市場調査レポート

ソーシャルゲームの市場 - 世界の産業分析、規模、シェア、成長、動向および予測

Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019

発行 Transparency Market Research 商品コード 295925
出版日 ページ情報 英文 80 Pages
納期: 即日から翌営業日
価格
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ソーシャルゲームの市場 - 世界の産業分析、規模、シェア、成長、動向および予測 Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019
出版日: 2014年02月19日 ページ情報: 英文 80 Pages
概要

当レポートでは、ソーシャルゲームの世界市場について創出利益(課金売上、広告売上、アフィリエイト売上)別、性別、年齢別および地域(北米、欧州、アジア太平洋地域など)別に売上を分析すると共に、現在および2019年までの市場予測を提供しております。また市場の促進要因、制約要因、および市場機会についてもお伝え致します。さらに詳細なバリューチェーン分析、Porterのファイブフォース分析、市場の魅力分析や財務概要、事業戦略、SWOT分析、最近の動向などを含む主な企業11社のプロファイルを交えつつ、概略下記内容でお届け致します。

第1章 はじめに

  • レポートの説明
  • 調査範囲
  • 調査方法

第2章 エグゼクティブサマリー

第3章 市場の概要

  • イントロダクション
  • 市場促進要因
    • 世界的なスマートフォン需要の増加
    • インターネット加入者数の急成長
    • アクセスの簡便さと無料プレー
  • 市場制約要因
    • ソーシャルネットワーキングサイト上の禁止
  • 市場機会
    • ブラウザエクスペリエンスの改善
    • クラウドゲーミングの上昇傾向
  • 市場動向と今後の展望
  • バリューチェーン分析
  • Porterのファイブフォース分析
    • 供給者の交渉力
    • 買い手の交渉力
    • 新規参入者の脅威
    • 代替品の脅威
    • 競合関係
  • ソーシャルゲーム:市場魅力分析
  • ソーシャルゲーム:企業の市場シェア分析

第4章 ソーシャルゲームの市場分析、セグメント別

  • 概要
  • 課金売上市場
  • 広告売上市場
  • アフィリエイト売上市場

第5章 ソーシャルゲームの市場分析、性別

  • 世界のソーシャルゲーム市場:アプリケーションの概要
  • 男性
  • 女性

第6章 ソーシャルゲーム市場分析、年齢グループ別

  • 概要
  • 13才-18才
  • 19才-25才
  • 26才-35才
  • 36才-45才
  • 46才以上

第7章 ソーシャルゲーム市場分析、地域別

  • 世界のソーシャルゲーム市場:地域概要
  • 北米のソーシャルゲーム市場
  • 欧州のソーシャルゲーム市場
  • アジア太平洋地域のソーシャルゲーム市場
  • 世界のその他の地域(ROW)のソーシャルゲーム市場

第8章 企業プロファイル

  • Zynga, Inc.
  • King
  • Electronic Arts, Inc.
  • CrowdStar
  • RockYou
  • Social Point
  • Booyah Inc.
  • Renren Inc.
  • Rovio Entertainment Limited
  • Tencent Holdings Ltd.
  • Wooga GmbH
目次

Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others. The demand for these games is expected to see robust growth in the forecasted period. This is due to the free availability of the games and increase in sale of smartphones. Social gaming market is expected to emerge as a supplement for games that are played on Xboxes and Playstation. Smartphones with enhanced operating system and features are expected to support high end games. The smartphone market has seen tremendous growth in the last few years and has strongly influenced the social gaming market. This trend is expected to continue throughout the forecast period.

This report has been segmented by type, application, and geography. The study also includes the drivers, restraints, and opportunities (DROs), and value chain of the social gaming market. In addition, the forecast from 2013 to 2019 has been also covered with current and future trends that are expected to impact demand.

By geography, the market has been segmented into North America, Europe, Asia Pacific, and RoW. The present market size and forecast until 2019 have been provided in the report along with the detailed analysis and opportunities in these regions.

The report also analyzes macro economic factors influencing and inhibiting the growth of the market. Porter's five forces analysis offers insights on market competition throughout its value chain. In addition, the market attractiveness analysis provided in the report highlights key investing areas in this industry. The report will help manufacturers, suppliers, and distributors to understand the present and future trends in this market and formulate their strategies accordingly.

The global social gaming market is segmented as below:

By revenue generation

  • Virtual goods
  • Advertisements
  • Lead generation offers

By Gender

  • Male
  • Female

By Age Group

  • 13 - 18 years
  • 19 - 25 years
  • 26 - 35 years
  • 36 - 45 years
  • 46+ years

By geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World (RoW)

Table of Contents

Chapter 1 - Preface

  • 1.1. Report Description
  • 1.2. Research Scope
  • 1.3. Research Methodology

Chapter 2 - Executive Summary

Chapter 3 - Market Overview

  • 3.1. Introduction
  • 3.2. Market Drivers
    • 3.2.1. Increase in global smartphone demand
    • 3.2.2. Rapid growth in number of internet subscribers
    • 3.2.3. Easy accessibility and free to play
  • 3.3. Market Restraints
    • 3.3.1. Ban on social networking sites
  • 3.4. Market opportunities
    • 3.4.1. Improvement in browser experience
    • 3.4.2. Rising trend of cloud gaming
  • 3.5. Market trends and future outlook
  • 3.6. Value chain analysis
  • 3.7. Porter's Five Forces Analysis
    • 3.7.1. Bargaining power of suppliers
    • 3.7.2. Bargaining power of buyers
    • 3.7.3. Threat of new entrants
    • 3.7.4. Threat of substitutes
    • 3.7.5. Degree of competition
  • 3.8. Social gaming: Market attractiveness analysis
  • 3.9. Social gaming: Company market share analysis

Chapter 4 - Social gaming Market Analysis, by Segment

  • 4.1. Overview
  • 4.2. Virtual goods market
    • 4.2.1. Global social gaming market revenue share, by segment, 2012 - 2019
  • 4.3. Advertisements
    • 4.3.1. Global social gaming market revenue share, by segment, 2012 - 2019
  • 4.4. Lead generation offers
    • 4.4.1. Global social gaming market revenue share, by segment, 2012 - 2019

Chapter 5 - Social gaming Market Analysis, by Gender

  • 5.1. Global social gaming market: Application overview
    • 5.1.1. Global social gaming market revenue share, by gender, 2012 - 2019
  • 5.2. Male
    • 5.2.1. Global social gaming market revenue share, by segment, 2012 - 2019
  • 5.3. Female
    • 5.3.1. Global social gaming market revenue share, by gender, 2012 - 2019

Chapter 6 - Social Gaming Market Analysis, by Age Group

  • 6.1. Overview
  • 6.2. Age group 13-18
    • 6.2.1. Global social gaming market revenue share, by age group 13-18, 2012 - 2019
  • 6.3. Age group 19-25
    • 6.3.1. Global social gaming market revenue share, by age group 19-25, 2012 - 2019
  • 6.4. Age group 26-35
    • 6.4.1. Global social gaming market revenue share, by age group 26-35, 2012 - 2019
  • 6.5. Age group 36-45
    • 6.5.1. Global social gaming market revenue share, by age group 36-45, 2012 - 2019
  • 6.6. Age group 46+
    • 6.6.1. Global social gaming market revenue share, by age group 46+, 2012 - 2019

Chapter 7 - Social gaming Market Analysis, By Geography

  • 7.1. Global social gaming market: Geographical overview
    • 7.1.1. Global social gaming market revenue share, by geography
  • 7.2. North America social gaming market
    • 7.2.1. North America social gaming market size and forecast, 2012 - 2019 (USD billion)
  • 7.3. Europe social gaming market
    • 7.3.1. Europe social gaming market size and forecast, 2012 - 2019 (USD billion)
  • 7.4. Asia Pacific social gaming market
    • 7.4.1. Asia Pacific social gaming market size and forecast, 2012 - 2019 (USD billion)
  • 7.5. RoW social gaming market
    • 7.5.1. RoW social gaming market size and forecast, 2012 - 2019 (USD billion)

Chapter 8 - Company Profiles

  • 8.1. Zynga, Inc.
    • 8.1.1. Company overview
    • 8.1.2. Financial overview
    • 8.1.3. Business strategy
    • 8.1.4. SWOT analysis
    • 8.1.5. Recent developments
  • 8.2. King
    • 8.2.1. Company overview
    • 8.2.2. Financial overview
    • 8.2.3. Business strategy
    • 8.2.4. SWOT analysis
    • 8.2.5. Recent developments
  • 8.3. Electronic Arts, Inc.
    • 8.3.1. Company overview
    • 8.3.2. Financial overview
    • 8.3.3. Business strategy
    • 8.3.4. SWOT analysis
    • 8.3.5. Recent developments
  • 8.4. CrowdStar
    • 8.4.1. Company overview
    • 8.4.2. Financial overview
    • 8.4.3. Business strategy
    • 8.4.4. SWOT analysis
    • 8.4.5. Recent developments
  • 8.5. RockYou
    • 8.5.1. Company overview
    • 8.5.2. Financial overview
    • 8.5.3. Business strategy
    • 8.5.4. SWOT analysis
    • 8.5.5. Recent developments
  • 8.6. Social Point
    • 8.6.1. Company overview
    • 8.6.2. Financial overview
    • 8.6.3. Business strategy
    • 8.6.4. SWOT analysis
    • 8.6.5. Recent developments
  • 8.7. Booyah Inc.
    • 8.7.1. Company overview
    • 8.7.2. Financial overview
    • 8.7.3. Business strategy
    • 8.7.4. SWOT analysis
    • 8.7.5. Recent developments
  • 8.8. Renren Inc.
    • 8.8.1. Company overview
    • 8.8.2. Financial overview
    • 8.8.3. Business strategy
    • 8.8.4. SWOT analysis
    • 8.8.5. Recent developments
  • 8.9. Rovio Entertainment Limited
    • 8.9.1. Company overview
    • 8.9.2. Financial overview
    • 8.9.3. Business strategy
    • 8.9.4. SWOT analysis
    • 8.9.5. Recent developments
  • 8.10. Tencent Holdings Ltd.
    • 8.10.1. Company overview
    • 8.10.2. Financial overview
    • 8.10.3. Business strategy
    • 8.10.4. SWOT analysis
    • 8.10.5. Recent developments
  • 8.11. Wooga GmbH
    • 8.11.1. Company Overview
    • 8.11.2. Financial overview
    • 8.11.3. Business strategy
    • 8.11.4. SWOT analysis
    • 8.11.5. Recent developments

List of Figures

  • FIG. 1: Market segmentation: Global social gaming market
  • FIG. 2: Smartphone shipment 2012 - 2019 (million units)
  • FIG. 3: Global social network users (billion)
  • FIG. 4: Global social gaming market value chain analysis
  • FIG. 5: Porter's Five Forces Analysis
  • FIG. 6: Social gaming: Market attractiveness analysis by age group, 2019
  • FIG. 7: Social gaming: Company market share analysis, 2012 (Value %)
  • FIG. 8: Global social gaming market share and forecast by segment, 2012 vs. 2019 (Value %)
  • FIG. 9: Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
  • FIG. 10: Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
  • FIG. 11: Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
  • FIG. 12: Global social gaming market share and forecast, 2012 vs. 2019 (Value %)
  • FIG. 13: Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
  • FIG. 14: Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)
  • FIG. 15: Global social gaming market revenue share, by age group (13-18), 2012 - 2019 (USD billion)
  • FIG. 16: Global social gaming market revenue share, by age group (19-25), 2012 - 2019 (USD billion)
  • FIG. 17: Global social gaming market revenue share, by age group (26-35), 2012 - 2019 (USD billion)
  • FIG. 18: Global social gaming market revenue share, by age group (36-45), 2012 - 2019 (USD billion)
  • FIG. 19: Global social gaming market revenue share, by age group (46+), 2012 - 2019 (USD billion)
  • FIG. 20: Global social gaming market revenue share, by geography, 2012 and 2019 (Value %)
  • FIG. 21: North America social gaming market size and forecast, 2012 - 2019 (USD billion)
  • FIG. 22: Europe social gaming market size and forecast, 2012 - 2019 (USD billion)
  • FIG. 23: Asia Pacific social gaming market size and forecast, 2012 - 2019 (USD billion)
  • FIG. 24: RoW social gaming market size and forecast, 2012 - 2019 (USD billion)
  • FIG. 25: Zynga Inc. annual revenue and social gaming segment revenue, 2010 - 2012 (USD billion)
  • FIG. 26: Electronic Arts Inc. annual revenue, 2010 - 2012 (USD billion)
  • FIG. 27: Renren Inc. annual revenue and social gaming segment revenue, 2010 - 2012 (USD million)
  • FIG. 28: Rovio Entertainment. annual revenue, 2011 - 2012 (USD million)
  • FIG. 29: Tencent Holdings Ltd. annual revenue and social games segment revenue, 2010 - 2012 (USD billion)

List of Tables

  • TABLE 1: Global social gaming market snapshot
  • TABLE 2: Revenue generated by different age group (USD billion)
  • TABLE 3: Drivers for the social gaming market: Impact analysis
  • TABLE 4: Blocking of Social Networking Sites
  • TABLE 5: Restraints of the global social gaming market: Impact analysis
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