Cloud Gaming Strategies for Multi-Play Operators: Indirect Benefits Can Be As Valuable As Direct Revenue
- Language: English
- 11 Pages
- Published: July 2012
- Region: Global
TechNavio's analysts forecast the Global Virtual Goods market to grow at a CAGR of 12.5 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increase in the adoption of tablets and smartphones. The Global Virtual Goods market has also been witnessing market consolidation. However, the difficult financial environment and the fall in consumer spending could pose a challenge to the growth of this market.
TechNavio's report, the Global Virtual Goods Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it covers the Global Virtual Goods 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 Facebook Inc., Gree Inc., Mixi Inc., and Tencent Holdings Ltd.
The other vendors mentioned in the report are hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Sonico.com Inc., NHN Japan Corp., CyberAgent Inc., Zynga Inc., Kabam Inc., and DeNA Co. Ltd.
Key questions answered in this report:
What will the market size be in 2016 and at what rate will it grow?
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 these key vendors?
What are the strengths and weaknesses of these key vendors?
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TechNavio's research portfolio in the IT Services series includes reports on the IT Market, IT in Retail Industry, IT in Banking Industry, IT in Healthcare Industry, IT in Telecom Industry, IT Outcourcing Market, IT Spending, BPO Market, Software Testing Market, BFSI Industry SHOW LESS READ MORE >
1. Executive Summary
3. Market Coverage
4. Market Landscape
4.1. Market Size and Forecast
4.2. Market Segmentation
4.3. Global Online Platform Size and Forecast
4.4. Global Social Network Platform Size and Forecast
4.5. Global Mobile Platform Size and Forecast
4.6. Five Force Analysis
5. Geographical Segmentation
5.1. Virtual Goods Market in Key Countries Size and Forecast
Virtual Goods Market in China Size and Forecast
Virtual Goods Market in the US Size and Forecast
Virtual Goods Market in Japan Size and Forecast
6. Key Leading Countries
7. Vendor Landscape
8. Buying Criteria
9. Market Growth Drivers
10. Drivers and their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Key Vendor Analysis
14.1. Tencent Holdings Ltd.
14.1.1. Business Overview
14.1.2. SWOT Analysis
14.2. Facebook Inc.
14.2.1. Business Overview
14.2.2. SWOT Analysis
14.3. Gree Inc.
14.3.1. Business Overview
14.3.2. SWOT Analysis
14.4. Mixi Inc.
14.4.1. Business Overview
14.4.2. SWOT Analysis
15. Other Reports in this Series
List of Exhibits:
Exhibit 1: Global Virtual Goods Market 2012-2016 (US$ million)
Exhibit 2: Global Virtual Goods Market by Macro Area-wise Segmentation 2012
Exhibit 3: Global Virtual Goods Market by Macro Area Segmentation (percent)
Exhibit 4: Global Virtual Goods Market by Macro Area Segmentation (US$ million)
Exhibit 5: Global Online Platform 2012-2016 (US$ million)
Exhibit 6: Global Social Network Platform 2012-2016 (US$ million)
Exhibit 7: Global Mobile Platform Size and Forecast
Exhibit 8: Global Virtual Goods Market by Geographical Segmentation 2012
Exhibit 9: Virtual Goods Market in China 2012-2016 (US$ million)
Exhibit 10: Virtual Goods Market in the US 2012-2016 (US$ million)
Exhibit 11: Virtual Goods Market in Japan 2012-2016 (US$ million)
Exhibit 12: Broadband Subscribers in China per 100 Residents 2012-2016
Exhibit 13: Broadband Subscribers in Japan per 100 Residents 2012-2016
Exhibit 14: Broadband Subscribers in the US per 100 Residents 2012-2016
Exhibit 15: Broadband Subscribers in South Korea per 100 Residents 2012-2016
TechNavio Announces the Publication of its Research report - Global Virtual Goods Market 2012-2016
TechNavio today launched its report Global Virtual Goods Market 2012-2016 based on an in-depth analysis covering the Americas, and the EMEA and APAC regions. The report aims to aid decision makers' understanding of the present and future landscape of the market.
Commenting on the report, an analyst from TechNavio's IT Services team said: ''Virtual currencies are the means to make online payments in virtual environments such as gaming. Their usage has risen in recent times with increasing demand on social networking sites and online gaming sites. In the context of games, virtual currencies are utilized to purchase virtual goods for various avatars. Online gamers also spend real money on virtual currency to purchase virtual goods such as swords, houses, or magic wands. Hence with the increase in usage of virtual currencies, the Global Virtual Goods market is witnessing growth.
According to the report, the increase in the number of broadband internet subscribers globally is moving at a fair pace. With the increase in adoption of broadband internet an increase in the user base of virtual goods has been witnessed in recent years. With the increasing sales of tablets and smartphones aiding in the growth of the number of broadband subscribers, the increasing utilization of wireless technology to enter underpenetrated parts of developing countries is also playing a role in increasing broadband penetration. The key leading countries in the Global Virtual Goods market have witnessed a rise in broadband subscribers per 100 residents in recent years and this growth is expected to continue during the forecast years. In 2012, China had 13.96 broadband subscribers per 100 residents, expected to increase to 22.42 by 2016.
Further, the report discusses that due to modernization and technological advancements, people worldwide depend heavily on the internet for business as well as personal purposes. However, many are unaware of the potential cyber threats and the consequences.
The report also includes a discussion of the key vendors operating in this market. The key vendors dominating this market space are Facebook Inc., Gree Inc., Mixi Inc., and Tencent Holdings Ltd. The other vendors mentioned in the report are hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Sonico.com Inc., NHN Japan Corp., CyberAgent Inc., Zynga Inc., Kabam Inc., and DeNA Co. Ltd.
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.
- Facebook Inc.
- Gree Inc.
- Mixi Inc.
- and Tencent Holdings Ltd.
- hi5 Networks Inc.
- Bebo Inc.
- Myspace LLC
- Tagged Inc.
- Sonico.com Inc.
- NHN Japan Corp.
- CyberAgent Inc.
- Zynga Inc.
- Kabam Inc.
- and DeNA Co. Ltd.