ソーシャルゲームの世界市場 - 男女別・年齢層別 (13〜18歳、19〜25歳、26〜35歳、36〜45歳、46歳以上)・収益源別・地域別：市場のシナリオ・規模・展望・動向・予測 (2015〜2024年)
Social Gaming Market (By Gender: Male and Female; By Age Group: 13-18 Years, 19-25 Years, 26-35 Years, 36-45 Years, And 46 Years and Above; By Revenue Generation; By Geography) Global Scenario, Market Size, Outlook, Trend and Forecast, 2015-2024
|発行||Variant Market Research LLP||商品コード||562795|
|出版日||ページ情報||英文 122 Pages
|ソーシャルゲームの世界市場 - 男女別・年齢層別 (13〜18歳、19〜25歳、26〜35歳、36〜45歳、46歳以上)・収益源別・地域別：市場のシナリオ・規模・展望・動向・予測 (2015〜2024年) Social Gaming Market (By Gender: Male and Female; By Age Group: 13-18 Years, 19-25 Years, 26-35 Years, 36-45 Years, And 46 Years and Above; By Revenue Generation; By Geography) Global Scenario, Market Size, Outlook, Trend and Forecast, 2015-2024|
|出版日: 2017年10月03日||ページ情報: 英文 122 Pages||
当レポートでは、世界のソーシャルゲーム市場について分析し、現在の市場構造・サービス内容や最新情勢、主な市場促進・抑制要因とその影響力、男女別・年齢層別・収益発生源別・地域別の市場動向見通し (過去2年間・今後8年間分)、主要企業のプロファイル (業績、主要製品・サービス、事業戦略ほか) などを調査しております。
Global Social Gaming Market is estimated to reach $36.7 Billion by 2024; growing at a CAGR of 15.2% from 2016 to 2024. Social gaming is an online game that are played on social media platform. As social games emphasize on friends and community, it has witnessed tremendous growth in recent years. These games are mostly free-to-play and requires to invite friends to interact and extend in-game functionality. Moreover, portable devices such as smartphones and tablets are offering interesting gaming platform with advanced network capabilities that enables playing with remote or co-located friends. Furthermore, the scope of gaming has extended beyond the core gaming audience to include women, younger players, and elderly population.
The global social gaming market is propelled by factors such as, high access to internet, high penetration of smartphones and tablets, availability of games for all gender and age groups, and increasing development of advanced games. Though, challenges such as chances of being addicted and risk of physical consequences due to addiction would hamper the market growth. Additionally, progress of cloud gaming, and increasing uses of incentivized social video model would provide growth opportunities in years to come.
The global social gaming market is segmented on the basis of age group, gender, revenue generation, and geography. Age group comprises of 13-18 years, 19-25 years, 26-35 years, 36-45 years, and 46 and above years. Gender segment includes male, and female. Furthermore, revenue generation is categorized as advertisements, lead generation, and virtual goods.
Based on geographical analysis, social gaming market is classified into North America, Europe, Asia-Pacific, and Rest of the World (RoW). The U.S., Canada, and Mexico are covered under North America wherein Europe covers UK, Germany, France, Italy, and others. Asia-Pacific covers China, India, Japan, South Korea, and others. While, Rest of the world covers South America, Middle East, and Africa.
The major players involved in this market comprises of King Digital Entertainment plc, Rovio Entertainment, Ltd., Electronic Arts Inc., Gameloft SE, Zynga, Wooga GmbH, Behaviour Interactive, Inc., Aeria Games GmbH, CrowdStar, and Social Point S.L., among others.