technology

Global Social Gaming Market Size, Status and Forecast 2022


Published On : Oct 2017

Category : Media

No. of Pages : 98 pages

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Table of Contents

Global Social Gaming Market Size, Status and Forecast 2022
1 Industry Overview of Social Gaming
1.1 Social Gaming Market Overview
1.1.1 Social Gaming Product Scope
1.1.2 Market Status and Outlook
1.2 Global Social Gaming Market Size and Analysis by Regions
1.2.1 United States
1.2.2 EU
1.2.3 Japan
1.2.4 China
1.2.5 India
1.2.6 Southeast Asia
1.3 Social Gaming Market by Type
1.3.1 Advertisements
1.3.2 Virtual Goods
1.3.3 Other
1.4 Social Gaming Market by End Users/Application
1.4.1 13-18 Years
1.4.2 19-25 Years
1.4.3 26-35 Years
1.4.4 36-45 Years
1.4.5 46 and Above Years

2 Global Social Gaming Competition Analysis by Players
2.1 Social Gaming Market Size (Value) by Players (2016 and 2017)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles
3.1 Rovio Entertainment, Ltd
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Social Gaming Revenue (Value) (2012-2017)
3.1.5 Recent Developments
3.2 Social Point S.L.
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Social Gaming Revenue (Value) (2012-2017)
3.2.5 Recent Developments
3.3 Gameloft SE
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Social Gaming Revenue (Value) (2012-2017)
3.3.5 Recent Developments
3.4 King Digital Entertainment
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Social Gaming Revenue (Value) (2012-2017)
3.4.5 Recent Developments
3.5 Zynga
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Social Gaming Revenue (Value) (2012-2017)
3.5.5 Recent Developments
3.6 Electronic Arts Inc
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 Social Gaming Revenue (Value) (2012-2017)
3.6.5 Recent Developments
3.7 Wooga GmbH
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Social Gaming Revenue (Value) (2012-2017)
3.7.5 Recent Developments
3.8 CrowdStar
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Social Gaming Revenue (Value) (2012-2017)
3.8.5 Recent Developments
3.9 Behaviour Interactive, Inc
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 Social Gaming Revenue (Value) (2012-2017)
3.9.5 Recent Developments
3.10 Aeria Games GmbH
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Social Gaming Revenue (Value) (2012-2017)
3.10.5 Recent Developments

4 Global Social Gaming Market Size by Type and Application (2012-2017)
4.1 Global Social Gaming Market Size by Type (2012-2017)
4.2 Global Social Gaming Market Size by Application (2012-2017)
4.3 Potential Application of Social Gaming in Future
4.4 Top Consumer/End Users of Social Gaming

5 United States Social Gaming Development Status and Outlook
5.1 United States Social Gaming Market Size (2012-2017)
5.2 United States Social Gaming Market Size and Market Share by Players (2016 and 2017)

6 EU Social Gaming Development Status and Outlook
6.1 EU Social Gaming Market Size (2012-2017)
6.2 EU Social Gaming Market Size and Market Share by Players (2016 and 2017)

7 Japan Social Gaming Development Status and Outlook
7.1 Japan Social Gaming Market Size (2012-2017)
7.2 Japan Social Gaming Market Size and Market Share by Players (2016 and 2017)

8 China Social Gaming Development Status and Outlook
8.1 China Social Gaming Market Size (2012-2017)
8.2 China Social Gaming Market Size and Market Share by Players (2016 and 2017)

9 India Social Gaming Development Status and Outlook
9.1 India Social Gaming Market Size (2012-2017)
9.2 India Social Gaming Market Size and Market Share by Players (2016 and 2017)

10 Southeast Asia Social Gaming Development Status and Outlook
10.1 Southeast Asia Social Gaming Market Size (2012-2017)
10.2 Southeast Asia Social Gaming Market Size and Market Share by Players (2016 and 2017)

11 Market Forecast by Regions, Type and Application (2017-2022)
11.1 Global Social Gaming Market Size (Value) by Regions (2017-2022)
11.1.1 United States Social Gaming Revenue and Growth Rate (2017-2022)
11.1.2 EU Social Gaming Revenue and Growth Rate (2017-2022)
11.1.3 Japan Social Gaming Revenue and Growth Rate (2017-2022)
11.1.4 China Social Gaming Revenue and Growth Rate (2017-2022)
11.1.5 India Social Gaming Revenue and Growth Rate (2017-2022)
11.1.6 Southeast Asia Social Gaming Revenue and Growth Rate (2017-2022)
11.2 Global Social Gaming Market Size (Value) by Type (2017-2022)
11.3 Global Social Gaming Market Size by Application (2017-2022)

12 Social Gaming Market Dynamics
12.1 Social Gaming Market Opportunities
12.2 Social Gaming Challenge and Risk
12.2.1 Competition from Opponents
12.2.2 Downside Risks of Economy
12.3 Social Gaming Market Constraints and Threat
12.3.1 Threat from Substitute
12.3.2 Government Policy
12.3.3 Technology Risks
12.4 Social Gaming Market Driving Force
12.4.1 Growing Demand from Emerging Markets
12.4.2 Potential Application

13 Market Effect Factors Analysis
13.1 Technology Progress/Risk
13.1.1 Substitutes
13.1.2 Technology Progress in Related Industry
13.2 Consumer Needs Trend/Customer Preference
13.3 External Environmental Change
13.3.1 Economic Fluctuations
13.3.2 Other Risk Factors

14 Research Finding/Conclusion

15 Appendix
Methodology
Analyst Introduction
Data Source


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