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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 320 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: 2012年07月01日 ページ情報: 英文 320 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
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 2009 through 2018. The report profiles 73 companies including many key and niche players such as Beijing ELEX Technological Co. Ltd., Bigpoint GmbH, Crowdstar, DeNA Co., Ltd., ngmoco, Digital Chocolate, Inc., Disney Interactive Media Group, Playdom, Inc., Electronic Arts, Inc., Playfish, PopCap Games, Inc., Kabam, King.com, Meez, Metrogames, RockYou, Inc., Stillfront Group, SGN, Wooga GmbH, Zynga, Inc., and 6Waves. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain.

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: A Modern Mode of Social Interaction
    • Table 1: Global Online Social Gaming Market (2010 & 2015P) Breakdown of Number of Players (in Millions) by Country (includes corresponding Graph/Chart)
  • Online Games: A Medium for Social Interactions
  • MMOGs Trigger Developments of Social Networks of Multiplayer Communities
  • Broadband Broadens the Online Gaming & Social Games Market
    • Table 2: Internet Users Worldwide (2011): Breakdown of Number of Internet Users (in Million) by Region (includes corresponding Graph/Chart)
    • Table 3: Internet Penetration Rates (In %) Worldwide by Select Geographic Region for the year 2011 (includes corresponding Graph/Chart)
  • Social Networks: Platforms for Mass Adoption of Social Games
  • Facebook: The Biggest Gainer
    • Table 4: Penetration of Social Games on Facebook (2011): Percentage Share Breakdown by Geographic Market (includes corresponding Graph/Chart)
    • Table 5: Major Social Networking Sites Worldwide (2011): Breakdown of Number of Registered Users in Millions (includes corresponding Graph/Chart)
  • Impact of the 2007-2009 Recession in Retrospect
  • Key Trends, Drivers & Issues
  • Smartphones Trigger Growth in Social Gaming
  • Opportunity Indicator
    • Table 6: Global Market for Smartphones (2012E): Breakdown of Sales in Thousand Units by Geographic Region/Country (includes corresponding Graph/Chart)
  • Investment Funds Pour-In
    • Table 7: Global Gaming Market (H1-2011): Percentage Share Breakdown of Number of Venture Capital Deals by Region/Country (includes corresponding Graph/Chart)
  • Social Gaming Opens Up World of Opportunities for Media Companies
  • CPG Companies Increasing their Ad Spends on Social Gaming Platforms
  • Developing Markets to Turbo Charge Future Growth in the Market
  • Favorable Demographic Trends Boost Social Gaming
    • Table 8: Global Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 9: Global Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
  • Fast Shortening Lifecycles for Social Game Titles
  • Advertising and R&D Budgets to Eat into Profit Margins
  • Competitive Scenario: Zynga to Play On as a Leader
    • Table 10: Global PC Social Gaming Market (2011): Percentage Share Breakdown of Revenue by Leading Players (includes corresponding Graph/Chart)
  • Consolidation to Continue in Social Gaming Market
  • Game Developers to Focus on Core Gamers
  • Social Gaming Sites Invite Regulatory Scrutiny

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
  • Key Elements of Social Gaming Business Model
  • Monetization Strategies
  • Viral Marketing Concept
  • Iterative Game Development
  • Simplicity of Design

3. PRODUCT/SERVICE LAUNCHES

  • I-Jet Media Unveils I-Jet Connect Social Game Platform
  • Walt Disney Unveils Global Social Games in Russia
  • DeNA Introduces Mobage Chinese Edition
  • VKontakte Introduces Politics Social Game on Russian Political Arena
  • Zapak.com Launches Zapak Tambola
  • Playdom and NBA Digital Launch 'NBA Dynasty' Social Game
  • Playdom Introduces 'Gardens of Time' Facebook Game
  • Playdom and ESPN Games Introduce 'ESPN Sports Bar & Grill' Social Game
  • Digital Chocolate Launches 'Zombie Lane' Game for Google+ Users
  • Digital Chocolate Introduces Army Attack on Facebook
  • Digital Chocolate Introduces Three New Games for Xperia™ PLAY
  • SGN Introduces Mini Cafe™
  • PopCap Games Upgrades Plants vs. Zombies™ for iPhones
  • PopCap Games Introduces Peggle® HD™ for iPad®
  • Digital Chocolate Introduces Five New Games
  • Digital Chocolate Rolls Out Millionaire Boss™ on Facebook
  • Bigpoint and Vivox Introduces Voice
  • Bigpoint and hi5 Unveil Seafight Game
  • Kobe Bryant, Endemol, and 6waves to Develop New Social Game
  • HIE and Playdom to Introduce Official World Series of Poker® Game
  • Bigpoint to Introduce Free-To-Play Browser Game
  • Digital Chocolate Introduces VIP Games Network
  • Digital Chocolate Introduces MMA Pro Fighter™ on iPhone
  • Digital Chocolate Introduces Epic Fighters on Facebook
  • Digital Chocolate Introduces Novel Social Gaming Platform
  • Zynga Launches CityVille
  • Digital Chocolate Introduces Millionaire City™ on Facebook
  • Zynga Launches CityVille
  • Digital Chocolate Rolls Out MMA Pro Fighter™ on Facebook

4. RECENT INDUSTRY ACTIVITY

  • MindJolt Rechristened as SGN
  • ngmoco Signs Agreement with AT&T for Mobage Platform
  • Gree Acquires OpenFeint for Evolving Social Games
  • Aktiv Digital Partners with RockYou
  • Tribal Crossing Collaborates with 6waves
  • 6waves and Lolapps Merge
  • Digital Chocolate Takes Over Sandlot Games
  • MindJolt Acquires Hallpass Media and SGN
  • Digital Chocolate Selects GetJar to Launch its Android Games
  • Zynga Takes Over Unoh to Expedite Mobile Game Development
  • Zynga Establishes Foremost Global Office in India
  • Kabam Takes Over WonderHill
  • Playdom Takes Over Merscom
  • Playdom Acquires Metaplace
  • The Walt Disney Company Takes Over Playdom
  • Playdom Takes Over Hive7.com
  • Playdom Acquires Offbeat Creations
  • Playdom Takes Over Three Melons
  • Playdom Acquires Acclaim Games
  • Super Rewards and Digital Chocolate Enter into Partnership
  • Softbank and Zynga Form Joint Venture
  • Zynga Acquires XPD Media
  • Zynga Takes Over Challenge Games
  • Playdom Acquires Trippert Labs and Green Patch
  • Electronic Arts Takes Over Playfish
  • Meez and Pulse Entertainment to Merge
  • Stillfront and Halcyon Ink Licensing Agreement

5. FOCUS ON SELECT PLAYERS

  • Beijing ELEX Technological Co. Ltd. (China)
  • Bigpoint GmbH (Germany)
  • Crowdstar (USA)
  • DeNA Co., Ltd. (Japan)
  • ngmoco (US)
  • Digital Chocolate, Inc. (USA)
  • Disney Interactive Media Group (USA)
  • Playdom, Inc. (USA)
  • Electronic Arts, Inc. (USA)
  • Playfish (USA)
  • PopCap Games, Inc. (USA)
  • Kabam (USA)
  • King.com (UK)
  • Meez (USA)
  • Metrogames (USA)
  • RockYou, Inc. (USA)
  • Stillfront Group (Sweden)
  • SGN (USA)
  • Wooga GmbH (Germany)
  • Zynga, Inc. (USA)
  • 6Waves (Hong Kong)

6. GLOBAL MARKET PERSPECTIVE

    • Table 11: 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 Revenues Figures in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 12: World 10-Year Perspective For Social Gaming by Geographic Region - Percentage Breakdown of Annual Revenue for US, Canada, Japan, Europe, Asia-Pacific, Latin America and Rest of World Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

III. MARKET

1. THE UNITED STATES

  • A. Market Analysis
    • Outlook
    • Overview
    • New Monetization Schemes to Increase Revenue Flow for Social Gaming
    • Key Statistical Findings
    • Table 13: US Gaming Market (2011): Percentage Share Breakdown of Consumer Spending by Game Type (includes corresponding Graph/Chart)
    • Table 14: US Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 15: US Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Product/Service Launches
    • Recent Industry Activity
    • Key Players
  • B. Market Analytics
    • Table 16: US Recent Past, Current & Future Analysis for Social Gaming by Segments - Advertising, Virtual Goods and Lead Generation/Subscription Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 17: US 10-Year Perspective for Social Gaming by Segments - Percentage Breakdown of Annual Revenues for Advertising, Virtual Goods and Lead Generation/Subscription Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

2. CANADA

  • A. Market Analysis
    • Outlook
    • Key Demographic Statistics:
    • Table 18: Canadian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 19: Canadian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 20: Canadian Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

3. JAPAN

  • A. Market Analysis
    • Outlook
    • Leading Game Designers Foray into Social Gaming
    • Key Demographic Statistics
    • Table 21: Japanese Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 22: Japanese Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Product/Service Launches
    • Recent Industry Activity
    • Key Player
  • B. Market Analytics
    • Table 23: Japanese Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

4. EUROPE

  • A. Market Analysis
    • Outlook
    • Key Statistics
    • Table 24: European Gaming Market (2011): Percentage Share Breakdown of Consumer Spending by Gaming Category (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 25: European Recent Past, Current & Future Analysis for Social Gaming by Country/Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 26: European 10-Year Perspective For Social Gaming by Country/Region - Percentage Breakdown of Annual Revenues for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

4a. FRANCE

  • A. Market Analysis
    • Outlook
    • Table 27: French Gaming Market (2011): Percentage Share Breakdown of Consumer Spending by Game Type (includes corresponding Graph/Chart)
    • Table 28: French Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 29: French Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 30: French Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

4b. GERMANY

  • A. Market Analysis
    • Outlook
    • Table 31: German Gaming Market (2011): Percentage Share Breakdown of Consumer Spending by Game Type (includes corresponding Graph/Chart)
    • Table 32: German Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 33: German Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Product/Service Launches
    • Key Players
  • B. Market Analytics
    • Table 34: German Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

4c. ITALY

  • A. Market Analysis
    • Outlook
    • Table 35: Italian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 36: Italian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 37: Italian Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

4d. THE UNITED KINGDOM

  • A. Market Analysis
    • Outlook
    • Table 38: The United Kingdom Gaming Market (2011): Percentage Share Breakdown of Consumer Spending by Game Type (includes corresponding Graph/Chart)
    • Table 39: UK Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 40: UK Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Key Player
  • B. Market Analytics
    • Table 41: UK Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

4e. SPAIN

  • A. Market Analysis
    • Outlook
    • Table 42: Spanish Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 43: Spanish Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 44: Spanish Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

4f. RUSSIA

  • A. Market Analysis
    • Outlook
    • Table 45: Russian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 46: Russian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Product/Service Launches
  • B. Market Analytics
    • Table 47: Russian Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

4g. REST OF EUROPE

  • A. Market Analysis
    • Outlook
    • Product/Service Launches
    • Strategic Corporate Development
    • Key Player
  • B. Market Analytics
    • Table 48: Rest of Europe Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

5. ASIA-PACIFIC

  • A. Market Analysis
    • Outlook
    • Market Overview
    • Table 49: Asian Internet Market (2011): Percentage Share Breakdown of Number of Internet Users by Country (includes corresponding Graph/Chart)
    • Focus on Select Regional Markets
      • CHINA
      • Key Statistics
    • Table 50: Chinese Online Gaming Market (2011): Percentage Share Breakdown of Revenue by Leading Players (includes corresponding Graph/Chart)
    • Table 51: Chinese Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 52: Chinese Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
      • INDIA
      • An Overview
      • Current Business Model of Social Games in India
      • Demographic Trends
      • Challenges
    • Table 53: Indian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 54: Indian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Key Demographic Statistics in Other Regional Markets:
    • Table 55: Australian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 56: Australian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Table 57: South Korean Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 58: South Korean Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Product/Service Launch
    • Strategic Corporate Developments
    • Key Players
  • B. Market Analytics
    • Table 59: Asia-Pacific Recent Past, Current & Future Analysis for Social Gaming by Country/Region - Australia, China, India, South Korea, and Rest of Asia-Pacific Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 60: Asia-Pacific 10-Year Perspective for Social Gaming by Country/Region - Percentage Breakdown of Annual Revenues for Australia, China, India, South Korea, and Rest of Asia-Pacific Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

6. LATIN AMERICA

  • A. Market Analysis
    • Outlook
    • Key Demographic Statistics:
    • Table 61: Brazilian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 62: Brazilian Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
    • Table 63: Mexican Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Age Group (includes corresponding Graph/Chart)
    • Table 64: Mexican Social Gaming Market (2011): Percentage Share Breakdown of Number of Social Gamers by Gender (includes corresponding Graph/Chart)
  • B. Market Analytics
    • Table 65: Latin American Recent Past, Current & Future Analysis for Social Gaming by Country/ Region - Brazil, Mexico, and Rest of Latin America Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)
    • Table 66: Latin American 10-Year Perspective For Social Gaming by Country/Region - Percentage Breakdown of Annual Revenues for Brazil, Mexico, and Rest of Latin America Markets for Years 2009, 2012 and 2018 (includes corresponding Graph/Chart)

7. REST OF WORLD

  • Market Analysis
    • Table 67: Rest of World Recent Past, Current & Future Analysis for Social Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2009 through 2018 (includes corresponding Graph/Chart)

IV. COMPETITIVE LANDSCAPE

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