Company News: Page (1) of 1 - 08/18/14 Email this story to a friend. email article Print this page (Article printing at MyDmn.com).print page facebook

Global Social Gaming Market 2014-2018.pdf

  (August 18, 2014)

NEW YORK, Aug. 18, 2014 /PRNewswire/ --Reportlinker.com announces that a new market research report is available in its catalogue:

Global Social Gaming Market 2014-2018.pdf

http://www.reportlinker.com/p02170318/Global-Social-Gaming-Market-2014-2018pdf.html


About Social Gaming

Social gaming refers to the playing of online games on social media platforms, network sites, or within social media applications. It involves playing games with family and friends. Nowadays, most of the games have some social features included in them, which has led to an increase in the number of end-users. Social games gained popularity when the social networking site, Facebook, and the popular game, Farmville, by Zynga Inc. collaborated in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular around the world. There are many drivers and positive trends influencing the growth of the Global Social Gaming market, which is expected to witness steady growth during the forecast period.TechNavio's analysts forecast the Global Social Gaming market will grow at a CAGR of 17.81 percent over the period 2013-2018.

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Social Gaming market for the period 2014-2018. To calculate the market size, the report considers revenue generated through the sale of social games, virtual goods, and game apps from gaming and social media sites.

TechNavio's report, the Global Social Gaming Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC region, the EMEA region, North America, and Latin America; it also covers the Global Social Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Regions

  • APAC
  • EMEA
  • North America
  • Latin America

Key Vendors

  • Electronic Arts Inc.
  • King Digital Entertainment plc
  • Peak Games
  • Supercell Oy
  • Wooga GmbH
  • Zynga Inc.

Other Prominent Vendors

  • CrowdStar Inc.
  • Gameloft
  • Kabam Inc.
  • Playdom Inc.
  • Rovio Entertainment Ltd.
  • Social Point S.L.
  • TinyCo.

Key Market Driver

  • Increasing Adoption of Tablets and Smartphones.
  • For a full, detailed list, view our report.

Key Market Challenge

  • Low Investor Confidence.
  • For a full, detailed list, view our report.

Key Market Trend

  • Increasing Usage of Incentivized Social Video Model.
  • For a full, detailed list, view our report.

Key Questions Answered in this Report

  • What will the market size be in 2018 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?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

01. Executive Summary02. List of Abbreviations03. Scope of the Report03.1 Market Overview03.2 Product Offerings04. Market Research Methodology04.1 Market Research Process04.2 Research Methodology05. Introduction06. Market Landscape06.1 Market Size and Forecast06.2 Five Forces Analysis07. Geographical Segmentation08. Buying Criteria09. Market Growth Drivers10. Drivers and their Impact11. Market Challenges12. Impact of Drivers and Challenges13. Market Trends14. Trends and their Impact15. Vendor Landscape15.1 Competitive Scenario15.1.1 Key News15.1.2 Mergers and Acquisitions15.2 Major Vendors15.3 Other Prominent Vendors16. Key Vendor Analysis16.1 Electronic Arts Inc.16.1.1 Business Overview16.1.2 Business Segmentation16.1.3 Key Information16.1.4 SWOT Analysis16.2 King Digital Entertainment plc.16.2.1 Business Overview16.2.2 Key Information16.2.3 SWOT Analysis16.3 Peak Games16.3.1 Business Overview16.3.2 Key Information16.3.3 SWOT Analysis16.4 Supercell Oy16.4.1 Business Overview16.4.2 Key Information16.4.3 SWOT Analysis16.5 Wooga GmbH16.5.1 Business Overview16.5.2 Key Information16.5.3 SWOT Analysis16.6 Zynga Inc.16.6.1 Business Overview16.6.2 Business Segmentation16.6.3 Key Information16.6.4 SWOT Analysis17. Other Reports in this Series

List of Exhibits

Exhibit 1: Market Research Methodology

Exhibit 2: Global Social Gaming Market 2014-2018 (US$ billion)

Exhibit 3: Global Social Gaming Market by Geographical Segmentation 2013

Exhibit 4: List of Major Vendors in the Global Social Gaming Market 2013

Exhibit 5: Business Segmentation of Electronic Arts Inc.

Exhibit 6: Revenue Segmentation of Zynga Inc. 2013 (US$ million)

To order this report: Global Social Gaming Market 2014-2018.pdf http://www.reportlinker.com/p02170318/Global-Social-Gaming-Market-2014-2018pdf.html

Contact Clare: clare@reportlinker.com
US: (339)-368-6001
Intl: +1 339-368-6001

SOURCE Reportlinker

Copyright 2014 PR Newswire. All Rights Reserved


Page: 1


Related Keywords:Family, Family, Computers/Home Office, Communications, Digital Toys, Web, Tablets, Networks, Smart Phone, tablet, Games, Tablet, Applications, Family, Research, Video, Social Media, Applications, Networking, Video, Inc., Game Technology, Business, Entertainment, Social Networking,

HOT THREADS on DMN Forums
Content-type: text/html  Rss  Add to Google Reader or
Homepage    Add to My AOL  Add to Excite MIX  Subscribe in
NewsGator Online 
Real-Time - what users are saying - Right Now!
    • Re: Excel File Recovery Software • samkent

@ Copyright, 2014 Digital Media Online, All Rights Reserved