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Social Gaming Market in the US 2015-2019 - Product Image

Social Gaming Market in the US 2015-2019

  • ID: 3217246
  • May 2015
  • Region: United States
  • 64 pages
  • TechNavio
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From Arkadium to Zynga: Social Gaming is Showing No Sign of Slowing Down

FEATURED COMPANIES

  • Arkadium
  • DeNA
  • GREE
  • Peak Games
  • Playdom
  • Wooga
  • MORE

About Social Gaming

Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular across the globe. The social gaming market in the US is one of the biggest markets worldwide. Most of the vendors focus on this region for launching better and more creative games. For instance, games such as Candy Crush Saga and FIFA series immediately witnessed an increase in their gamer base following their launch on social media platforms in the US. An increasing number of people have accounts on social networking sites and other platforms, which is the primary reason for the popularity of social gaming in the US.

The analysts forecast the revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019.

Covered in this Report
This report covers the present scenario and the growth prospects of the social gaming market in the US for the READ MORE >

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FEATURED COMPANIES

  • Arkadium
  • DeNA
  • GREE
  • Peak Games
  • Playdom
  • Wooga
  • MORE

01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Base Year
03.3 Vendor Segmentation
03.4 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Snapshot
06.2 Market Overview
06.3 Market Size and Forecast
06.4 Five Forces Analysis
07. Market Segmentation by Revenue
07.1 Social Gaming Market in US by Revenue 2014
07.2 Time Spent on Social Games in US
07.3 Money Spent on Social Games in US
08. Market Segmentation by Number of Social Gamers
08.1 Social Gaming Market in US by Number of Social Gamers 2014-2019
08.2 Demographics
08.2.1 Social Gamers in US by Age Group
08.2.2 Education Level of Social Gamers in US
08.2.3 Income of Social Gamers in US
09. Buying Criteria
10. Market Growth Drivers
11. Drivers and their Impact
12. Market Challenges
13. Impact of Drivers and Challenges
14. Market Trends
15. Trends and their Impact
16. Vendor Landscape
16.1 Competitive Scenario
16.2 Market Share Analysis
16.3 Other Prominent Vendors
17. Key Vendor Analysis
17.1 Electronic Arts
17.1.1 Key Facts
17.1.2 Business Overview
17.1.3 Business Segmentation by Revenue 2014
17.1.4 Business Segmentation by Revenue 2013 and 2014
17.1.5 Geographical Segmentation by Revenue 2014
17.1.6 Business Strategy
17.1.7 Recent Developments
17.1.8 SWOT Analysis
17.2 King
17.2.1 Key Facts
17.2.2 Business Overview
17.2.3 Business Segmentation
17.2.4 Business Segmentation by Revenue 2012 and 2013
17.2.5 Geographical Segmentation by Revenue 2013
17.2.6 Business Strategy
17.2.7 Recent Developments
17.2.8 SWOT Analysis
17.3 Peak Games
17.3.1 Key Facts
17.3.2 Business Overview
17.3.3 Key Games
17.3.4 SWOT Analysis
17.4 Wooga
17.4.1 Key Facts
17.4.2 Business Overview
17.4.3 Key Games
17.4.4 Recent Developments
17.4.5 SWOT analysis
17.5 Zynga
17.5.1 Key Facts
17.5.2 Business Overview
17.5.3 Business Segmentation by Revenue 2013
17.5.4 Business Segmentation by Revenue 2012 and 2013
17.5.5 Geographical Segmentation by Revenue 2013
17.5.6 Business Strategy
17.5.7 Recent Developments
17.5.8 SWOT Analysis
18. Other Reports in this Series

List Of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Social Gaming Market in US by Revenue Model
Exhibit 3: Social Gaming Market in US 2014-2019 ($ billion)
Exhibit 4: ARPU: Social Gaming Market in US 2014-2019 (in dollars)
Exhibit 5: Social Gaming Market in US by Revenue 2014
Exhibit 6: Comparative Study of Time Spent on Social Games in US 2012 versus 2014
Exhibit 7: Comparative Study of Money Spent on Social Games in US 2012 versus 2014
Exhibit 8: Social Gaming Market in US by Number of Social Gamers 2014-2019 (in million)
Exhibit 9: Social Gamers in US by Age Group 2014
Exhibit 10: Social Gamers in US by Education 2014
Exhibit 11: Social Gamers in US by Income 2014
Exhibit 12: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 13: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 14: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 15: King: Business Segmentation 2013
Exhibit 16: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 17: King: Geographical Segmentation by Revenue 2013
Exhibit 18: Peak Games: Key Games
Exhibit 19: Wooga: Key Games
Exhibit 20: Zynga: Business Segmentation by Revenue 2013
Exhibit 21: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 22: Zynga: Geographical Segmentation by Revenue 2013

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FEATURED COMPANIES

  • Arkadium
  • DeNA
  • GREE
  • Peak Games
  • Playdom
  • Wooga
  • MORE

The author Announces the Publication of its Research Report – Social Gaming Market in the US 2015-2019

The author recognizes the following companies as the key players in Social Gaming Market in the US 2015-2019: Electronic Arts (EA), King Digital Entertainment, Peak Games, Wooga and Zynga

Other Prominent Vendors in the market are: Arkadium, Crowdstar, DeNA, GREE, Kabam, Peak Games, Playdom and Pretty Simple Games

Commenting on the report, an analyst from The author’s team said: “An increase in the number of gamers and intense competition among vendors has been motivating vendors to make use of gamer data for game development; analytics gives them important insights about social gamers. This has become particularly relevant as competition in the market will only increase. Vendors have to develop and publish games that will capture and retain gamers. The intelligent usage of analytics would empower vendors to transform social networking into social intelligence and enable them to develop marketing strategies to increase their visibility and enhance brand image. Several companies have started using the social network community as a testing ground to check the feasibility of their new business ideas.”

According to the report, competition with friends is the topmost reason for gamers to choose social gaming, and with the increase in the number of friends on social media, gamers will be able to compete with a larger number of friends in the network. The other reasons for the rise in the number of social gamers in the US, in decreasing order of importance, are socializing and interacting through games, user-friendly gameplay, and game tournaments.

Further, the report states that the market faces stiff competition from PC games, cellphone games, and games played on other handheld devices.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

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- Electronic Arts (EA)
- King Digital Entertainment
- Peak Games
- Wooga
- Zynga
- Arkadium
- Crowdstar
- DeNA
- GREE
- Kabam
- Peak Games
- Playdom
- Pretty Simple Games

Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown

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