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市場調査レポート

ソーシャルゲームの世界市場

Social Gaming

発行 Global Industry Analysts, Inc. 商品コード 248915
出版日 ページ情報 英文 251 Pages
納期: 即日から翌営業日
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ソーシャルゲームの世界市場 Social Gaming
出版日: 2017年08月01日 ページ情報: 英文 251 Pages
概要

本レポートはソーシャルゲームの世界市場について、米国、カナダ、日本、欧州、アジア太平洋地域,ラテンアメリカおよびその他の地域について各地域別の包括的な分析を提供すると共に、過去の年間推定値および将来の予測について、73の主要およびニッチ企業の情報を交えつつ、概略下記の内容でお届け致します。

第1章 序、調査方法および製品の定義

  • 調査の信頼性と制約
  • 免責事項
  • データの解釈と報告レベル
    • 定量的手法と分析
  • 製品の定義と調査の範囲

第2章エグゼクティブサマリー

  • 産業の概要
    • ソーシャルゲーム:社会的相互作用の現代モード
    • オンラインゲーム:社会的相互作用のための媒体
    • MMOGがマルチプレーヤーコミュニティのソーシャルネットワークの発達にトリガ
    • ブロードバンドはオンラインゲーム&ソーシャルゲーム市場を広げる
    • ソーシャルネットワーク:ソーシャルゲームの大量採用のためのプラットフォーム
    • Facebook:最大の勝利者
    • 2007年-2009年の不況の影響を振り返る
    • 主な動向、市場促進要因と課題
    • スマートフォンがソーシャルゲームの成長にトリガ
    • 機会インジケータ
    • 投資ファンドは金をつぎ込む
    • ソーシャルゲームは、メディア企業に機会の世界を開く
    • CPG企業はソーシャルゲームプラットフォーム上の広告を増やす
    • 発展途上市場は市場の将来成長を早める
    • 人口動向はソーシャルゲームの拡大に好ましい傾向
    • ソーシャルゲームタイトルのライフサイクルは早くて短い
    • 広告やR&D予算が利益を食う
    • 競争シナリオ:Zyngaがリーダーとして振舞う
    • ソーシャルゲーム市場では統合が続く
    • ゲーム開発者はコアゲーマーに焦点
    • ソーシャルゲームサイトは規制精査を求める
  • 概念の概要
    • はじめに
    • ソーシャルゲームの進化
    • ゲームの種類に基づく分類
    • カジノ
    • 仮想村
    • ワードゲーム
    • カジュアルなソーシャルゲーム
    • 面白半分に
    • スポーツのRPG
    • 社会的RPG
    • 所有ゲーム
    • ソーシャルゲームのビジネスモデルの重要な要素
    • 収益化戦略
    • バイラルマーケティングコンセプト
    • 反復されるゲーム開発
    • デザインの単純さ
  • 製品/サービスの発表
  • 最近の業界動向
  • 主要企業
    • Beijing ELEX Technological Co. Ltd. (中国)
    • Bigpoint GmbH (ドイツ)
    • Crowdstar (米国)
    • DeNA Co., Ltd. (日本)
    • ngmoco (米国)
    • Digital Chocolate, Inc. (米国)
    • Disney Interactive Media Group (米国)
    • Playdom, Inc. (米国)
    • Electronic Arts, Inc. (米国)
    • Playfish (米国)
    • 他11社
  • 世界市場展望

第3章 市場

  • 米国
  • カナダ
  • 日本
  • 欧州
    • フランス
    • ドイツ
    • イタリア
    • 英国
    • スペイン
    • ロシア
    • その他の欧州諸国
  • アジア太平洋地域
    • 中国
    • インド
  • ラテンアメリカ
  • その他の地域

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: MCP-7661

This report analyzes the worldwide markets for Social Gaming in US$ Million. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2016 through 2024. Also, a five-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 92 companies including many key and niche players such as -

Aeria Games GmbH
Activision Blizzard, Inc.
Behaviour Interactive, Inc
DeNA Co., Ltd
Electronic Arts, Inc.
Etermax

Table of Contents

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

  • Study Reliability and Reporting Limitations
  • Disclaimers
  • Data Interpretation & Reporting Level
    • Quantitative Techniques & Analytics
  • Product Definitions and Scope of Study

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW

  • Social Gaming: The Next Stage of Video Game Evolution
  • Charting the Evolution of Video Games Over the Decades...
  • Gaming Becomes Better When Played Together...
  • The Rise of Social Networking Provides the Foundation for the Development of Social Gaming
    • Table 1: With Socialization Being a Major Motivation for Playing Online Games, Expanding Social Networks Drives Opportunities for Social Gaming: Global Penetration of Social Media Networks (in %) by Geographic Region for the Year 2017 (includes corresponding Graph/Chart)
    • Table 2: Social Presence Will Continue to Play a Central Role in the Adoption of Social Gaming: Global Number of Social Media Users (In Billion) for the Years 2015, 2018 and 2022 (includes corresponding Graph/Chart)
    • Table 3: Top Social Networks Worldwide by Number of Active Users (In Million) for the Year 2017 (includes corresponding Graph/Chart)
  • Facebook: The Leading Social Gaming Platform
    • Table 4: Penetration of Social Games on Facebook (2017): Percentage Share Breakdown in Select Countries (includes corresponding Graph/Chart)
    • Table 5: Popular Games on Facebook by Genre & Ranked by Monthly and Weekly Active Users as of the Year 2017 (includes corresponding Graph/Chart)
  • Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry
  • Casual Revolution Underway in the Video Games Industry Primes Social Gaming Market for Growth
    • Social Networks, Casual Games & Mobile Devices: A Perfect Medley for Successful Social Gaming
    • Table 6: As a Platform Providing a Social Outlet, Casual Games Take Over the Mobile Gaming Space: % Breakdown of Popular Mobile Games Frequently Played by Gamers in the United States (includes corresponding Graph/Chart)
  • Social Gaming Psychographics: "Women Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality"
    • Table 7: Digital Natives Lead the Way in Social Media Usage and Social Gaming Engagement: % Composition of Social Gamers Worldwide by Age Group (includes corresponding Graph/Chart)
    • Table 8: Untapped Opportunity for New Gamer Acquisition Among the New Millennial Population: Global New Millennial Population (People in the 18 to 34 Age Group in Billion) for the Years 2017 and 2030 (includes corresponding Graph/Chart)
    • Table 9: Women Emerge as the New Driving Force in the Social Gaming Market: Percentage Breakdown of Social Gamers by Gender for the year 2017 (includes corresponding Graph/Chart)
  • Adroit Integration of Viral Loops Drives the Value and Success of Social Games
  • Multiplayer Social Games Grow in Popularity
  • Social Gaming Emerges as the Next Frontier for Digital Advertising
    • Table 10: Interest in Social Games as a Marketing Tool Escalates Supported by a Wide Ranging Audience Base & Higher Propensity for Lead Generation: Percentage (%) of Facebook Users Engaging With Advertisements on Facebook Pages and Social Games for the Year 2017 (includes corresponding Graph/Chart)
  • Social Gambling Games Emerge into a Lucrative Game Genre in the Social Gaming Market
  • Tapping into the Spirit of Competitiveness and Risk Taking, Social Gambling Acquires a Wide Audience Base
  • Traditional Gambling Operators Eye Social Gambling Games as a Tool to Broaden the Horizon of Real Money Gambling
  • Social Gambling Games Remain Fairly Unregulated
  • Conclusions
  • High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Online Social Gaming
    • Table 11: Smartphones, High Speed Internet & Next Gen Bandwidth Technologies Emerge as Powerful Combinations Shaping the Future of Online Social Gaming: Global Sales of Smartphones, Internet Penetration and Bandwidth Capacity Increases for the Years 2016 & 2020 (includes corresponding Graph/Chart)
  • Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Online Social Gaming
    • Table 12: Robust Current Growth in 4G & Expected Growth in 5G Brightens the Long-Term Outlook for Online Social Gaming: Mobile 4G & 5G Subscriptions/Subscribers (In Million) for the Years 2017, 2018, 2020 and 2022 (includes corresponding Graph/Chart)
  • Growing Use of Smartphones for Entertainment Drive the Popularity of Social Mobile Gaming
  • Smartphone Penetration to Support Growth in the Market
    • Table 13: Smartphone Gaming Audience Measurement: Average Time Spent by Smartphone Users on Mobile Games (In Minutes Per Day) by Category of Gamers (includes corresponding Graph/Chart)
    • Table 14: Gaming Apps as the Largest Revenue Generator in the Mobile App Market Reinforces Gaming as a Favorite Smartphone Leisure Activity: %Breakdown of Gaming App Revenues in the Mobile App Market for the Years 2017 & 2020 (includes corresponding Graph/Chart)
    • Table 15: Smartphone Penetration Rates Combined with Growing Number of Mobile Internet Subscriptions Reveals Strong Addressable Market Opportunity for Online Social Gaming: Global Mobile Internet Subscriptions (In Million) & Smart Phone Penetration Rate (%) in Developed and Developing Countries for the Year 2017 (includes corresponding Graph/Chart)
  • Wearable Social Platforms Make a Disruptive Entry into the Social Mobile Gaming Space
    • Table 16: Wearables Promise to Become a Part of the Social Strategy of Game Developers Given the Growing Penetration of Smart Connected Wearable Devices: Global Shipments of Smart Connected Wearable Devices (Million Units) for the Year 2017, 2019 & 2022 (includes corresponding Graph/Chart)
  • Will Social Gaming be impacted by the Ban & Restrictions Imposed on Social Media Services?
  • Regulatory Overview
  • Competition: A Review
  • Heavy Consolidation Activity in the Social Gaming Market
    • List of Social Gaming Companies Acquired During 2014-2016
  • Latency Issues Create Challenge to Online Social Gaming
  • Market Outlook

2. CONCEPTUAL OVERVIEW

  • Introduction
  • Evolution of Social Gaming
  • Classification based on Game Type
  • Casino
  • Virtual Villages
  • Word Games
  • Casual Social Games
  • Just For Laughs
  • Sports RPGs
  • Social RPGs
  • Ownership Games
  • Leading Social Casino Games
  • Zynga Slots
  • Lucky Slots
  • 3D Slots
  • DiLiGo Games
  • Slotomania
  • Key Elements of Social Gaming Business Model
  • Monetization Strategies
  • In-Game Advertising
  • Lead-generation offers
  • Selling Virtual Goods/Micro-Transactions
  • Viral Marketing Concept
  • Iterative Game Development
  • Simplicity of Design

3. RECENT INDUSTRY ACTIVITY

  • Netmarble to Take Over Vancouver Gaming Studio of Kabam
  • MTG Acquires Stake in InnoGames
  • Delta Acquires Gauss Networks
  • Zhongji Holding Acquires Jagex
  • Penn National Gaming Takes Over Rocket Games
  • Caesars Sells Playtika to Shanghai Giant Network Technology
  • gamigo Takes Over highdigit
  • Playtech Acquires Funtactix
  • Youzu Interactive to Acquire Bigpoint
  • Keywords Studios Takes Over Ankama Asia
  • Delaware North Takes Over Ruby Seven Studios
  • Activision Blizzar Takes Over King Digital Entertainment
  • Pocket Games Acquires Viximo
  • FastForward Acquires Minority Stake in Moon Active
  • Yggdrasil Gaming Forms Partnership with VoodooDreams.com
  • Improbable Partners with Google
  • Sterling Partners with VLeague
  • WTP Partners with Ourgame International
  • PokerStars Introduces New Social Casino Game
  • Playtech Introduces Virtual Tennis Game
  • Aeria Games Inks Partnership with Neowiz Games
  • Finnplay Inks Agreement with Las Vegas Casino
  • Imperus Acquires Akamon
  • Zynga Acquires Rising Tide
  • Stride Gaming Takes Over InfiApps
  • Gaming Realms Takes Over Slingo from RealNetworks
  • AGS Acquires RocketPlay
  • GNS Takes Over Idle Gaming
  • Tencent Acquires Miniclip
  • Imperus Takes Over Diwip
  • NYX Gaming Group Inks Agreement with 888 Holdings
  • BitRush Inks Joint Venture Agreement with Airwin
  • Blue Crystal Labs Launches New Skill-based Slot Machine Game
  • Amaya Forays into Regulated Online Gaming Market in the US
  • Blizzard Extends Online Gaming Partnership with NetEase
  • Ruby Seven Studios Forms Strategic Partnership with Delaware North Companies
  • Playphone Inks Distribution Agreement with Cyanogen
  • Scientific Games Signs Agreement with Fantasy Springs Resort Casino
  • Viber Unveils New Social Games

4. FOCUS ON SELECT GLOBAL PLAYERS

  • Aeria Games GmbH (Germany)
  • Activision Blizzard, Inc. (USA)
  • Blizzard Entertainment, Inc. (USA)
  • King Digital Entertainment plc (UK)
  • Behaviour Interactive, Inc. (Canada)
  • DeNA Co., Ltd. (Japan)
  • Electronic Arts, Inc. (USA)
  • PopCap Games, Inc. (USA)
  • Etermax (Argentina)
  • GREE, Inc. (Japan)
  • Miniclip SA (Switzerland)
  • Peak Games (Turkey)
  • Playtech plc (Isle of Man, UK)
  • Pretty Simple (France)
  • Social Point (Spain)
  • Supercell (Finland)
  • SYBO Games (Denmark)
  • Wooga GmbH (Germany)
  • Zynga, Inc. (USA)

5. GLOBAL MARKET PERSPECTIVE

    • Table 17: World Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 18: World Historic Review for Social Gaming by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    • Table 19: World 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Market Overview
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 20: US Recent Past, Current & Future Analysis for Social Gaming by Segment - Advertising, Virtual Goods, and Lead Generation/Subscription Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 21: US Historic Review for Social Gaming by Segment - Advertising, Virtual Goods, and Lead Generation/Subscription Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    • Table 22: US 14-Year Perspective for Social Gaming by Segment - Percentage Breakdown of Revenues for Advertising, Virtual Goods, and Lead Generation/ Subscription Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Current & Future Analysis
    • Behaviour Interactive, Inc. - A Key Canadian Market Player
  • B. Market Analytics
    • Table 23: Canadian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 24: Canadian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

3. JAPAN

  • A. Market Analysis
    • Market Overview
    • Select Key Players
  • B. Market Analytics
    • Table 25: Japanese Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 26: Japanese Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 27: European Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 28: European Historic Review for Social Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    • Table 29: European 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

4a. FRANCE

  • A. Market Analysis
    • Current & Future Analysis
    • Pretty Simple: A Key French Market Player
  • B. Market Analytics
    • Table 30: French Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 31: French Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4b. GERMANY

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 32: German Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 33: German Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4c. ITALY

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 34: Italian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 35: Italian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4d. THE UNITED KINGDOM

  • A. Market Analysis
    • Current & Future Analysis
    • Advances in Social Gaming and Associated Challenges
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 36: UK Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 37: UK Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4e. SPAIN

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Development
    • Social Point: A Key Spanish Market Player
  • B. Market Analytics
    • Table 38: Spanish Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 39: Spanish Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4f. RUSSIA

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 40: Russian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 41: Russian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

4g. REST OF EUROPE

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Developments
    • Select Key Players
  • B. Market Analytics
    • Table 42: Rest of Europe Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 43: Rest of Europe Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Current & Future Analysis
    • Market Overview
    • Newer Technologies Spur Growth in Online Social Casino Gaming Market
  • B. Market Analytics
    • Table 44: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Australia, China, India, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 45: Asia-Pacific Historic Review for Social Gaming by Geographic Region - Australia, China, India, South Korea and Rest of Asia-Pacific Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    • Table 46: Asia-Pacific 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for Australia, China, India, South Korea and Rest of Asia-Pacific Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

5a. AUSTRALIA

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 47: Australia Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 48: Australia Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5b. CHINA

  • A. Market Analysis
    • Current & Future Analysis
    • Market Scenario
    • Leading Online Games in China
      • Crossfire from Tencent, SmileGate
      • Dungeon Fighter Online from Nexon
      • League of Legends from Tencent, Riot Games
    • Strategic Corporate Developments
  • B. Market Analytics
    • Table 49: Chinese Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 50: Chinese Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5c. INDIA

  • A. Market Analysis
    • Current & Future Analysis
    • Social Gaming Market - An Overview
    • Demographic Trends
    • Challenges
    • Key Trends in the Indian Online Gaming Market
      • Growing Smartphone Adoption Benefits Social Gaming Market
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 51: Indian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 52: Indian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5d. SOUTH KOREA

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 53: South Korea Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 54: South Korea Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

5e. REST OF ASIA-PACIFIC

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Development
  • B. Market Analytics
    • Table 55: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 56: Rest of Asia-Pacific Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

6. LATIN AMERICA

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 57: Latin America Recent Past, Current & Future Analysis for Social Gaming by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 58: Latin America Historic Review for Social Gaming by Geographic Region - Brazil, Mexico and Rest of Latin America Markets Independently Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)
    • Table 59: Latin America 14-Year Perspective for Social Gaming by Geographic Region - Percentage Breakdown of Revenues for Brazil, Mexico and Rest of Latin America Markets for Years 2011, 2017 & 2024 (includes corresponding Graph/Chart)

6a. BRAZIL

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 60: Brazilian Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 61: Brazilian Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

6b. MEXICAN

  • A. Market Analysis
    • Current & Future Analysis
  • B. Market Analytics
    • Table 62: Mexican Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 63: Mexican Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

6c. REST OF LATIN AMERICA

  • A. Market Analysis
    • Current & Future Analysis
    • Key Players
  • B. Market Analytics
    • Table 64: Rest of Latin America Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 65: Rest of Latin America Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

7. REST OF WORLD

  • A. Market Analysis
    • Current & Future Analysis
    • Strategic Corporate Developments
  • B. Market Analytics
    • Table 66: Rest of World Recent Past, Current & Future Analysis for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2016 through 2024 (includes corresponding Graph/Chart)
    • Table 67: Rest of World Historic Review for Social Gaming Market Analyzed with Annual Revenue Figures in US$ Million for Years 2011 through 2015 (includes corresponding Graph/Chart)

COMPETITIVE LANDSCAPE

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