表紙
市場調査レポート

ソーシャルゲームの世界市場2015年〜2019年

Global Social Gaming Market 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 305749
出版日 ページ情報 英文 57 Pages
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ソーシャルゲームの世界市場2015年〜2019年 Global Social Gaming Market 2015-2019
出版日: 2015年10月21日 ページ情報: 英文 57 Pages
概要

ソーシャルゲームとは、ソーシャルメディアプラットフォームやソーシャルサイト、またはソーシャルメディアアプリを使ってオンラインでおこなうゲームを指し、家族や友人とプレイするゲームも含みます。現在、多くのゲームにはソーシャル機能が備えられており、エンドユーザー数の拡大につながっています。ソーシャルゲームは、2009年にソーシャルネットワーキングサイトのFacebookとZynga社の人気ゲーム「Farmville」をコラボレーションした時に人気を得ました。世界のソーシャルゲーム市場は、2014年から2019年の間、14.96%のCAGRで拡大することが予測されています。

当レポートでは、世界におけるソーシャルゲーム市場の現状の分析や成長の見込み、市場の成長因子と課題、主要国における動向、主要ベンダーの分析などを提供しています。

第1章 エグゼクティブサマリー

  • 概況
  • 市場概要

第2章 当レポートの調査範囲

  • 基準年
  • ベンダー分類
  • 主要ベンダーの製品
  • 調査手法

第3章 市場調査手法

  • 経済指標
  • 主な市場洞察

第4章 イントロダクション

  • 市場概要

第5章 市場情勢

  • 市場規模と予測
  • ファイブフォース分析
  • 世界のソーシャルゲーム市場:収益源別の予測

第6章 収益源による市場分類

  • バーチャルグッズ
  • 広告
  • リードジェネレーション
  • 性別

第7章 性別による市場分類

  • 女性
  • 男性
  • 年齢層

第8章 年齢層による市場分類

第9章 地理区分

  • アジア太平洋地域
  • 南北アメリカ
  • 欧州・中東・アフリカ地域
  • 米国

第10章 主要国

  • 日本
  • 中国
  • 競合シナリオ

第11章 ベンダー情勢

  • その他の有力ベンダー
  • Electronic Arts

第12章 主要ベンダーの分析

  • King
  • Supercell
  • Wooga
  • Zynga
  • 略語リスト

第13章 付録

第14章 Technavioについて

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目次
Product Code: IRTNTR7010

About social gaming

Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. It gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide.

Technavio's analysts forecast the global social gaming market to grow at a CAGR of 14.96% over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the global social gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites. It also presents the vendor landscape and a corresponding detailed analysis of the top six vendors in the market.

Technavio's report, Global Social Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years.

Key regions

  • APAC
  • Americas
  • EMEA

Key vendors

  • Electronic Arts
  • King Digital Entertainment
  • Supercell
  • Wooga
  • Zynga

Other Prominent Vendors

  • CrowdStar
  • Gameloft
  • Kabam
  • Peak Games
  • Playdom
  • Renren
  • RockYou
  • Rovio Entertainment
  • Social Point
  • Tencent
  • TinyCo.

Market driver

  • Growing Internet penetration
  • For a full, detailed list, view our report

Market challenge

  • Decline in Facebook gaming
  • For a full, detailed list, view our report

Market trend

  • Enhanced cloud-based gaming platform
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2019 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?

Table of Contents

PART 01: Executive summary

  • Highlights
  • Market overview

PART 02: Scope of the report

  • Base year
  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings
  • Research methodology

PART 03: Market research methodology

  • Economic indicators
  • Key market highlights

PART 04: Introduction

  • Market overview

PART 05: Market landscape

  • Market size and forecast
  • Five forces analysis
  • Global social gaming market by source of revenue 2014-2019

PART 06: Market segmentation by source of revenue

  • Global social gaming market by virtual goods
  • Global social gaming market by advertising
  • Global social gaming market by lead generation
  • Global social gaming market by gender 2014-2019

PART 07: Market segmentation by gender

  • Global social gaming market by female gamers
  • Global social gaming market by male gamers
  • Global social gaming market by age

PART 08: Market segmentation by age

  • Global social gaming market by region 2014-2019

PART 09: Geographical segmentation

  • Social gaming market in APAC
  • Social gaming market in the Americas
  • Social gaming market in EMEA
  • US

PART 10: Key leading countries

  • Japan
  • China
  • Competitive scenario

PART 11: Vendor landscape

  • Other prominent vendors
  • Electronic Arts

PART 12: Key vendor analysis

  • King
  • Supercell
  • Wooga
  • Zynga
  • List of abbreviations

PART 13: Appendix

PART 14: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Global social gaming market by device and revenue
  • Exhibit 03: Global social gaming market 2014-2019 ($ billions)
  • Exhibit 04: Global Internet penetration by global population 2008-2015 (in billions)
  • Exhibit 05: Social gaming penetration in global gaming market 2013-2019 ($ billions)
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global social gaming market by technology 2014
  • Exhibit 08: Global social gaming market by source of revenue 2019
  • Exhibit 09: Global social gaming market by virtual goods 2014-2019 ($ billions)
  • Exhibit 10: Reasons for smartphone gamers making in-app purchases 2014
  • Exhibit 11: Reasons for tablet gamers making in-app purchases 2014
  • Exhibit 12: Global social gaming market by advertising 2014-2019 ($ billions)
  • Exhibit 13: Global social gaming market by lead generation 2014-2019 ($ billions)
  • Exhibit 14: Global social gaming market by gender 2014 and 2019 ($ billions)
  • Exhibit 15: Global social gaming market by female gamers 2014-2019 ($ billions)
  • Exhibit 16: Popular genres of games among female gamers by minutes spent per week
  • Exhibit 17: Global social gaming market by male gamers 2014-2019 ($ billions)
  • Exhibit 18: Popular genres of games among male gamers by minutes spent per week
  • Exhibit 19: Global social gaming market by age 2014
  • Exhibit 20: Global social gaming market by region 2014
  • Exhibit 21: Global social gaming market by region 2019
  • Exhibit 22: Social gaming market in APAC 2014-2019 ($ billions)
  • Exhibit 23: Social gaming market in the Americas 2014-2019 ($ billions)
  • Exhibit 24: Social gaming market in EMEA 2014-2019 ($ billions)
  • Exhibit 25: Business segmentation by revenue 2015
  • Exhibit 26: Electronic Arts: Business segmentation by revenue 2014 and 2015
  • Exhibit 27: Electronic Arts: Platform segmentation by revenue 2015
  • Exhibit 28: Electronic Arts: Platform segmentation by revenue 2014 and 2015 (in $ millions)
  • Exhibit 29: Electronic Arts: Geographical segmentation by revenue 2015
  • Exhibit 30: Geographical segmentation of King by revenue 2014
  • Exhibit 31: Zynga: Business segmentation by revenue 2014
  • Exhibit 32: Zynga: Business segmentation by revenue 2013 and 2014
  • Exhibit 33: Geographical segmentation by revenue 2014
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