Global Virtual Currency Market 2014-2018
- ID: 2763318
- January 2014
- Region: Global
- 49 Pages
The analysts forecast the Global Virtual Currency market to grow at a CAGR of 8.52 percent over the period 2013-2018. One of the key factors contributing to this market growth is the increasing usage of social media and online games. The global virtual currency market has also been witnessing the increasing adoption of gamification. However, the increase in cyber threats could pose a challenge to the growth of this market.
The report, the Global Virtual Currency Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC and EMEA regions, and the Americas; it also covers the global virtual currency 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 vendors dominating this space are DeNA Co., Ltd., Facebook Inc., Gree Inc., and Zynga Inc.
Other vendors mentioned in the report are CrowdStar Inc., Electronic Arts Inc., Kabam Inc., King.com, Playdom, Inc., Rovio Entertainment Ltd., Tencent Holdings Ltd., TinyCo., and Wooga GmbH.
Key questions answered in this report:
- What will the market size be in 2016/2018 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 Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
06. Market Landscape
06.1 Prominent Virtual Currencies
06.1.1 Retail Loyalty Points
06.1.2 Credit Card Points
06.1.3 Air Miles
06.1.4 Game-based Virtual Currency
06.1.5 Peer to Peer Virtual Currency
06.2 Market Size and Forecast
06.2.1 Mobile Virtual Currency Market Size and forecast
06.3 Five Forces Analysis
07. Geographical Segmentation
08. Buying Criteria
09. Market Growth Drivers
10. Drivers and their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Trends and their Impact
15. Vendor Landscape
15.1 Competitive Scenario
15.1.1 Key News
15.1.2 Mergers and Acquisitions
15.2 Major Vendors
15.3 Other Prominent Vendors
16. Key Vendor Analysis
16.1 Facebook Inc.
16.1.1 Business Overview
16.1.2 Key Information
16.1.3 SWOT Analysis
16.2 Zynga Inc.
16.2.1 Business Overview
16.2.2 Key Information
16.2.3 SWOT Analysis
16.3 Gree, Inc.
16.3.1 Business Overview
16.3.2 Business Segmentation
16.3.3 Key Information
16.3.4 SWOT Analysis
16.4 DeNA Co., Ltd.
16.4.1 Business Overview
16.4.2 Business Segmentation
16.4.3 Key Information
16.4.4 SWOT Analysis
17. Other Reports in this Series
List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Global Virtual Currency Market 2013-2018 (US$ million)
Exhibit 3: Global Mobile Virtual Currency Market 2013-2018 (US$ million)
Exhibit 4: Mobile Virtual Currency Market as a Segment of Global Virtual Currency Market
Exhibit 5: Geographical Segmentation of Global Virtual Currency Market 2013
Exhibit 6: Business Segmentation: Gree Inc.
Exhibit 7: Revenue Generation for DeNA by Business Segments 2013
Exhibit 8: Business Segmentation: DeNA Co., Ltd.
Commenting on the report, an analyst from the team said: “Gamification involves the use of gaming mechanics and principles in the field of learning. There is an increased interest from the Corporate sectors in adopting games in the learning process. These provide learners with interactive media, animated videos, competition among colleagues, and, most importantly, learning scenarios. Gamification helps users improve their problem solving and negotiation skills, analytical skills, strategic thinking, attention, cognition, teamwork, and creativity. Also, games increase learner engagement and readers apply these acquired skills in their job instantly.
Further, this trend is responsible for maintaining the attrition level in companies since it engages the employees and makes learning more interesting. This has led to an increase in the purchase of virtual currency among corporates that are using it to upgrade levels and purchase other add-ons. Some of the popular games include Math Blaster, Candy Crush Saga, FarmVille, Mavis Beacon Teaches Typing, Oregon Trail, Jeopardy, and many more. The Gamification market was valued at US$0.55 billion and is expected to reach US$4.35 billion by 2018. Thus, the increasing adoption of gamification is a new trend that is expected to have a positive impact on the market during the forecast period.”
According to the report, one of the major drivers in this market is the increasing usage of social media and online games. This is mainly due to the rise in smartphone and tablet users across the world and a wide variety of online game offerings in recent years.
Further, the report states that one of the major challenges in this market is the increase in cyber threats. Despite the IT industry making efforts to keep a check on cyber-crimes, there is still a high degree of risk involved while using credit cards to make purchases of virtual currencies.
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.