社群遊戲的市場 - 全球產業分析、規模、市場佔有率、成長、趨勢及預測 Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019
出版日期: 2014年02月19日 內容資訊: 英文 80 Pages
簡介

本報告提供社群遊戲的全球市場各創造利益(收費銷售額、廣告銷售額、成果報酬型廣告銷售額)、性別、各年齡及地區(北美、歐洲、亞太地區等)之銷售額分析、現在及到2019年的市場預測。市場推動因素、阻礙因素,及市場機會。含詳細價值鏈分析、波特的五力分析、市場魅力分析和財務概要、產業策略、SWOT分析、最近的趨勢等的主要11家企業簡介,為您概述為以下內容。

第1章 序

  • 報告的說明
  • 調查範圍
  • 調查方法

第2章 摘要整理

第3章 市場概要

  • 簡介
  • 推動市場要素
    • 全世界的智慧型手機需求的增加
    • 網際網路用戶數的急速成長
    • 存取的簡便與免費遊戲
  • 阻礙市場要素
    • 社群網站上的禁止
  • 市場機會
    • 瀏覽器體驗的改善
    • 雲端遊戲的上升趨勢
  • 市場趨勢和今後展望
  • 價值鏈分析
  • 波特的五力分析
    • 供給者談判力
    • 買主談判力
    • 新加入廠商的威脅
    • 替代品的威脅
    • 競爭關係
  • 社群遊戲:市場魅力分析
  • 社群遊戲:企業的市場佔有率分析

第4章 社群遊戲的市場分析,各市場區隔

  • 概要
  • 收費銷售額市場
  • 廣告銷售額市場
  • 成果報酬型廣告銷售額市場

第5章 社群遊戲的市場分析,性別

  • 全球社群遊戲市場:應用概要
  • 男性
  • 女性

第6章 社群遊戲市場分析,各年齡族群

  • 概要
  • 13歲-18歲
  • 19歲-25歲
  • 26歲-35歲
  • 36歲-45歲
  • 46歲以上

第7章 社群遊戲市場分析,各地區

  • 全球社群遊戲市場:地區概要
  • 北美的社群遊戲市場
  • 歐洲的社群遊戲市場
  • 亞太地區的社群遊戲市場
  • 全球其他地區(ROW)的社群遊戲市場

第8章 企業簡介

  • Zynga, Inc.
  • King
  • Electronic Arts, Inc.
  • CrowdStar
  • RockYou
  • Social Point
  • Booyah Inc.
  • Renren Inc.
  • Rovio Entertainment Limited
  • Tencent Holdings Ltd.
  • Wooga GmbH
目錄

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

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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