25.02.2019 23:08:00

Global Social Gaming Industry

NEW YORK, Feb. 25, 2019 /PRNewswire/ -- This report analyzes the worldwide markets for Social Gaming in US$ Million.
Read the full report: https://www.reportlinker.com/p05112937

The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World.  Annual estimates and forecasts are provided for the period 2016 through 2024. Also, a five-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs.

The report profiles 92 companies including many key and niche players such as:
- Aeria Games GmbH
- Activision Blizzard, Inc.
- Behaviour Interactive, Inc
- DeNA Co., Ltd
- Electronic Arts, Inc.
- Etermax

Read the full report: https://www.reportlinker.com/p05112937

SOCIAL GAMING MCP-7661 A GLOBAL STRATEGIC BUSINESS REPORT CONTENTS

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW
Social Gaming: The Next Stage of Video Game Evolution
Charting the Evolution of Video Games Over the Decades
Gaming Becomes Better When Played Together
The Rise of Social Networking Provides the Foundation for the Development of Social Gaming
Table 1: With Socialization Being a Major Motivation for Playing Online Games, Expanding Social Networks Drives Opportunities for Social Gaming: Global Penetration of Social Media Networks (in %) by Geographic Region for the Year 2017 (includes corresponding Graph/Chart)
Table 2: Social Presence Will Continue to Play a Central Role in the Adoption of Social Gaming: Global Number of Social Media Users (In Billion) for the Years 2015, 2018 and 2022 (includes corresponding Graph/Chart)
Table 3: Top Social Networks Worldwide by Number of Active Users (In Million) for the Year 2017 (includes corresponding Graph/Chart)
Facebook: The Leading Social Gaming Platform
Table 4: Penetration of Social Games on Facebook (2017): Percentage Share Breakdown in Select Countries (includes corresponding Graph/Chart)
Table 5: Popular Games on Facebook by Genre & Ranked by Monthly and Weekly Active Users as of the Year 2017 (includes corresponding Graph/Chart)
Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry
Casual Revolution Underway in the Video Games Industry Primes Social Gaming Market for Growth
Social Gaming Psychographics: €œWomen Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality€
Table 7: Digital Natives Lead the Way in Social Media Usage and Social Gaming Engagement: % Composition of Social Gamers Worldwide by Age Group (includes corresponding Graph/Chart)
Table 8: Untapped Opportunity for New Gamer Acquisition Among the New Millennial Population: Global New Millennial Population (People in the 18 to 34 Age Group in Billion) for the Years 2017 and 2030 (includes corresponding Graph/Chart)
Table 9: Women Emerge as the New Driving Force in the Social Gaming Market: Percentage Breakdown of Social Gamers by Gender for the year 2017 (includes corresponding Graph/Chart)
Adroit Integration of Viral Loops Drives the Value and Success of Social Games
Multiplayer Social Games Grow in Popularity
Social Gaming Emerges as the Next Frontier for Digital Advertising
Table 10: Interest in Social Games as a Marketing Tool Escalates Supported by a Wide Ranging Audience Base & Higher Propensity for Lead Generation: Percentage (%) of Facebook Users Engaging With Advertisements on Facebook Pages and Social Games for the Year 2017 (includes corresponding Graph/Chart)
Social Gambling Games Emerge into a Lucrative Game Genre in the Social Gaming Market
Tapping into the Spirit of Competitiveness and Risk Taking, Social Gambling Acquires a Wide Audience Base
Traditional Gambling Operators Eye Social Gambling Games as a Tool to Broaden the Horizon of Real Money Gambling
Social Gambling Games Remain Fairly Unregulated
Conclusions
High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Online Social Gaming
Table 11: Smartphones, High Speed Internet & Next Gen Bandwidth Technologies Emerge as Powerful Combinations Shaping the Future of Online Social Gaming: Global Sales of Smartphones, Internet Penetration and Bandwidth Capacity Increases for the Years 2016 & 2020 (includes corresponding Graph/Chart)
Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Online Social Gaming
Table 12: Robust Current Growth in 4G & Expected Growth in 5G Brightens the Long-Term Outlook for Online Social Gaming: Mobile 4G & 5G Subscriptions/Subscribers (In Million) for the Years 2017, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
Growing Use of Smartphones for Entertainment Drive the Popularity of Social Mobile Gaming
Smartphone Penetration to Support Growth in the Market
Table 13: Smartphone Gaming Audience Measurement: Average Time Spent by Smartphone Users on Mobile Games (In Minutes Per Day) by Category of Gamers (includes corresponding Graph/Chart)
Table 14: Gaming Apps as the Largest Revenue Generator in the Mobile App Market Reinforces Gaming as a Favorite Smartphone Leisure Activity: %Breakdown of Gaming App Revenues in the Mobile App Market for the Years 2017 & 2020 (includes corresponding Graph/Chart)
Table 15: Smartphone Penetration Rates Combined with Growing Number of Mobile Internet Subscriptions Reveals Strong Addressable Market Opportunity for Online Social Gaming: Global Mobile Internet Subscriptions (In Million) & Smart Phone Penetration Rate (%) in Developed and Developing Countries for the Year 2017 (includes corresponding Graph/Chart)
Wearable Social Platforms Make a Disruptive Entry into the Social Mobile Gaming Space
Table 16: Wearables Promise to Become a Part of the Social Strategy of Game Developers Given the Growing Penetration of Smart Connected Wearable Devices: Global Shipments of Smart Connected Wearable Devices (Million Units) for the Year 2017, 2019 & 2022 (includes corresponding Graph/Chart)
Will Social Gaming be impacted by the Ban & Restrictions Imposed on Social Media Services?
Regulatory Overview
Competition: A Review
Heavy Consolidation Activity in the Social Gaming Market
Latency Issues Create Challenge to Online Social Gaming
Market Outlook

2. CONCEPTUAL OVERVIEW

3. RECENT INDUSTRY ACTIVITY
Netmarble to Take Over Vancouver Gaming Studio of Kabam
MTG Acquires Stake in InnoGames
Delta Acquires Gauss Networks
Zhongji Holding Acquires Jagex
Penn National Gaming Takes Over Rocket Games
Caesars Sells Playtika to Shanghai Giant Network Technology
gamigo Takes Over highdigit
Playtech Acquires Funtactix
Youzu Interactive to Acquire Bigpoint
Keywords Studios Takes Over Ankama Asia
Delaware North Takes Over Ruby Seven Studios
Activision Blizzar Takes Over King Digital Entertainment
Pocket Games Acquires Viximo
FastForward Acquires Minority Stake in Moon Active
Yggdrasil Gaming Forms Partnership with VoodooDreams.com
Improbable Partners with Google
Sterling Partners with VLeague
WTP Partners with Ourgame International
PokerStars Introduces New Social Casino Game
Playtech Introduces Virtual Tennis Game
Aeria Games Inks Partnership with Neowiz Games
Finnplay Inks Agreement with Las Vegas Casino
Imperus Acquires Akamon
Zynga Acquires Rising Tide
Stride Gaming Takes Over InfiApps
Gaming Realms Takes Over Slingo from RealNetworks
AGS Acquires RocketPlay
GNS Takes Over Idle Gaming
Tencent Acquires Miniclip
Imperus Takes Over Diwip
NYX Gaming Group Inks Agreement with 888 Holdings
BitRush Inks Joint Venture Agreement with Airwin
Blue Crystal Labs Launches New Skill-based Slot Machine Game
Amaya Forays into Regulated Online Gaming Market in the US
Blizzard Extends Online Gaming Partnership with NetEase
Ruby Seven Studios Forms Strategic Partnership with Delaware North Companies
Playphone Inks Distribution Agreement with Cyanogen
Scientific Games Signs Agreement with Fantasy Springs Resort Casino
Viber Unveils New Social Games

4. FOCUS ON SELECT GLOBAL PLAYERS
Aeria Games GmbH (Germany)
Activision Blizzard, Inc. (USA)
Blizzard Entertainment, Inc. (USA)
King Digital Entertainment plc (UK)
Behaviour Interactive, Inc. (Canada)
DeNA Co., Ltd. (Japan)
Electronic Arts, Inc. (USA)
PopCap Games, Inc. (USA)
Etermax (Argentina)
GREE, Inc. (Japan)
Miniclip SA (Switzerland)
Peak Games (Turkey)
Playtech plc (Isle of Man, UK)
Pretty Simple (France)
Social Point (Spain)
Supercell (Finland)
SYBO Games (Denmark)
Wooga GmbH (Germany)
Zynga, Inc. (USA)

5. GLOBAL MARKET PERSPECTIVE
Table 17: World Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 18: World Historic Review for Social Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
Table 19: World 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES
A.Market Analysis
Market Overview
Strategic Corporate Developments
Select Key Players
B.Market Analytics
Table 20: US Recent Past, Current & Future Analysis for Social Gaming by Segment - Advertising, Virtual Goods, and Lead Generation/Subscription Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 21: US Historic Review for Social Gaming by Segment - Advertising, Virtual Goods, and Lead Generation/Subscription Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
Table 22: US 14-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Revenues for Advertising, Virtual Goods, and Lead Generation/ Subscription Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

2. CANADA
A.Market Analysis
Current & Future Analysis
Behaviour Interactive, Inc. - A Key Canadian Market Player
B.Market Analytics
Table 23: Canadian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 24: Canadian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

3. JAPAN
A.Market Analysis
Market Overview
Select Key Players
B.Market Analytics
Table 25: Japanese Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 26: Japanese Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4. EUROPE
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 27: European Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 28: European Historic Review for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
Table 29: European 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

4a. FRANCE
A.Market Analysis
Current & Future Analysis
Pretty Simple: A Key French Market Player
B.Market Analytics
Table 30: French Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 31: French Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4b. GERMANY
A.Market Analysis
Current & Future Analysis
Strategic Corporate Developments
Select Key Players
B.Market Analytics
Table 32: German Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 33: German Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4c. ITALY
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 34: Italian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 35: Italian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4d. THE UNITED KINGDOM
A.Market Analysis
Current & Future Analysis
Advances in Social Gaming and Associated Challenges
Strategic Corporate Developments
Select Key Players
B.Market Analytics
Table 36: UK Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 37: UK Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4e. SPAIN
A.Market Analysis
Current & Future Analysis
Strategic Corporate Development
Social Point: A Key Spanish Market Player
B.Market Analytics
Table 38: Spanish Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 39: Spanish Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4f. RUSSIA
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 40: Russian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 41: Russian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4g. REST OF EUROPE
A.Market Analysis
Current & Future Analysis
Strategic Corporate Developments
Select Key Players
B.Market Analytics
Table 42: Rest of Europe Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 43: Rest of Europe Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC
A.Market Analysis
Current & Future Analysis
Market Overview
Newer Technologies Spur Growth in Online Social Casino Gaming Market
B.Market Analytics
Table 44: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Australia, China, India, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 45: Asia-Pacific Historic Review for Social Gaming by Geographic Region - Australia, China, India, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
Table 46: Asia-Pacific 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for Australia, China, India, South Korea and Rest of Asia-Pacific Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

5a. AUSTRALIA
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 47: Australia Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 48: Australia Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5b. CHINA
A.Market Analysis
Current & Future Analysis
Market Scenario
Leading Online Games in China
Crossfire from Tencent, SmileGate
Dungeon Fighter Online from Nexon
League of Legends from Tencent, Riot Games
Strategic Corporate Developments
B.Market Analytics
Table 49: Chinese Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 50: Chinese Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5c. INDIA
A.Market Analysis
Current & Future Analysis
Social Gaming Market - An Overview
Demographic Trends
Challenges
Key Trends in the Indian Online Gaming Market
Growing Smartphone Adoption Benefits Social Gaming Market
Strategic Corporate Development
B.Market Analytics
Table 51: Indian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 52: Indian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5d. SOUTH KOREA
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 53: South Korea Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 54: South Korea Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5e. REST OF ASIA-PACIFIC
A.Market Analysis
Current & Future Analysis
Strategic Corporate Development
B.Market Analytics
Table 55: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 56: Rest of Asia-Pacific Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

6. LATIN AMERICA
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 57: Latin America Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 58: Latin America Historic Review for Social Gaming by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
Table 59: Latin America 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for Brazil, Mexico and Rest of Latin America Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

6a. BRAZIL
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 60: Brazilian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 61: Brazilian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

6b. MEXICAN
A.Market Analysis
Current & Future Analysis
B.Market Analytics
Table 62: Mexican Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 63: Mexican Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

6c. REST OF LATIN AMERICA
A.Market Analysis
Current & Future Analysis
Key Players
B.Market Analytics
Table 64: Rest of Latin America Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 65: Rest of Latin America Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

7. REST OF WORLD
A.Market Analysis
Current & Future Analysis
Strategic Corporate Developments
B.Market Analytics
Table 66: Rest of World Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
Table 67: Rest of World Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

IV. COMPETITIVE LANDSCAPE

Total Companies Profiled: 92 (including Divisions/Subsidiaries - 99) The United States (40) Canada (5) Japan (6) Europe (32) - France (4) - Germany (6) - The United Kingdom (4) - Spain (1) - Rest of Europe (17) Asia-Pacific (Excluding Japan) (15) Latin America (1)
Read the full report: https://www.reportlinker.com/p05112937

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