About social gaming
Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. The social gaming market gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide.
Technavio's analysts forecast the global social gaming market to grow at a CAGR of 14.96% over the period 2014-2019.
Covered in this report
This report covers the present scenario and the growth prospects of the global social gaming market in the social gaming industry for the period 2015-2019. To calculate the social gaming market size, the report considers revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites. It also presents the vendor landscape and a corresponding detailed analysis of the top six vendors in the market.
Technavio's report, Global Social Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years.
Key regions
• APAC
• Americas
• EMEA
Key vendors
• Electronic Arts
• King Digital Entertainment
• Supercell
• Wooga
• Zynga
Other prominent vendors
• CrowdStar
• Gameloft
• Kabam
• Peak Games
• Playdom
• Renren
• RockYou
• Rovio Entertainment
• Social Point
• Tencent
• TinyCo.
Market driver
• Growing Internet penetration
• For a full, detailed list, view our report
Market challenge
• Decline in Facebook gaming
• For a full, detailed list, view our report
Market trend
• Enhanced cloud-based gaming platform
• For a full, detailed list, view our report
Key questions answered in this report
• What will the market size be in 2019 and what will the growth rate be?
• What are the key market trends in the Global Social Gaming Industry?
• 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?
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Base year
Vendor segmentation
Summation Errors
Top-vendor offerings
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Market overview
Market size and forecast
Five forces analysis
PART 06: Market Segmentation by Technology
Global Social Gaming Market by Technology 2014-2019
Global Social Gaming Market by Virtual Goods
Global Social Gaming Market by Advertisements
Global Social Gaming Market by Lead Generation
PART 07: Market Segmentation by Gender
Global Social Gaming Market by Gender 2014-2019
Global Social Gaming Market by Female Gamers
Global Social Gaming Market by Male
PART 08: Market Segmentation by Age
Global Social Gaming Market by Age
PART 09: Geographical segmentation
Global Social Gaming Market by Geographical Segmentation 2014-2019
Global Social Gaming Market in the APAC Region
Global Social Gaming Market in the Americas
Global Social Gaming Market in the EMEA
PART 10: Key leading countries
US
Japan
China
PART 11: Vendor landscape
Competitive Scenario
Other prominent vendors
PART 12: Key vendor analysis
Electronic Arts
King
Supercell
Wooga
Zynga
PART 13: Appendix
List of abbreviation