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表紙
市場調查報告書

社群遊戲的全球市場 (2020-2027年):市場預測 (年齡層·性·各地區)·市場佔有率·市場機會分析

Social Gaming Market, By Segment, By Gender, By Age Group, and by Geography - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027

出版商 Coherent Market Insights 商品編碼 980042
出版日期 內容資訊 英文 130 Pages
商品交期: 2-3個工作天內
價格
社群遊戲的全球市場 (2020-2027年):市場預測 (年齡層·性·各地區)·市場佔有率·市場機會分析 Social Gaming Market, By Segment, By Gender, By Age Group, and by Geography - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027
出版日期: 2020年12月30日內容資訊: 英文 130 Pages
簡介

諸如Internet訪問增加,筆記型電腦,手機和平板電腦的高普及率以及所有性別和年齡段的社交遊戲高可用性等因素,社交遊戲越來越受歡迎。另一方面,預計在某些國家/地區使用社交媒體網站的限制會在預測期內阻礙市場增長。

本報告提供全球社群遊戲的市場調查,彙整市場定義和概要,新型冠狀病毒感染疾病 (COVID-19) 以及其他的市場影響因素分析,法律制度,產品趨勢,市場規模的轉變·預測,類型·年齡層·性·地區等各種部門的明細,競爭環境,主要企業簡介等資訊。

第1章 調查目的·前提條件

第2章 市場展望

第3章 市場動態·法律規章·趨勢分析

  • 市場動態
    • 促進因素
    • 阻礙因素
    • 市場機會
  • 法規方案
  • 零組件趨勢
  • M&A
  • 新系統的市場投入·核准

第4章 COVID-19的影響

第5章 市場分析·預測:各類型

  • 虛擬商品
  • 廣告
  • 潛在客戶開發/報價

第6章 市場分析·預測:男女

  • 男性
  • 女性

第7章 市場分析·預測:各年齡層

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

第8章 市場分析·預測:各地區

  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東·非洲

第9章 競爭情形

  • 企業簡介
  • Zynga, Inc
  • Wooga GmbH
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

第10章 章節

目錄

Title:
Social Gaming Market, By Segment (Virtual Goods, Advertising, and Lead Generation / Offers), By Gender (Male, and Female), By Age Group (13 - 18 years, 19 - 25 years, 26 - 35 years, 36 - 45 years, and 46+ years), and by Geography (North America, Europe, Asia Pacific, Latin America and Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027.

A social game is an online game that is played through social networks. Social gaming is becoming a popular online pastime. Moreover, social games are played by a single player or multi-player at the same time. This multi-player may co-operate or compete against each other. Moreover, social game facilities and encourages social interactions and communication, inside the game. Social games can be accessed through personal computers, gaming consoles, and mobile & portable devices.

Market Dynamics

The penetration of social games is getting increased by the factors such as increasing access to the internet among the people, high penetration of laptops, mobile phones and tablets, high number of availability of social games for all gender, and age group of peoples. For instance, according to Our World in Data, in the year 2000, globally the 413 million internet users, get increased to 3.4 billion in the year 2016, which is further expected to increase over the forecast period. China and India were the countries having the highest number of internet users.

Restrictions on social media networking websites in some countries are expected to hamper the growth of the social gaming market over the forecast period.

Key features of the study:

  • This report provides in-depth analysis of the global Social Gaming market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2020-2027), considering 2019 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
  • It profiles leading players in the global Social Gaming market based on the following parameters - company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
  • Companies covered as part of this study Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
  • The global Social Gaming market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global Social Gaming market

Detailed Segmentation

  • Global Social Gaming Market, By Segment:
    • Virtual Goods
    • Advertising
    • Lead Generation/Offers
  • Global Social Gaming Market, By Gender:
    • Male
    • Female
  • Global Social Gaming Market, By Age Group:
    • 13 - 18 years
    • 19 - 25 years
    • 26 - 35 years
    • 36 - 45 years
    • 46+ years
  • Global Social Gaming Market, By Region:
  • North America
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • U.S.
  • Canada
  • Europe
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • Germany
  • U.K.
  • France
  • Italy
  • Spain
  • Russia
  • Rest of Europe
  • Asia Pacific
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • ASEAN
  • Rest of Asia Pacific
  • Latin America
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country/Region:
  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa
  • Company Profiles
  • Zynga, Inc*
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/ Updates
  • Wooga GmbH.
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

"*" marked represents similar segmentation in other categories in the respective section.

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Segment
    • Market Snippet, By Gender
    • Market Snippet, By Age Group
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Component Trend
  • Merger and Acquisitions
  • New system Launch/Approvals

4. Global Social Gaming Market - Impact of Coronavirus (COVID-19) on Market

  • Short Term
  • Long term

5. Global Social Gaming, By Segment, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • Virtual Goods
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Advertising
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Lead Generation/Offers
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

6. Global Social Gaming, By Gender, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • Male
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Female
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

7. Global Social Gaming, By Age Group, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • 13 - 18 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 19 - 25 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 26 - 35 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 36 - 45 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 46+ years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

8. Global Social Gaming, By Region, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2017 and 2027 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.S.
    • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.K.
    • Germany
    • Italy
    • France
    • Russia
    • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • China
    • India
    • Japan
    • ASEAN
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Israel
    • GCC Countries
    • South Africa
    • Rest of the Middle East and Africa

9. Competitive Landscape

  • Company Profiles
  • Zynga, Inc *
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/ Updates
  • Wooga GmbH
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

10. Section

  • References
  • Research Methodology
  • About us and Sales Contact