- Language: English
- 174 Pages
- Published: July 2013
- Region: Global
Social Gaming Market in the US 2012-2016
- Published: November 2013
- Region: United States
- 56 Pages
The analysts forecast the Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming devices could pose a challenge to the growth of this market.
The report, the Social Gaming Market in the US 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the US; it also covers the 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.
The key vendors dominating this market space are Zynga Inc., Midasplayer.com Ltd. (King), wooga GmbH, Social Point S.L., and Electronic Arts Inc. (EA).
Other vendors mentioned in the report are Arkadium Inc., DeNA Co. Ltd., Fun Technologies Inc., GREE Inc., Peak Games, Playdom Inc., Pretty Simple Games, and PopCap Games Inc.
Key questions answered in this report:
- What will the market size be in 2016 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?
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01. Executive Summary
02. Scope of the Report
02.1 Market Overview
02.2 Product Offerings
03. Market Research Methodology
03.1 Market Research Process
03.2 Research Design
03.3 Research Methodology
04. List of Abbreviations
06. Market Landscape
06.1 Market Overview
06.2 Market Size and Forecast
06.3 Five Forces Analysis
07. Market Segmentation
07.1 Social Gaming Market in the US by Revenue Model 2012
07.2 Time Spent on Games by Gamers in the Gaming Market in the US
07.3 Money Spent on Games by the Gamers in the Gaming Market in the US
07.4 Global Social Gaming Market (Ex. the US) vs. Social Gaming Market in the US
Market Size and Forecast
08. Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016
09. Market Segmentation by Number of Social Gamers
09.1 Social Gaming Market by Number of Social Gamers 2012-2016
10. Buying Criteria
11. Market Growth Drivers
12. Drivers and their Impact
13. Market Challenges
14. Impact of Drivers and Challenges
15. Market Trends
16. Trends and their Impact
17. Vendor Landscape
17.1 Competitive Scenario
17.1.1 Key News
17.1.2 Mergers and Acquisitions
17.2 Market Share Analysis 2012
17.3 Other Prominent Vendors
18. Key Vendor Analysis
18.1 Electronic Arts Inc.
18.1.1 Business Overview
18.1.2 Business Segmentation
18.1.3 Key Information
18.1.4 SWOT Analysis
18.2 Midasplayer.com Ltd.
18.2.1 Business Overview
18.2.2 Key Information
18.2.3 SWOT Analysis
18.3 Social Point S.L.
18.3.1 Business Overview
18.3.2 Key Information
18.3.3 SWOT Analysis
18.4 wooga GmbH
18.4.1 Business Overview
18.4.2 Key Information
18.4.3 SWOT Analysis
18.5 Zynga Inc.
18.5.1 Business Overview
18.5.2 Key Information
18.5.3 SWOT Analysis
19. Other Reports in this Series
List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Social Gaming Market in the US
Exhibit 3: Social Gaming Market in the US 2012-2016 (US$ billion)
Exhibit 4: Social Gaming Market in the US by Revenue Model 2012
Exhibit 5: Time Spent on Games by the Gamers in the Gaming Market in the US 2012
Exhibit 6: Money Spent on Games by the Gamers in the Gaming Market in the US 2012
Exhibit 7: Global Social Gaming Market excluding the US vs. Social Gaming Market in the US 2012-2016 (percentage of revenue)
Exhibit 8: Global Social Gaming Market excluding the US vs. Social Gaming Market in the US (US$ billion)
Exhibit 9: Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 (percentage of revenue)
Exhibit 10: Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 (US$ billion)
Exhibit 11: Social Gaming Market by Number of Social Gamers 2012-2016 (millions of gamers)
Exhibit 12: Business Segmentation of Electronic Arts Inc.
Commenting on the report, an analyst from the team said: “The advances being made in the capabilities of numerous high-end mobile devices could lead to the growth of multiplayer mobile gaming during the forecast period. With the advent of smartphones and tablets, social gaming has been extensively adopted across multiple platforms such as Android and iOS. However, the number of multiplayer gamers on social media platforms is still quite low. This suggests that multiplayer social gaming is still in its nascent stage. However, the increased innovation and sophistication of mobile devices is expected to propel the growth of the Multiplayer Social Gaming segment during the forecast period. Therefore, the growth of multiplayer social gaming is another trend which is expected to benefit the Social Gaming market in the US during the forecast period.”
According to the report, one of the main drivers in this market is the increasing number of social gamers. Approximately one-third of internet users in the US are social gamers and therefore the Social Gaming market in the US is strongly driven by the increasing number of social gamers. In addition, there is a huge opportunity for the vendors in this market to attract and retain potential gamers since internet penetration is very high in the US (78.1 percent of the population as of December 2011).
Further, the report states that one of the major challenges hindering the growth of this market is the increasing presence of alternative gaming devices. The market is becoming fragmented at a faster rate due to the presence of multiple hardware devices. In addition, the Social Gaming market in the US is facing competition from alternatives such as PC games, mobile phone games, and games on other types of handheld devices. Therefore, the presence of alternative gaming, such as console gaming, casual gaming, desktop gaming, mobile gaming, and MMO gaming could adversely affect vendor revenue.
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.
- Arkadium Inc.
- DeNA Co. Ltd.
- Electronic Arts Inc. (EA).
- Fun Technologies Inc.
- GREE Inc.
- Midasplayer.com Ltd. (King)
- Peak Games
- Playdom Inc.
- PopCap Games Inc.
- Pretty Simple Games
- Social Point S.L.
- wooga GmbH
- Zynga Inc.