市場調査レポート

ソーシャルゲーム企業・アプリケーション・プラットフォーム:市場見通しと予測 (2015年〜2020年)

Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

発行 Mind Commerce 商品コード 328526
出版日 ページ情報 英文 343 Pages
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1USD=102.95円で換算しております。
Back to Top
ソーシャルゲーム企業・アプリケーション・プラットフォーム:市場見通しと予測 (2015年〜2020年) Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020
出版日: 2015年04月20日 ページ情報: 英文 343 Pages
概要

ソーシャルゲームは、この10年間で急増しました。ソーシャルゲーム市場は、2020年までに180億米ドルに達すると見られ、CAGRでは12.25%の成長が予測されています。

当レポートでは、オンラインおよびモバイルのソーシャルゲーム企業・ソリューション・市場について調査分析し、企業戦略やゲームプラットフォームについて検証するほか、市場見通しと予測について、体系的な情報を提供しています。

第1章 エグゼクティブサマリー

第2章 ソーシャルゲーム市場の概要と動向分析

  • ソーシャルゲームの概要と構成要素
  • 意味のあるゲームとゲーミフィケーション
  • SMACのイントロダクション
  • ソーシャルゲーム市場の動向と将来の見通し
  • ソーシャルゲーム市場の定義

第3章 ソーシャルゲーム市場の予測

  • 収益予測と分析
  • ソーシャルゲーマー予測と分析
  • ソーシャルゲーム収益化と分析
  • ソーシャルゲーマー人口統計
  • ソーシャルゲームエコシステム分析
  • ソーシャルゲーム収益化メトリクスと分析
  • ソーシャルゲーム市場参入と成功戦略
  • ソーシャルゲーム市場 vs. 日和見アプローチ分析
  • 次世代のソーシャルゲーム
  • ソーシャルゲーム投資動向と分析
  • ソーシャルゲーム規制とソーシャル詐欺の課題分析

第4章 Facebookのソーシャルゲームエコシステム分析

第5章 Facebook以外のソーシャルネットワークゲームエコシステム

第6章 モバイルソーシャル・ロケーションゲーム

第7章 アプリストア分析

  • ビジネスモデルGoogle Play vs. Appleストア
  • Appleアプリストア
  • Google Play
  • 地域と言語分析
  • Android用代替アプリストア
  • iOS用代替アプリストア
  • Blackberry OS用アプリストア
  • クロスプラットフォームアプリストア
  • OEMアプリストア
  • モバイルキャリアアプリストア

第8章 ソーシャルカジノゲーム分析

第9章 ウェアラブルソーシャルゲーム分析

第10章 ソーシャルゲーム企業分析

  • ARKADIUM
  • DENA
  • ELECTRONIC ARTS (EA)
  • GREE
  • KABAM
  • KING
  • PEAK GAMES
  • PLAYDOM
  • PRETTYSIMPLE
  • SOCIALPOINT
  • SUPERCELL
  • WOOGA
  • ZYNGA
  • PAPAYA
  • CROWDSTAR
  • GAMESALAD
  • PLAYPHONE
  • SCORELOOP
  • SKILLPOD
  • SGN
  • GAMELOFT
  • GAMEVIL
  • CYBERAGENT
  • HANGAME
  • THE9
  • RENREN
  • GAMEINSIGHT
  • GLU
  • UBISOFT

第11章 結論と提言

図表

目次

Social gaming has exploded during the last decade. Game-play and consumption patterns have dramatically changed during the last five years and we see similar big changes coming with the invasion of mobile platforms and in particular the emerging wearable platforms. While Facebook individually leads the social gaming market, collectively non-Facebook social gaming platforms collectively represent a considerable portion of the market. Non-Facebook platforms include app store, local social networks, and multiplayer social game networks. Collectively, the social gaming market will reach $18 billion by 2020 with a combined CAGR of 12.25%. By device platform, wearable social platform will rise sharply followed by mobile and PC platform during the study period of 2015 - 2020.

Wearable gaming hardware devices include gaming and gamification focused headwear, body wear, eyewear and smartwatches. Mind Commerce predicts 3.4 million unit sales globally in 2015 rising to 23.4 million by 2020. The cumulative unit sales will be 68.3 million during 2015 with 47.1% CAGR through 2020. Mind Commerce predicts that connected wearable device shipments will reach 170 million units by 2020 and market value will reach nearly $25 billion.

This research evaluates the companies, solutions, and market for online and mobile social gaming. The report analyzes company strategies, assesses gaming platforms including next generation via wearable technology, and provides a market outlook and forecasts through 2020. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Network operators
  • Cloud service providers
  • Social networking companies
  • Wireless device manufacturers
  • Digital entertainment companies
  • Gaming distributors and aggregators
  • Mobile and online gaming companies

Key Findings:

  • The market shall witness a steady reduction in the gaming hardware business through 2020
  • Among platforms, mobile leads with highest market share of 55% in 2015 and will reach to 58% by 2020
  • Successful companies will focus more on retention with diversified experiences rather than becoming a large gaming company
  • Other two platforms are PC and wearable, which currently hold 40% and 5% market share respectively and will be 30% and 12% by 2020
  • Social networks will remain an appealing platform for gaming and will create a hard core social gaming group of high spending gaming "whales"
  • Non-Facebook social gaming market is expected to have highest CAGR of 13.3% comparing its counterpart Facebook that will grow with 10.4% CAGR

Table of Contents

1.0 EXECUTIVE SUMMARY

2.0 SOCIAL GAMING MARKET OVERVIEW & TREND ANALYSIS

  • 2.1 WHAT IS SOCIAL GAMING AND BUILDING BLOCKS OF A GOOD & SUCCESSFUL SOCIAL GAME?
  • 2.2 MEANINGFUL GAMES AND GAMIFICATION: HOW IS IT IMPORTANT FOR SOCIAL GAMING?
    • 2.2.1 BEJEWELED VS. LAYOFF GAME CASE: FUN VS. MEANING
    • 2.2.2 KABUL KABOOM GAME CASE: LEARNING VS. INSPIRATIONAL VALUE
  • 2.3 SOCIAL GAMING MARKET TREND AND FUTURE HOLDS
    • 2.3.1 MALE DOMINANCE AS HARDCORE SOCIAL GAMERS
    • 2.3.2 SOCIAL GAMING SHIFT TO MOBILE SPACE
    • 2.3.3 GROWING DEMAND FOR LOCAL CONTENT
    • 2.3.4 RISE OF CROSS-PLATFORM GAMING
    • 2.3.5 CHANGING MONETIZATION METHOD
    • 2.3.6 SUCCESS OF FRANCHISING BUSINESS MODEL
    • 2.3.7 MERGER & ACQUISITION FOSTERING GROWTH IN EMERGING MARKET
  • 2.4 DEFINING SOCIAL GAMING MARKET: A 2015 LANDSCAPE REVIEW
    • 2.4.1 FACEBOOK SOCIAL NETWORKING PLATFORM
    • 2.4.2 NON-FACEBOOK SOCIAL NETWORKS
    • 2.4.3 MOBILE SOCIAL NETWORK GAMES

3.0 SOCIAL GAMING MARKET PROJECTTIONS

  • 3.1 REVENUE PROJECTION AND ANALYSIS 2015 - 2020
    • 3.1.1 SOCIAL GAMING MARKET REVENUE GLOBAL VS. DEVICE PLATFROMS 2014 - 2020
    • 3.1.2 PC, MOBILE AND WEARABLE DEVICE PLATFORMS IN SOCIAL GAMING 35
    • 3.1.3 FACEBOOK VS. NON-FACEBOOK PLATFORM SOCIAL GAMING MARKET 2015 - 2020
    • 3.1.4 SOCIAL GAMING MARKET BY GEOGRAPHIC REGIONS 2015 - 2020
    • 3.1.5 SOCIAL GAMING MARKET BY TOP 15 COUNTRIES 2015 - 2020
  • 3.2 SOCIAL GAMER PROJECTIONS AND ANALYSIS 2015 - 2020
    • 3.2.1 GLOBAL SOCIAL GAMERS VS. DEVICE PLATFORMS FORECAST 2014 - 2020
    • 3.2.2 FACEBOOK VS. NON-FACEBOOK PLATFORMS GAMERS 2015 - 2020
    • 3.2.3 SOCIAL GAMERS BY GEOGRAPHIC REGION 2015 - 2020
    • 3.2.4 SOCIAL GAMERS BY TOP 15 COUNTRIES 2015 - 2020
  • 3.3 SOCIAL GAMING MONETIZATION AND ANALYSIS
    • 3.3.1 SOCIAL GAMING REVENUE BY MONETIZATION SOURCES
    • 3.3.2 SOCIAL GAMING ARPU 2015 - 2020
    • 3.3.3 SOCIAL GAMING ARPPU 2015 - 2020
    • 3.3.4 SOCIAL GAMING PLAYER TYPE AND REVENUE CHART
    • 3.3.5 SOCIAL GAMING WHALES: 5TH PLANET GAMES VS. BLITZOO CASE ANALYSIS
    • 3.3.6 BEHAVIOR ANALYSIS OF WHALES
    • 3.3.7 SOCIAL GAMING REVENUE BY ECOSYSTEM STAKEHOLDERS
    • 3.3.8 STAKEHOLDER LISTS IN ECOSYSTEM AND REVENUE SHARING PERCENT
    • 3.3.9 LIST OF FEES FOR ECOSYSTEM STAKEHOLDERS
  • 3.4 SOCIAL GAMER DEMOGRAPHICS
    • 3.4.1 SOCIAL GAMER BY MALE VS. FEMALE
    • 3.4.2 AVERAGE SOCIAL GAMERS' AGE: COMMON VS. MALE VS. FEMALE
    • 3.4.3 CONTRIBUTION TO SOCIAL GAMING: GAMING TIME, MONEY, AND FEMALE EARN VIRTUAL CURRENY
    • 3.4.4 SOCIAL GAME-PLAY FREQUENCY AND COMMUNITY BY GENDER
    • 3.4.5 SOCIAL GAMER PERCENTAGE UNDER DIFFERENT AGE BRACKETS
    • 3.4.6 SOCIAL GAMER PERCENTAGE UNDER YEARLY INCOME BRACKETS
    • 3.4.7 SOCIAL GAMER PERCENT BY EDUCATIONAL LEVEL
    • 3.4.8 SOCIAL GAMER PERCENTAGE BY MARITAL AND FAMILY STATUS
    • 3.4.9 SOCIAL GAMER PERCENTAGE BY EMPLOYMENT CONDITION
    • 3.4.10 SOCIAL GAME ACCESS BY DEVICE PLATFORM
    • 3.4.11 VIDEO GAME PLAY BEHAVIOR OF SOCIAL GAMER
    • 3.4.12 REASON FOR PLAYING SOCIAL GAMES
    • 3.4.13 VIRTUAL PURCHASE BEHAVIOR OF SOCIAL GAMER
    • 3.4.14 SOCIAL GAME PLAY LOCATION VS. TIME SPEND VS. SOCIAL FRIENDS
    • 3.4.15 POPULAR SOCIAL GAME PLAY NETWORK
    • 3.4.16 IN-GAME ADVERTISEMENT VS. PURCHASE RESPONSE OF SOCIAL GAMER
    • 3.4.17 SOCIAL GAMERS IN-GAME REWARD BEHAVIOR
    • 3.4.18 SOCIAL GAME-PLAY FREQUENCY: DAY VS. WEEK VS. MONTH
    • 3.4.19 SOCIAL GAMER BY DAU VS. WAU VS. MAU
    • 3.4.20 MOST ADDICTED SOCIAL GAMER PROFILES
    • 3.4.21 IN-GAME PURCHASE BEHAVIOR BY POPULAR TYPES OF SOCIAL GAME
    • 3.4.22 REASON FOR SPENDING REAL-WORLD MONEY IN SOCIAL GAMES
    • 3.4.23 TYPES VIRTUAL ITEMS THAT SOCIAL GAMER PURCHASE
  • 3.5 SOCIAL GAMING ECOSYSTEM ANALYSIS
    • 3.5.1 SOCIAL GAMING VALUE CHAIN PARTNERSHIP MODEL
    • 3.5.2 PERCENT OF REVENUE SHARING AMONG VALUE CHAIN PARTNERS
    • 3.5.3 ECONOMIC DRIVERS OF SOCIAL GAMING
    • 3.5.4 SNS PORTAL PUBLISHING FRAMEWORK
    • 3.5.5 SOCIAL GAMING ECOSYSTEM: TASK FLOW FOR SOCIAL CHANGE
    • 3.5.6 SOCIAL GAMING KNOWLEDGE ECONOMY: A MAPPING FRAMEWORK
    • 3.5.7 ROLE OF NEW ENTRANTS IN SOCIAL GAMING ECOSYSTEM
    • 3.5.8 SOCIAL GAMING BUSINESS MODEL ANALYSIS
    • 3.5.9 TIPS FOR APPLYING ECONOMIC & GAMIFICATION IN BUSINESS MODEL
    • 3.5.10 SOCIAL GAMING PRICING MODEL ANALYSIS
    • 3.5.11 MARKET CHALLENGE AND GAME BALANCING METHOD IN VIRTUAL GOODS BASED ECONOMY MODEL
  • 3.6 SOCIAL GAME MONETIZATION METRICS AND ANALYSIS
    • 3.6.1 A TYPICAL SOCIAL GAMING METRICS
    • 3.6.2 SOCIAL GAMER CONVERSION FUNNEL
    • 3.6.3 SOCIAL GAME LIFE CYCLE & KPI MANAGEMENT METRICS
    • 3.6.4 GAME ANALYTICS: VIRALITY VS. RETENTION, ACQUISITION AND BUSINESS MONETIZATION METRICS
    • 3.6.5 BRAND MONETIZATION METRICS OF SOCIAL GAME
    • 3.6.6 GAME MONETIZATION STRATEGIES 6
    • 3.6.7 SOCIAL GAME DESIGN FRAMEWORK AND DILEMMA
    • 3.6.8 SELF PUBLISHING OR INDIE PREFERENCE VS. PLATFORM CHOICE OF GAME DEVELOPERS IN 2015
    • 3.6.9 GAME MARKETING IN 2015: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL
    • 3.6.10 SOCIAL GAMER ENGAGEMENT PANORAMA
    • 3.6.11 EMPATHY GAME: NEW WAVE OF ENGAGEMENT
  • 3.7 SOCIAL GAMING MARKET ENTRY AND SUCCESS STRATEGIES
    • 3.7.1 CORE CHOICES FOR SOCIAL GAMING ENTRANTS
    • 3.7.2 SOCIAL GAMING IP ISSUES
    • 3.7.3 MARKET ENTRY COST CONSIDERATION
    • 3.7.4 RISK ASSOCIATED WITH SOCIAL GAMING SUCCESS
    • 3.7.5 SUCCESSFUL IP LINE CREATION
    • 3.7.6 MINIMIZING MARKETING AND USER ACQUISITION COST
    • 3.7.7 MONETIZATION STRATEGIES FOR SOCIAL GAME ENTRANTS
    • 3.7.8 STRONG DEVELOPMENT CHAIN
  • 3.8 SOCIAL GAMING MARKET VS. OPPORTUNISTIC APPROACH ANALYSIS
    • 3.8.1 GAMING INDUSTRY PEAK VS. NON-PEAK: A COMPARATIVE ANALYSIS
    • 3.8.2 USER ACQUISITION APPROACH: WESTERN VS. JAPANESE & ASIAN APPROACH
    • 3.8.3 REVENUE BATTLE BETWEEN DEVELOPERS VS. PUBLISHERS AND IMPACT ON SOCIAL GAMER
    • 3.8.4 IMPORTANCE OF APPLE AS CHANNEL PARTNER
    • 3.8.5 GOOGLE & APPLE NAILS OVER CONNECTED CONSOLE AND WEARABLE DEVICES
    • 3.8.6 INTEGRATED GOOGLE PLAY GAME SERVICE
    • 3.8.7 MICROSOFT FOR INDIE SELF-PUBLISHER
    • 3.8.8 DISNEY WITH VIDEO GAMING PLATFORM "INFINITY"
    • 3.8.9 ZYNGA PLATFORM (ZYNGA.COM)
    • 3.8.10 FACEBOOK MOBILE GAME PUBLISHING APPROACH
    • 3.8.11 SOCIAL GAMIFICATION TREND AND BLUEBOX VS. GOPLAY CASE
    • 3.8.12 CIVIC LEARNING: SATIRICAL PRISM GAME DATA DEALER CASE BY CUTEACUTE
    • 3.8.13 MOBILE STRATEGY BLENDED WITH MOBILE SOCIAL GAME, SMS, & QR CODE: RED BULL CASE
    • 3.8.14 MICROSOFT BUZZ WITH AR GAMING GLASSES 118
  • 3.9 NEXT GEN SOCIAL GAME: TREND TO BLEND WITH REAL-WORLD GOOD DEED
    • 3.9.1 VIRTUAL TO REAL-WORLD DONATION AND SOCIAL ACTION: HALF THE SKY MOVEMENT: THE GAME
    • 3.9.2 RESEARCH FOR MANKIND & COMMUNITY PATENT: FOLDIT
    • 3.9.3 COMMUNITY AWARENESS: RECYCLEBANK
    • 3.9.4 EDUCATION & LITERACY: MILLEE LITERACY GAME
    • 3.9.5 POVERTY ALLEVIATION: SPENT
    • 3.9.6 CONSTRUCTING VILLAGE: RAISE THE VILLAGE
    • 3.9.7 CHARITIES FOR CHILDREN: WETOPIA
    • 3.9.8 CHARITIES FOR ANIMAL: JOY KINGDOM
    • 3.9.9 SOCIAL-GOOD FOCUSED GAMING: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, & BUDGE
  • 3.10 SOCIAL GAMING INVESTMENT TREND AND ANALYSIS
    • 3.10.1 SECOND SCREEN INCLUDING MOBILE DEVICES AND TV
    • 3.10.2 SOCIAL VS. GAME NETWORK
    • 3.10.3 GAMING DEALS
    • 3.10.4 POST ZYNGA ERA VS. VC IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION
    • 3.10.5 GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS
    • 3.10.6 GAMING SECTOR AND BUSINESS MODEL
    • 3.10.7 VALUE VS. VOLUME REGIONS
    • 3.10.8 MERGER AND ACQUISITION (M&A) TRENDS
    • 3.10.9 GAMING VENTURE CAPITAL (VC) TREND
    • 3.10.10 CROWD FUNDING TREND
    • 3.10.11 CASE STUDY
  • 3.11 SOCIAL GAMING REGULATION & SOCIAL FRAUD CHALLENGE ANALYSIS
    • 3.11.1 SOCIAL GAMING CHEAT
    • 3.11.2 MOBILE GAMING PIRACY & VIRTUAL CURRENCY SCAMMING CHALLENGE IN CHINA & RUSSIA
    • 3.11.3 KOMPU GACHA STYLE IN-GAME SOCIAL GAMBLING BAN AND OPPORTUNITIES IN JAPAN
    • 3.11.4 GEOGRAPHIC IMPLICATION OF ANTIPIRACY LAW: JAPAN, US, UK, RUSSIA & CHINA
    • 3.11.5 ZYNGA WITH PRIVACYVILLE
    • 3.11.6 CYBERCRIMINAL ATTACK ON SOCIAL MOBILE GAME
    • 3.11.7 US ONLINE GAMING REGULATION AND FOREIGN CORRUPT PRACTICES ACT
    • 3.11.8 IN-GAME SCAM DEBATE IN SOCIAL GAME
    • 3.11.9 ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE
    • 3.11.10 RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION: REGIONAL IMPLICATIONS

4.0 FACEBOOK SOCIAL GAMING ECOSYSTEM ANALYSIS

  • 4.1 FACEBOOK USER REVIEW
    • 4.1.1 FACEBOOK USER IN CONTINENTS
    • 4.1.2 HOW USERS INSTALL APPS FROM FACEBOOK PLATFORM?
  • 4.2 APP CENTER ANALYSIS FOR TOP-RATED SOCIAL GAME
    • 4.2.1 GENRES VS. LEADING COMPANY VS. MAU AND COMPETITION ANALYSIS
    • 4.2.2 GENRE VS. PER DAY ARPPU FROM FACEBOOK APP CENTRE
    • 4.2.3 REGIONAL DISTRIBUTION OF TOP-RATED GAMES
    • 4.2.4 REGIONAL DISTRIBUTION OF TOP-RATED GAMES
    • 4.2.5 TRIVIA & WORLD GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.6 SPORTS GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.7 SIMULATION GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.8 STRATEGY GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.9 PUZZLE GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.10 HIDDEN OBJECT GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.11 FAMILY APPS GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.12 CARD GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.13 CASINO GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.14 ACTION GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.15 ADVENTURE & RPG GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
    • 4.2.16 ARCADE GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER
  • 4.3 ZYNGA AND FACEBOOK INTERDEPENDENCY: A CRITICAL ANALYSIS
  • 4.4 BUSINESS MODEL AND MARKET STRATEGY ANALYSIS
  • 4.5 WHALES IN FACEBOOK GAME
  • 4.6 LOCAL CURRENCY PAYMENTS API
  • 4.7 ECOSYSTEM STATISTICS
  • 4.8 GAMIFICATION TRAJECTORY
  • 4.9 FACEBOOK IN MOBILE AND SOCIAL GAMING ERA
  • 4.10 NEW MOBILE GAMING ADS IN FACEBOOK NOTIFICATION
  • 4.11 FACEBOOK MOBILE PAYMENT SYSTEM "FACEBOOK BUY NOW"

5.0 NON-FACEBOOK SOCIAL NETWORKED GAMING ECOSYSTEM

  • 5.1 WHAT IS BEYOND FACEBOOK SOCIAL GAMING?
  • 5.2 LOCAL SOCIAL NETWORK IN EMEA
    • 5.2.1 HYVES IN NETHERLAND
    • 5.2.2 TUENTI IN SPAIN
    • 5.2.3 VKONTAKTE IN RUSSIA
    • 5.2.4 VZ.NET IN GERMANY AND EXPANSION NETWORK IN FRANCE, ITALY, SPAIN AND POLAND
    • 5.2.5 YONJA IN TURKEY
    • 5.2.6 NETLOG
    • 5.2.7 NASZA-KLASA IN POLAND
  • 5.3 LOCAL SOCIAL NETWORK IN AMERICAS
    • 5.3.1 MEETME
    • 5.3.2 ORKUT IN BRAZIL
    • 5.3.3 SONICO
    • 5.3.4 BLACKPLANET IN US
  • 5.4 LOCAL SOCIAL NETWORK IN APAC
    • 5.4.1 SINA WEIBO IN CHINA
    • 5.4.2 TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU
    • 5.4.3 RENREN IN CHINA
    • 5.4.4 KAIXIN001 IN CHINA
    • 5.4.5 51.COM IN CHINA
    • 5.4.6 MIXI IN JAPAN
    • 5.4.7 CYWORLD IN KOREA
    • 5.4.8 IBIBO GAMES IN INDIA
    • 5.4.9 MILLAT FACEBOOK IN PAKISTAN
    • 5.4.10 YAHOO-MOBAGE IN JAPAN
    • 5.4.11 AMEBA PIG IN JAPAN
  • 5.5 SOCIAL NETWORK: GLOBAL IN NATURE
    • 5.5.1 BEBO
    • 5.5.2 TWITTER
    • 5.5.3 AMAZON
    • 5.5.4 ZORPIA
    • 5.5.5 PERFSPOT
    • 5.5.6 FRIENDSTER
    • 5.5.7 GAIA ONLINE
    • 5.5.8 BADOO 226
    • 5.5.9 TAGGED
    • 5.5.10 HI5
    • 5.5.11 HABBO
    • 5.5.12 COME2PLAY
    • 5.5.13 VIXIMO GAME NETWORK
  • 5.6 EMERGING MOBILE SOCIAL GAMING NETWORK ANALYSIS
    • 5.6.1 CHILLINGO
    • 5.6.2 WECHAT & QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM
    • 5.6.3 KAKAOTALK
    • 5.6.4 LINE
    • 5.6.5 91 WIRELESS
    • 5.6.6 WHATSAPP
    • 5.6.7 TANGO 231
    • 5.6.8 KIK MESSENGER
    • 5.6.9 ZALO
    • 5.6.10 QIHOO 360 PLATFORM
    • 5.6.11 WANDOUJIA
    • 5.6.12 BAIDU APP STORE
    • 5.6.13 APPCHINA
    • 5.6.14 D.CN GAMES CENTER
    • 5.6.15 GFAN
    • 5.6.16 MOBAGE IN JAPAN
    • 5.6.17 HEYZAP

6.0 MOBILE SOCIAL & LOCATION (SOLOMO) GAMING

  • 6.1 MARKET TREND ANALYSIS
    • 6.1.1 ECO-SYSTEM METRICS OF CONSUMPTION-ENGAGEMENT-INTERACTION
    • 6.1.2 MERGED SOCIAL, LOCAL SEARCH & MOBILE: WHAT INDICATES MARKET DATA
    • 6.1.3 EMERGENCE OF LOCATIVE GAMING ON SOCIAL & MOBILE PLATFORM FOR DEEPER ENGAGEMENT
    • 6.1.4 LOCATION CENTRIC MULTIPLAYER MOBILE SOCIAL & CASUAL GAMING TREND
    • 6.1.5 COMBINING GAMERS PSYCH WITH LOCAL COMMUNITY-DRIVEN BRAND ENGAGEMENT METRICS
    • 6.1.6 AUGMENTED UTILITY BEHAVIOR OF GAMER USING MOBILE AUGMENTED REALITY
    • 6.1.7 IN-GAME TRANSACTION TREND AND VIRTUAL GOODS PLACEMENT BASED IN REAL TIME LOCATION
    • 6.1.8 VIRTUAL GOODS EXPORT IN GAMING AND EXCHANGE TREND AMONG COMMUNITY
    • 6.1.9 HTML5 & CLOUD BENEFIT IN GAMING
    • 6.1.10 ANDROID VS. IOS GAMING MARKET & PROFIT SHARE TREND
    • 6.1.11 EMERGING CLOUD AND HTML5 BROWSER BASED PUBLISHING
    • 6.1.12 MOBILE APPSTORE TO SHARE HANDHELD GAMING CONSOLE MARKET
  • 6.2 ECOSYSTEM ANALYSIS
    • 6.2.1 OTI VS. OTA DISTRIBUTION: WHERE IS SOLOMO GAME?
    • 6.2.2 OTI VS. OTA FRAGMENTATION AND APPSTORE, SNS PORTAL, HTML5 & CLOUD PLATFORM
    • 6.2.3 GOOGLE PLAY VS. APPLE STORE: HOW APPLE WILL BE LOSING MONEY FROM SOLOMO GAME?
    • 6.2.4 FRAGMENTED DIST CHALLENGE: BILLING, COST, MARKETING & CROSS-CHANNEL PUBLISHING
    • 6.2.5 CONSUMER RESPONSE AND FUTURE OF OTI VS. OTA DISTRIBUTION
    • 6.2.6 STRATEGY CONSIDERATION TO DESIGN RIGHT BUSINESS MODEL
    • 6.2.7 PRICING MODEL: FACTORS INFLUENCE DECISION
    • 6.2.8 REVENUE & COST ITEMS
    • 6.2.9 NEW BUSINES MODEL FOR SOLOMO GAME
    • 6.2.10 WHAT NEXT: NFC PAYMENT VS. AUTO LIFE LOGGING VS. MASS SOCIAL EXPERIENCE
    • 6.2.11 IOS 7 GAMING: EMERGING SCOPE FOR DEVELOPERS & CONTROLLER MAKERS
  • 6.3 MONETIZATION ANALYSIS
    • 6.3.1 NEW ENTRANT VS. EXISTING PLAYER: WHO IS LOSING / GAINING MONEY?
    • 6.3.2 AVERAGE VIRTUAL GOODS PRICING TREND IN SOLOMO GAME
    • 6.3.3 BRANDED GAMES VS. LOCATION TRAILED IN-GAME AD VS. BRANDED VIRTUAL GOODS
    • 6.3.4 GAMERS PREFERENCE OVER BRANDED GAME VS. IN-GAME ADS VS. BRANDED VIRTUAL GOODS
    • 6.3.5 BIG BRAND VS. SMBS PREFERENCE OVER BRANDED, LOCATION, AND IN-GAME AD
    • 6.3.6 LOCATION TRAILED IN-GAME ADS: IMPRESSIONS VS. CTR VS. REPEAT
    • 6.3.7 SOCIAL ADS IN COMMUNITY / CASINO CLUB BASED GAME
  • 6.4 DEMOGRAPHY ANALYSIS
    • 6.4.1 SOLOMO GAMER PREDICTION IN REGIONS
    • 6.4.2 TOP 10 SOLOMO AND LOCATION GAMER COUNTRIES
    • 6.4.3 CASUAL VS. REGULAR SOLOMO GAMER
    • 6.4.4 MICRO TRANSACTION GAMER VS. WORLDWIDE MOBILE GAMER
    • 6.4.5 ADULT VS. TEEN RATIO
    • 6.4.6 DAU AND MAU
    • 6.4.7 GAMER SPENDING OVER REVENUE SOURCES
    • 6.4.8 VIRTUAL GOODS CATEGORY
    • 6.4.9 SOLOMO GAMER SPENDING PREFERENCE OVER PAID VS. VIRTUAL GOODS GAME
    • 6.4.10 SOLOMO GAMERS AGE BRACKET WISE SPENDING HABIT ON TRADING VIRTUAL GOODS
    • 6.4.11 MALE VS. FEMALE YEARLY SPENDING ON VIRTUAL GOODS
    • 6.4.12 TOP PREFERRED SOLOMO GAMING GENRE
    • 6.4.13 SOLOMO GAME REACH VS. GAME PLAY ENGAGEMENT BY POPULAR GENRE
    • 6.4.14 MALE VS. FEMALE SOLOMO GAME GENRE PREFERENCE
    • 6.4.15 MOBILE VS. TABLET DEVICE PREFERENCE UNDER DIFFERENT AGE BRACKET
    • 6.4.16 SOLOMO GAMER PREFERENCE OVER MOBILE OS
    • 6.4.17 TIME SPEND VS. SESSION OF SOLOMO GAMER DURING DAY TIME
    • 6.4.18 SOLOMO & LOCATIVE GAME PLAY LOCATION
    • 6.4.19 GAME PLAY LOCATION INSIDE HOME
    • 6.4.20 REASON FOR PLAYING SOLOMO GAME
    • 6.4.21 FACTORS INFLUENCING POSITIVE SOLOMO GAME PLAY
    • 6.4.22 BENEFIT EXPERIENCED FROM SOLOMO GAME PLAY
    • 6.4.23 VIRALITY / COMMUNITY FACTORS INFLUENCE SOLOMO GAME PLAY
    • 6.4.24 GAME FEATURES THAT INFLUENCE SOLOMO GAMER RECOMMENDING TO OTHERS

7.0 APP STORE ANALYSIS

  • 7.1 BUSINESS MODEL GOOLE PLAY VS. APPLE STORE
  • 7.2 APPLE APP STORE
    • 7.2.1 TOP GROSSING IOS GAME AND DAILY REVENUE
    • 7.2.2 NON-GAMING APP RATIO 2012 - 2014
    • 7.2.3 SHARE OF REVENUE BY APP CATEGORY
    • 7.2.4 TOP 5 APP CATEGORIES 2014
  • 7.3 GOOGLE PLAY
    • 7.3.1 "GOOGLE GAMES" - UNIFIED GAMING PLATFORM TREND
    • 7.3.2 SUCCESS FACTORS IN ANDROID STORE
  • 7.4 GEOGRAPHY AND LANGUAGE ANALYSIS
  • 7.5 ALTERNATIVE APP STORE FOR ANDROID
    • 7.5.1 SLIDE ME
    • 7.5.2 GETJAR
    • 7.5.3 SOC.IO MALL
    • 7.5.4 CODENGO
    • 7.5.5 APPSLIB
    • 7.5.6 1MOBILE
    • 7.5.7 CAMANGI MARKET
    • 7.5.8 TEGRA STORE
    • 7.5.9 MIKANDI
    • 7.5.10 ANDROIDPIT
    • 7.5.11 ANZI
    • 7.5.12 HIAPK
    • 7.5.13 N-DUO MARKET
    • 7.5.14 F-DROID
  • 7.6 ALTERNATIVE APPSTORE FOR IOS
    • 7.6.1 CYDIA
    • 7.6.2 LIMA
    • 7.6.3 PREMIERAPPSHOP
    • 7.6.4 SEXAPPSHOP
    • 7.6.5 91 HIAPK
  • 7.7 APPSTORE FOR BLACKBERRY OS
    • 7.7.1 BLACKBERRY WORLD
    • 7.7.2 CRACKBERRY STORE
    • 7.7.3 BBNATION
  • 7.8 CROSS-PLATFORM APP STORE
    • 7.8.1 NOOK APP STORE
    • 7.8.2 TAOBAO APP MARKET
    • 7.8.3 HANDMARK & ONELOUDER
    • 7.8.4 HANDSTER
    • 7.8.5 PHOLOAD
    • 7.8.6 MOBANGO
    • 7.8.7 HANDANGO
    • 7.8.8 BISKERO
    • 7.8.9 OPERA MOBILE APP STORE
    • 7.8.10 APPITALISM
    • 7.8.11 NEXVA
    • 7.8.12 KONGREGATE
    • 7.8.13 MAOPAO
    • 7.8.14 DJUZZ
    • 7.8.15 APPCITY
    • 7.8.16 ALTERNATIVE.TO
    • 7.8.17 360 MARKET
    • 7.8.18 APPOKE
  • 7.9 OEMS APPSTORE
    • 7.9.1 SAMSUNG APPS
    • 7.9.2 LG SMART WORLD
    • 7.9.3 DOCOMO MARKET
    • 7.9.4 XIAOMI APPSTORE
  • 7.10 MOBILE CARRIER APPSTORE
    • 7.10.1 VERIZON SHOP AND DEVELOPER COMMUNITY
    • 7.10.2 VODAFONE DEVELOPER
    • 7.10.3 MOBILE MARKET OF CHINA MOBILE
    • 7.10.4 T-MOBILE MALL
    • 7.10.5 SPRINT DEVELOPER PROGRAM
    • 7.10.6 AIRCEL POCKETAPPS
    • 7.10.7 AIRTEL APP CENTRAL
    • 7.10.8 MAXIS 1STORE
    • 7.10.9 AT&T APPCENTRE
    • 7.10.10 M1 APP STORE
    • 7.10.11 T-STORE
    • 7.10.12 TURKCELL T-MARKET
    • 7.10.13 OMNITEL APP STORE
    • 7.10.14 MTNPLAY

8.0 SOCIAL CASINO GAMING ANALYSIS

  • 8.1 OVERVIEW OF SOCIAL CASINO GAMING
  • 8.2 SOCIAL CASINO GAMING BUSINESS MODEL
  • 8.3 NO REGULATION AND EMERGING RISK
  • 8.4 REGIONAL MARKET APPROACH: WEST VS. EAST
    • 8.4.1 GREE'S POKER CREATURE
    • 8.4.2 DENA'S SECRET POKER
    • 8.4.3 KONAMI'S DRACOLLE X POKER
    • 8.4.4 CYBERAGENT'S BATTLE SLOT
    • 8.4.5 SEGA'S DAGON COIN
  • 8.5 FACEBOOK VS. MOBILE TREND
  • 8.6 REVENUE FORECAST
    • 8.6.1 SOCIAL CASINO GAMING REVENUE 2015 - 2020
    • 8.6.2 REVENUE BY DEVICE PLATFORM
    • 8.6.3 SOCIAL CASINO GAMING REVENUE BY FACEBOOK VS. NON-FACEBOOK PLATFORM
    • 8.6.4 REVENUE BY TOP COUNTRIES

9.0 WEARABLE SOCIAL GAMING ANALYSIS

  • 9.1 WHAT IS WEARABLE SOCIAL GAMING?
  • 9.2 OVERVIEW OF WEARABLE GAMING MARKET
  • 9.3 MARKET POTENTIAL
    • 9.3.1 WEARABLE PHONES
    • 9.3.2 WEARABLE ELECTRONICS
  • 9.4 OPEN SOURCE VR GAMES AND SUCCESS MANTRA
  • 9.5 WEARABLE GAMING MARKET TREND
    • 9.5.1 AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR)
    • 9.5.2 CONNECTED WEARABLE
    • 9.5.3 MOTION SENSING TECHNOLOGY INCLUDING WEARABLE 3D
    • 9.5.4 WEARABLE HEALTHCARE THROUGH GAMING
    • 9.5.5 HAPTIC TECHNOLOGY
    • 9.5.6 HEADWEAR OR HEAD MOUNTED DISPLAY (HMD)
    • 9.5.7 SERIOUS GAME
    • 9.5.8 GAMIFICATION
  • 9.6 WEARABLE GAME GENRE ANALYSIS
  • 9.7 GLOBAL WERABLE GAMING HARDWARE UNIT SALES 2015 - 2020
  • 9.8 AVERAGE NUMBER OF GAMER PER DEVICE 2015 - 2020 303
  • 9.9 AVERAGE RETAIL PRICE OF WEARABLE GAMING HARDWARE 2015 - 2020
  • 9.10 WEARABLE GAMING REGIONAL MARKET SHARE 2020
  • 9.11 WEARABLE GAMING PLATFORM ANALYSIS
    • 9.11.1 SMARTWATCH AS PLATFORM
    • 9.11.2 EYEWEAR AS PLATFORM
    • 9.11.3 HEADWEAR AS PLATFORM
    • 9.11.4 BODYWEAR AS PLATFORM
  • 9.12 WEARABLE GAMING CASE STUDY
    • 9.12.1 GRAND THEFT AUTO (GTA)
    • 9.12.2 NIKE AND SPORTS GAME
    • 9.12.3 FITBIT CASUAL GAMING
    • 9.12.4 WEAR ORBITS
    • 9.12.5 MYLAND GAME
  • 9.13 OCULUS RIFT GAMES
    • 9.13.1 NAISSANCEE
    • 9.13.2 PIXEL RIFT
    • 9.13.3 SURGEON SIMULATOR
    • 9.13.4 DOLPHINVR
    • 9.13.5 CLASSROOM AQUATIC
    • 9.13.6 WINDLANDS
    • 9.13.7 SUPERHOT
    • 9.13.8 VANGUARD V
    • 9.13.9 LASERFACE
    • 9.13.10 HALF-LIFE 2/TEAM FORTRESS 2
    • 9.13.11 AAAA! FOR THE AWESOME
    • 9.13.12 AMONG THE SLEEP
    • 9.13.13 LUCKY'S TALE
    • 9.13.14 THE WITNESS
  • 9.14 SUMSUNG GEAR VR GAMES
    • 9.14.1 HEROBOUND: FIRST STEPS
    • 9.14.2 TEMPLE RUN VR
    • 9.14.3 VRSE/FOR CARDBOARD APPS
    • 9.14.4 ESPER
    • 9.14.5 IKARUS
    • 9.14.6 DREADHALLS
    • 9.14.7 OCULUS 360 TOURS - WORLD, ICELAND
    • 9.14.8 MATTERPORT VR
    • 9.14.9 ANSHAR WARS
    • 9.14.10 PLAYHEAD
    • 9.14.11 TITANS OF SPACE
    • 9.14.12 CIRQUE DU SOLEIL ZARKANA
    • 9.14.13 DARKNET
    • 9.14.14 THEBLUVR

10.0 SOCIAL GAMING COMPANY ANALYSIS

  • 10.1 ARKADIUM
  • 10.2 DENA
    • 10.2.1 KEY ACQUISITIONS
  • 10.3 ELECTRONIC ARTS (EA)
    • 10.3.1 KEY ACQUISITIONS
  • 10.4 GREE
    • 10.4.1 KEY ACQUISITIONS
  • 10.5 KABAM
    • 10.5.1 ANTI-ZYNGA STRATEGY
    • 10.5.2 ALLIANCE WITH ROCKYOU
    • 10.5.3 ALLIANCES WITH POKKI
    • 10.5.4 KEY ACQUISITION
  • 10.6 KING
    • 10.6.1 KEY ACQUISITION
  • 10.7 PEAK GAMES
  • 10.8 PLAYDOM
  • 10.9 PRETTYSIMPLE
  • 10.10 SOCIALPOINT
    • 10.10.1 MAAS
    • 10.10.2 ASIA EXPANSION
  • 10.11 SUPERCELL
    • 10.11.1 ALLIANCE WITH SOFTBANK
  • 10.12 WOOGA
    • 10.12.1 HIT FILTER STRATEGY
  • 10.13 ZYNGA
    • 10.13.1 SOCIAL CONTRIBUTION APPROACH
    • 10.13.2 KEY ACQUISITIONS
    • 10.13.3 STRATEGY 2015
  • 10.14 PAPAYA
  • 10.15 CROWDSTAR
  • 10.16 GAMESALAD
  • 10.17 PLAYPHONE
  • 10.18
  • 10.19 SCORELOOP
  • 10.20 SKILLPOD
  • 10.21 SGN
  • 10.22 GAMELOFT
    • 10.22.1 GAMELOFT LIVE
  • 10.23 GAMEVIL
  • 10.24 CYBERAGENT
  • 10.25 HANGAME
  • 10.26 THE9
    • 10.26.1 GAME ZONE
  • 10.27 RENREN
  • 10.28 GAMEINSIGHT
  • 10.29 GLU
    • 10.29.1 GLU NETWORK
  • 10.30 UBISOFT

11.0 CONCLUSIONS AND RECOMMENDATIONS

  • 11.1 RECOMMENDATION FOR SOCIAL NETWORKS AND EMERGING GAME NETWORKS
  • 11.2 RECOMMENDATIONS FOR GAME DEVELOPERS AND PUBLISHERS
  • 11.3 RECOMMENDATIONS FOR BRANDS

Figures

  • Figure 1: Graphical User Interface of Bejeweled
  • Figure 2: Graphical User Interface of Layoff Game
  • Figure 3: Graphical User Interface of Kabul Kaboom Game
  • Figure 4: Facebook MAU Split over Countries vs. Percent of Total Gamers 2014
  • Figure 5: Facebook MAU Split by Top 14 Languages 2014
  • Figure 6: McDonald Features Special Events on Firmville
  • Figure 7: CSI Franchise Adaptation on Facebook
  • Figure 8: Global Social Gaming Revenue by Platform 2014 - 2020
  • Figure 9: Facebook vs. Non-facebook Game Play Platform 2015 - 2020 3
  • Figure 10: Social Gamer Projection Global vs. Device Platforms 2014 - 2020
  • Figure 11: Number of Social Gamers Facebook vs. Non-Facebook 2015 - 2020
  • Figure 12: Social Gaming Revenue Source by Percentage Contribution
  • Figure 13: Social Gaming Revenue by Monetization Source 2015 - 2020
  • Figure 14: Social Gaming ARPU by Device Platform 2015 - 2020
  • Figure 15: Social Gaming ARPPU by Device Platform 2015 - 2020
  • Figure 16: Social Gaming Revenue by Big Player and Whales 2015 - 2020
  • Figure 17: Number of Social Gamers by Big Player and Whales 2015 - 2020
  • Figure 18: Social Gaming Revenue Distribution Percent among Stakeholders
  • Figure 19: Social Gaming Revenue by Ecosystem Stakeholder 2015 - 2020
  • Figure 20: Social Gamer Percent by Male vs. Female
  • Figure 21: Social Gamer Projection by Male and Female 2015 - 2020
  • Figure 22: Average Age of Social Gamer: Common vs. Male vs. Female
  • Figure 23: Total Gaming Time, Money, and Female Virtual Currency
  • Figure 24: Social Game Play Frequency and People Male vs. Female
  • Figure 25: Social Gamer Percentage by Age Brackets
  • Figure 26: Social Gamer Percentage by Age Brackets
  • Figure 27: Social Gamer Percentage by Level of Education
  • Figure 28: Social Gamer Percentage by Marital Status vs. Children Status
  • Figure 29: Social Gamer Percentage by Employment Status
  • Figure 30: Social Game Access Percentage by Device Platform
  • Figure 31: Percentage of Social Gamer Play vs. Do Not Play Video Game
  • Figure 32: Social Game Play Reason and Percentage of Social Gamer
  • Figure 33: Percent of Social Gamer Purchase Virtually
  • Figure 34: Percent of Social Gamer Play on Popular Social Networks
  • Figure 35: In-game Reward Behavior of Social Gamer
  • Figure 36: Daily vs. weekly vs. Monthly Social Game Play Frequency
  • Figure 37: DAU vs. WAU vs. MAU Percentage of Total Social Gamer
  • Figure 38: Social Gamer in by DAU, WAU, and MAU 2015 - 2020
  • Figure 39: Most Addicted Social Gamer Demographics
  • Figure 40: Percent of Social Gamer make In-Game Purchase by Game Genre
  • Figure 41: Why Social Gamer Spend Real-World Money to Social Game
  • Figure 42: Types of In-Game Virtual Items that Social Gamer Purchase
  • Figure 43: Social Gaming Market Players in Value Chain
  • Figure 44: Social Gaming Ecosystem and Revenue Sharing among Market Players
  • Figure 45: Economic Drivers of Social Gaming
  • Figure 46: Social Game Publishing Framework to SNS Portal
  • Figure 47: Social Gaming Ecosystem for Social Change
  • Figure 48: Knowledge Economy Creation Framework in Social Gaming Ecosystem
  • Figure 49: Framework to Deploy a Bragging Approach in a Social Game
  • Figure 50: Connecting Social Gamer in Monetization Metrics (Conversion Funnel)
  • Figure 51: Sample Conversion Funnel to Analyze Social Gamer
  • Figure 52: Life Cycle of a Social Game
  • Figure 53: KPI Framework Including Directions to Manage Social Game Life Cycle
  • Figure 54 Sequential Steps to Develop Analytics Approach for Social Game
  • Figure 55: Sample Viral vs. Retention Metrics: What to Focus?
  • Figure 56: Checklist to Develop Retention Metrics
  • Figure 57: Checklist to Measure Game Virality
  • Figure 58: Checklist for Managing Acquisition Metrics
  • Figure 59: Checklist for Business Monetization Metrics
  • Figure 60: Sample Custom Metrics to Derive Actionable Insights
  • Figure 61: Determining Brand Effectiveness in Social Game
  • Figure 62: Free-to-Play Social Game Design Framework
  • Figure 63: Framework to Identify the Psychology Behind Fun
  • Figure 64: Game Developers Preference over Platform in 2015
  • Figure 65: Game Developer Attitudes Towards eCPM
  • Figure 66: Share of Impression of Gaming App Marketing 2012 vs. 2013
  • Figure 67: Samsung's Angry Birds Integrated Smart
  • Figure 68: Viral Marketing and Adverting Loop for Social Games
  • Figure 69: Best Viral Placement of Feeds Notifying Installation
  • Figure 70: Viral Feeds that Can Increase Gamers Accomplishment
  • Figure 71: Viral Placement in Social Game
  • Figure 72: Viral Placement in Direct Invitation
  • Figure 73: Social Gamer Engagement Percent during Day 1 - 11
  • Figure 74: Social Game: 7day + Engagement
  • Figure 75: The Presence of Monsters in Tourette's Quest
  • Figure 76: Nightclub City vs. Party Central Case
  • Figure 77: Retention Funnel to Monitor Performance
  • Figure 78: User Interface of Data Dealer Game
  • Figure 79: Leaked Image of AR Gaming Glasses
  • Figure 80: In-Game Donation Opportunity for Brands and Gamers
  • Figure 81: Protein Puzzle & Social Ranking
  • Figure 82: Recycle - Redeem - Reward Quest
  • Figure 83: Literacy Game vs. Community Engagement
  • Figure 84: Money Flow in the Game
  • Figure 85: African Village Quest in the Game
  • Figure 86: Contribution for Children Education in WeTopia
  • Figure 87: Contribution for Animals in Joy Kingdom
  • Figure 88: Apps Category vs. Gaming Apps Usage 2014
  • Figure 89: Mobile Game vs. Non-Game Mobile App Revenue
  • Figure 90: Gaming Companies Spotted in the Market Fragmentation Chart
  • Figure 91: Communal Gameplay Trends
  • Figure 92: Communal Game Revenue Trends
  • Figure 93: Business Model Trends 2014 - 2016
  • Figure 94: Gaming Investment Trend in Sectors
  • Figure 95: Selected Gaming Investment and Values
  • Figure 96 Video Game Acquisition Deal and Values
  • Figure 97: Top Countries under Value vs. Volume Regions
  • Figure 98: Gaming Revenue Trend in Regions 2011 - 2017
  • Figure 99: Global Video Games Revnue Trend 2011 - 2017
  • Figure 100: Global Video Game Investment (ex-IPOS) 2005 - 2014
  • Figure 101: Global Video Game Investment (inc-IPOs) 2005 - 2014
  • Figure 102: M&A Volume Trend in Gaming Sectors 2014
  • Figure 103: M&A Volume Trend in Gaming Sectors 2013
  • Figure 104: Selected M&A Deal Value 2014
  • Figure 105: Game Sector among Total Mobile VC Ecosystem 2013
  • Figure 106: Kickstarter Performance by Game Sector vs. Value Range 2012
  • Figure 107: Fake Angry Birds Game in China
  • Figure 108: Fruit Ninja Pirated Version on a Chinese Tablet
  • Figure 109 iPhone Smurf Village Piracy in China
  • Figure 110: iphone ipad Where is My Water game Piracy
  • Figure 111: Kompu Gacha Game Example
  • Figure 112: Privacy Points on PrivacyVille
  • Figure 113: Number of Cyber Criminal Attack in Different Countries
  • Figure 114: How Malware Works in Game
  • Figure 115: Typical Scam offering in-game Currency
  • Figure 116: Lead-Generation Scam
  • Figure 117: SLAP! - Original vs. Copy Version
  • Figure 118: Facebook User Share in Continents 2014
  • Figure 119: Facebook Penetration Rate as of June 2014
  • Figure 120: App Installs Percentage by Viral vs. Cross Promo vs. Paid 2014
  • Figure 121: Ranking of Leading Social Companies
  • Figure 122: Top-Rated Games by Studios in Regions 2014
  • Figure 123: Payment and Other Revenue of Facebook 2010 - 2012
  • Figure 124: Distribution of Facebook's Payment Revenue in Regions 2010 - 2013
  • Figure 125: Facebook Gaming ARPU from Regions 2011 - 2013
  • Figure 126: Zynga DAU Trajectory
  • Figure 127: Connected Smartphone statistics vs. Facebook
  • Figure 128: SongPop Cross-platform Game Display
  • Figure 129: Facebook Notification Ads for Game
  • Figure 130: Hyves game portal
  • Figure 131: Mixi Park with 3D avatar facility
  • Figure 132: Top 5 Free vs. Paid Downloaded Applications June 2013
  • Figure 133: Game on Zorpia group section
  • Figure 134: Games & Reward on Friendster
  • Figure 135: WE-LINK Mobile Social Game on Android
  • Figure 136: Accumulated Kakao Game Subscription
  • Figure 137: Identified Task Behavior in SoLoMo Gaming Ecosystem
  • Figure 138: Please Stay Calm-Zombie Apocalypse
  • Figure 139: Psychological Game-Play Pattern of SoLoMo Gamer
  • Figure 140: Sample Trail Map of SoLoMo Gamer: How do They Chase
  • Figure 141: ARDefender SoLoMo Game on Android
  • Figure 142: Virtual Goods Placement in MyTown: Tracking Real Time Location
  • Figure 143: Mobile Cloud Gaming Network Diagram: a Graphical Presentation
  • Figure 144: G-Cloud: World's 1st Mobile Cloud LTE Gaming on DoCoMo Tablet
  • Figure 145: m.friendster.com - HTML5 Game Publisher
  • Figure 146: Total Game by Mobile OS & Heldheld Devices 2012 - 2014
  • Figure 147: Total Mobile & Handheld Games 2013 - 2015
  • Figure 148: SoLoMo Game in OTI vs. OTA Distribution Channel
  • Figure 149: Percent of SoLoMo Games Average Virtual Goods Pricing
  • Figure 150: Branded Games vs. Location, Trailed In-Game Banner Ad, and Virtual
  • Figure 151: SoLoMo & Location Gamer: Branded Game, In-Game Ads or Virtual
  • Figure 152: Big Brand vs. SMBs: Branded Game vs. Location Trailed In-Game Ad
  • Figure 153: SoLoMo Gamer in Regions
  • Figure 154: Percnt of of SoLoMo Gamer in Top 10 Countries
  • Figure 155: Casual vs. Regular SoLoMo Gamer Percent
  • Figure 156: Micro Transaction, SoLoMo Gamer and Worldwide Mobile Gamer
  • Figure 157: Adult vs. Teen Tablet Gamer
  • Figure 158: DAU and MAU Percent by Smartphone vs. Tablet
  • Figure 159: Percentage Spending over Revenue Sources
  • Figure 160: SoLoMo Gamer Spending Percent on Different Virtual Goods Category
  • Figure 161: Spending SoLoMo Gamer on Paid vs. Virtual Goods
  • Figure 162: Age Bracket SoLoMo Gamers Virtual Goods Spending
  • Figure 163: Male vs. Females Yearly Spending on Virtual Goods
  • Figure 164: Percent of SoLoMo Gamer Prefer Different Genre
  • Figure 165: Reach vs. Game Play Engagement by Popular SoLoMo Game
  • Figure 166: Male vs. Female SoLoMo Game Genre Preference list
  • Figure 167: Age Bracket wise Preference over Mobile and Tablet Device
  • Figure 168: Percent of SoLoMo Gamer Prefer Mobile OS
  • Figure 169: Time Spend vs. Sessions of SoLoMo Gamers by Time of a Day
  • Figure 170: Percent of total Time Spend on Different Game Play Location
  • Figure 171: SoLoMo Home Gamer Time Spent Locations Inside Home
  • Figure 172: Why SoLoMo Gamer Play
  • Figure 173: Factors that influence positive SoLoMo Game Play
  • Figure 174: Percent of Benefit Experienced from SoLoMo Game Play
  • Figure 175: Influence Virality / Community Medium to SoLoMo Game Play
  • Figure 176: SoLoMo Gamer Recommendation based on Game Features
  • Figure 177: Top Grossing iOS Game and Daily Revenue (February 2015)
  • Figure 178: Non-Gaming App Ration in Apple App Store 2012 - 2014
  • Figure 179: Share of Revenue in Apple App Store by App Category 2014
  • Figure 180: Top 5 App Categories in Apple App Store 2014
  • Figure 181: Top 15 Revenue Countries in iOS and Android App Store
  • Figure 182: Top 10 Android Store in China
  • Figure 183: Lucky Play Casino on Facebook
  • Figure 184: Social Casino Gaming Revenue by Global & Region 2015 - 2020
  • Figure 185: Social Casino Gaming Revenue from Device Platform 2015 - 2020
  • Figure 186: Social Casino Gaming Revenue: Facebook vs. other Platforms
  • Figure 187: Social Casino Gaming Revenue Top 7 Countries 2015 - 2020
  • Figure 188: Covered Stainless Steel Wires
  • Figure 189: Wearable Games by Genre Categories: FPS, Simulation & RPG
  • Figure 190: Global Wearable Gaming Device Sales 2015 - 2020
  • Figure 191: Average Number of Wearable Gamers by Device 2015 - 2020
  • Figure 192: Retail Price Wearable Gaming H/W Devices 2015 - 2020
  • Figure 193: Regional Market Share Wearable Gaming Market 2020
  • Figure 194: PS One Game on Android Wear
  • Figure 195: GTA Running Interface
  • Figure 196: Nike Sports Point
  • Figure 197: FitBit Lifestyle Marketing
  • Figure 198: Wear Orbits Arcade Game Apps
  • Figure 199: Myland Game based on Fitness Pedometer
  • Figure 200: Underground City of NaissanceE
  • Figure 201: Pixel Rift Game Interface
  • Figure 202: Nigel Burke's Operation on Bob
  • Figure 203: DolphinVR Emulator on Rift
  • Figure 204: Underwater Classroom Environment
  • Figure 205: Windland's Technicolor World
  • Figure 206: Superhot Prototype
  • Figure 207: Vanguard V Interface
  • Figure 208: Leaserface Game
  • Figure 209: Half-Life 2 Interface
  • Figure 210: Aaaa! For the Awesome Game Interface
  • Figure 211: 'un's House in Among the Sleep
  • Figure 212: Lucky's Tale Game Interface
  • Figure 213: The Witness's Abandoned Island
  • Figure 214: Herobound Game Interface
  • Figure 215: Temple Run Game for Samsung VR
  • Figure 216: VRSE - Cardboard Apps for VR
  • Figure 217: Esper Demo
  • Figure 218: Ikarus Demo
  • Figure 219: Dreadhalls Game
  • Figure 220: Oculus 360 virtual tourism
  • Figure 221: Matterport VR Games
  • Figure 222: Anshar Wars Game Interface
  • Figure 223: Playhead Game Shoot
  • Figure 224: Earth vs, Moon
  • Figure 225: Cirque du Soleil Zarkana Game Interface
  • Figure 226: Darknet Game Interface
  • Figure 227: Shark Passing in the Game

Tables

  • Table 1: Social Gaming Market APAC, Americas, Europe, and Africa 2015 - 2020
  • Table 2: Social Gaming Market by Top 15 Countries 2015 - 2020
  • Table 3: Social Gamers by APAC vs. Americas vs. Europe vs. Africa 2015 - 2020
  • Table 4: Social Gamers by Top 15 Countries 2015 - 2020
  • Table 5: Social Gaming Player Type by Spending Categories
  • Table 6: Social Gaming Revenue Share Percent by Sub-Category of Stakeholder 49
  • Table 7: Social Gaming Fees for Stakeholders
  • Table 8: Game-play location vs. Average Time Spend vs. Average Friends Statistics
  • Table 9: Social Gamer Response against In-Game Advertisement vs. Purchase
  • Table 10: Market Challenges and Potential Solutions with Micro Transactions
  • Table 11: Parameters to Balance a Need Bragging Approach
  • Table 12 Measurement Metrics of a Typical Social Game
  • Table 13: Steps & Factors to Consider Monetizing Brand in Social Game
  • Table 14: Mobile Gaming Power User vs. Session Length 2013 vs. 2014
  • Table 15: Cost vs. Revenue for Successful Single and Series of Social Games
  • Table 16: Due Diligence Checklist to Select Social Game Developer
  • Table 17: Unique Natures of Value vs. Volume Markets
  • Table 18: Facebook Users and Social Gamer by Continents 2014
  • Table 19: Daily ARPPU by Genre from Facebook App Centre
  • Table 20: Gaming Apps in Facebook by Genres and Distribution by Region
  • Table 21: Number of Trivia & World Games by Region and Country
  • Table 22: List of 100 Trivia & World games by Developer & Country
  • Table 23: Number of Sports Games by Region and Country
  • Table 24: List of 98 Sports Games by Developer & Country
  • Table 25: Number of Simulation Games by Region and Country
  • Table 26: List of 100 Simulation Games by Developer & Country
  • Table 27: Number of Strategy Games by Region and Country
  • Table 28: List of 85 Strategy Games by Developer & Country
  • Table 29: Number of Puzzle Games by Region and Country
  • Table 30: List of 66 Puzzle Games by Developer & Country
  • Table 31: Number of Hidden Object Games by Region and Country
  • Table 32: List of 21 Hidden Object Games by Developer & Country
  • Table 33: Number of Family Apps Games by Region and Country
  • Table 34: List of 21 Family Apps Games by Developer & Country
  • Table 35: Number of Card Games by Region and Country
  • Table 36: List of 30 Card Games by Developer & Country
  • Table 37: Number of Casino Games by Region and Country
  • Table 38: List of 100 Casino Games by Developer & Country
  • Table 39: Number of Action Games by Region and Country
  • Table 40: List of 23 Action Games by Developer & Country
  • Table 41: Number of Adventure & RPG Games by Region and Country
  • Table 42: List of 74 Adventure & RPG Games by Developer & Country
  • Table 43: Number of Arcade Games by Region and Country
  • Table 44: List of 87 Arcade Games by Developer & Country
  • Table 45: Mobile Facebook Population: Smartphone and LBS Users
  • Table 46: MMG & Mobile Social Gaming Market Data
  • Table 47: SoLoMo Game with Player Number
  • Table 48: Market Data for Brand Virality & Engagement via Mobile Social Gaming
  • Table 49: Top 7 Augmented Reality SoLoMo Game
  • Table 50: In-Game Virtual Goods Market Data
  • Table 51: iOS vs. Android Gaming Market Statistics
  • Table 52: Competitive Comparison Between iOS and Android App Store Model
  • Table 53: Strategy to Include Designing Right Business Model for SoLoMo Game
  • Table 54: Mobile Social Gaming ARPU, Average Download, and other Stats
  • Table 55: Key Revenue & Cost Items
  • Table 56: Money Gainers/Losers Existing vs. New Players in SoLoMo Gaming
  • Table 57: Sure Success vs. Repeat % of Location Trailed Ad Impressions and CTR
  • Table 58: Social vs. Repeat Success % of Ads in Community/Casino SoLoMo
  • Table 59: Google Play vs. Apple Store Distribution
  • Table 60: Mobile Gaming App Store Superpower, Emerging Powers, and Others
  • Table 61: Top 10 Language Lists for Mobile Game Publishing
Back to Top