Welcome!

News Feed Item

Social Gaming Market in the US 2012-2016

LONDON, March 12, 2014 /PRNewswire/ -- Reportbuyer.com just published a new market research report:

Social Gaming Market in the US 2012-2016


TechNavio's analysts forecast the Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming devices could pose a challenge to the growth of this market.

TechNavio's report, the Social Gaming Market in the US 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the US; it also covers the Social Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

The key vendors dominating this market space are Zynga Inc., Midasplayer.com Ltd. (King), wooga GmbH, Social Point S.L., and Electronic Arts Inc. (EA).

Other vendors mentioned in the report are Arkadium Inc., DeNA Co. Ltd., Fun Technologies Inc., GREE Inc., Peak Games, Playdom Inc., Pretty Simple Games, and PopCap Games Inc.

Key questions answered in this report:

What will the market size be in 2016 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?
You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.


Methodology


Research methodology is based on extensive primary and secondary research. Primary research includes in-depth interviews with industry experts, vendors, resellers and customers. Secondary research includes Technavio Platform, industry publications, company reports, news articles, analyst reports, trade associations and the data published by Government agencies.
01. Executive Summary
02. Scope of the Report
02.1 Market Overview
02.2 Product Offerings
03. Market Research Methodology
03.1 Market Research Process
03.2 Research Design
03.3 Research Methodology
04. List of Abbreviations
05. Introduction
06. Market Landscape
06.1 Market Overview
06.2 Market Size and Forecast
06.3 Five Forces Analysis
07. Market Segmentation
07.1 Social Gaming Market in the US by Revenue Model 2012
Virtual Goods
Advertising
Lead Generation
07.2 Time Spent on Games by Gamers in the Gaming Market in the US
07.3 Money Spent on Games by the Gamers in the Gaming Market in the US
07.4 Global Social Gaming Market (Ex. the US) vs. Social Gaming Market in the US
Market Size and Forecast
08. Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016
09. Market Segmentation by Number of Social Gamers
09.1 Social Gaming Market by Number of Social Gamers 2012-2016
10. Buying Criteria
11. Market Growth Drivers
12. Drivers and their Impact
13. Market Challenges
14. Impact of Drivers and Challenges
15. Market Trends
16. Trends and their Impact
17. Vendor Landscape
17.1 Competitive Scenario
17.1.1 Key News
17.1.2 Mergers and Acquisitions
17.2 Market Share Analysis 2012
17.3 Other Prominent Vendors
18. Key Vendor Analysis
18.1 Electronic Arts Inc.
18.1.1 Business Overview
18.1.2 Business Segmentation
18.1.3 Key Information
18.1.4 SWOT Analysis
18.2 Midasplayer.com Ltd.
18.2.1 Business Overview
18.2.2 Key Information
18.2.3 SWOT Analysis
18.3 Social Point S.L.
18.3.1 Business Overview
18.3.2 Key Information
18.3.3 SWOT Analysis
18.4 wooga GmbH
18.4.1 Business Overview
18.4.2 Key Information
18.4.3 SWOT Analysis
18.5 Zynga Inc.
18.5.1 Business Overview
18.5.2 Key Information
18.5.3 SWOT Analysis
19. Other Reports in this Series



List of Exhibits

Exhibit 1: Market Research Methodology
Exhibit 2: Social Gaming Market in the US
Exhibit 3: Social Gaming Market in the US 2012-2016 (US$ billion)
Exhibit 4: Social Gaming Market in the US by Revenue Model 2012
Exhibit 5: Time Spent on Games by the Gamers in the Gaming Market in the US 2012
Exhibit 6: Money Spent on Games by the Gamers in the Gaming Market in the US 2012
Exhibit 7: Global Social Gaming Market excluding the US vs. Social Gaming Market in the US 2012-2016 (percentage of revenue)
Exhibit 8: Global Social Gaming Market excluding the US vs. Social Gaming Market in the US (US$ billion)
Exhibit 9: Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 (percentage of revenue)
Exhibit 10: Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 (US$ billion)
Exhibit 11: Social Gaming Market by Number of Social Gamers 2012-2016 (millions of gamers)
Exhibit 12: Business Segmentation of Electronic Arts Inc.





Companies Mentioned

Zynga Inc., Midasplayer.com Ltd. (King), wooga GmbH, Social Point S.L., Electronic Arts Inc. (EA)., Arkadium Inc., DeNA Co. Ltd., Fun Technologies Inc., GREE Inc., Peak Games, Playdom Inc., Pretty Simple Games, and PopCap Games Inc.


Read the full report:
Social Gaming Market in the US 2012-2016
http://www.reportbuyer.com/countries/north_america/usa/social_gaming_mar...

For more information:
Sarah Smith
Research Advisor at Reportbuyer.com
Email: [email protected]
Tel: +44 208 816 85 48
Website: www.reportbuyer.com

 

SOURCE ReportBuyer

More Stories By PR Newswire

Copyright © 2007 PR Newswire. All rights reserved. Republication or redistribution of PRNewswire content is expressly prohibited without the prior written consent of PRNewswire. PRNewswire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

Latest Stories
Enterprises are adopting Kubernetes to accelerate the development and the delivery of cloud-native applications. However, sharing a Kubernetes cluster between members of the same team can be challenging. And, sharing clusters across multiple teams is even harder. Kubernetes offers several constructs to help implement segmentation and isolation. However, these primitives can be complex to understand and apply. As a result, it’s becoming common for enterprises to end up with several clusters. Thi...
"There's plenty of bandwidth out there but it's never in the right place. So what Cedexis does is uses data to work out the best pathways to get data from the origin to the person who wants to get it," explained Simon Jones, Evangelist and Head of Marketing at Cedexis, in this SYS-CON.tv interview at 21st Cloud Expo, held Oct 31 – Nov 2, 2017, at the Santa Clara Convention Center in Santa Clara, CA.
WebRTC is great technology to build your own communication tools. It will be even more exciting experience it with advanced devices, such as a 360 Camera, 360 microphone, and a depth sensor camera. In his session at @ThingsExpo, Masashi Ganeko, a manager at INFOCOM Corporation, introduced two experimental projects from his team and what they learned from them. "Shotoku Tamago" uses the robot audition software HARK to track speakers in 360 video of a remote party. "Virtual Teleport" uses a multip...
"We work around really protecting the confidentiality of information, and by doing so we've developed implementations of encryption through a patented process that is known as superencipherment," explained Richard Blech, CEO of Secure Channels Inc., in this SYS-CON.tv interview at 21st Cloud Expo, held Oct 31 – Nov 2, 2017, at the Santa Clara Convention Center in Santa Clara, CA.
"Akvelon is a software development company and we also provide consultancy services to folks who are looking to scale or accelerate their engineering roadmaps," explained Jeremiah Mothersell, Marketing Manager at Akvelon, in this SYS-CON.tv interview at 21st Cloud Expo, held Oct 31 – Nov 2, 2017, at the Santa Clara Convention Center in Santa Clara, CA.
High-velocity engineering teams are applying not only continuous delivery processes, but also lessons in experimentation from established leaders like Amazon, Netflix, and Facebook. These companies have made experimentation a foundation for their release processes, allowing them to try out major feature releases and redesigns within smaller groups before making them broadly available. In his session at 21st Cloud Expo, Brian Lucas, Senior Staff Engineer at Optimizely, discussed how by using ne...
The question before companies today is not whether to become intelligent, it’s a question of how and how fast. The key is to adopt and deploy an intelligent application strategy while simultaneously preparing to scale that intelligence. In her session at 21st Cloud Expo, Sangeeta Chakraborty, Chief Customer Officer at Ayasdi, provided a tactical framework to become a truly intelligent enterprise, including how to identify the right applications for AI, how to build a Center of Excellence to oper...
"IBM is really all in on blockchain. We take a look at sort of the history of blockchain ledger technologies. It started out with bitcoin, Ethereum, and IBM evaluated these particular blockchain technologies and found they were anonymous and permissionless and that many companies were looking for permissioned blockchain," stated René Bostic, Technical VP of the IBM Cloud Unit in North America, in this SYS-CON.tv interview at 21st Cloud Expo, held Oct 31 – Nov 2, 2017, at the Santa Clara Conventi...
In his session at 21st Cloud Expo, James Henry, Co-CEO/CTO of Calgary Scientific Inc., introduced you to the challenges, solutions and benefits of training AI systems to solve visual problems with an emphasis on improving AIs with continuous training in the field. He explored applications in several industries and discussed technologies that allow the deployment of advanced visualization solutions to the cloud.
Gemini is Yahoo’s native and search advertising platform. To ensure the quality of a complex distributed system that spans multiple products and components and across various desktop websites and mobile app and web experiences – both Yahoo owned and operated and third-party syndication (supply), with complex interaction with more than a billion users and numerous advertisers globally (demand) – it becomes imperative to automate a set of end-to-end tests 24x7 to detect bugs and regression. In th...
SYS-CON Events announced today that Telecom Reseller has been named “Media Sponsor” of SYS-CON's 22nd International Cloud Expo, which will take place on June 5-7, 2018, at the Javits Center in New York, NY. Telecom Reseller reports on Unified Communications, UCaaS, BPaaS for enterprise and SMBs. They report extensively on both customer premises based solutions such as IP-PBX as well as cloud based and hosted platforms.
"We're developing a software that is based on the cloud environment and we are providing those services to corporations and the general public," explained Seungmin Kim, CEO/CTO of SM Systems Inc., in this SYS-CON.tv interview at 21st Cloud Expo, held Oct 31 – Nov 2, 2017, at the Santa Clara Convention Center in Santa Clara, CA.
Enterprises are moving to the cloud faster than most of us in security expected. CIOs are going from 0 to 100 in cloud adoption and leaving security teams in the dust. Once cloud is part of an enterprise stack, it’s unclear who has responsibility for the protection of applications, services, and data. When cloud breaches occur, whether active compromise or a publicly accessible database, the blame must fall on both service providers and users. In his session at 21st Cloud Expo, Ben Johnson, C...
SYS-CON Events announced today that CrowdReviews.com has been named “Media Sponsor” of SYS-CON's 22nd International Cloud Expo, which will take place on June 5–7, 2018, at the Javits Center in New York City, NY. CrowdReviews.com is a transparent online platform for determining which products and services are the best based on the opinion of the crowd. The crowd consists of Internet users that have experienced products and services first-hand and have an interest in letting other potential buye...
"CA has been doing a lot of things in the area of DevOps. Now we have a complete set of tool sets in order to enable customers to go all the way from planning to development to testing down to release into the operations," explained Aruna Ravichandran, Vice President of Global Marketing and Strategy at CA Technologies, in this SYS-CON.tv interview at DevOps Summit at 21st Cloud Expo, held Oct 31 – Nov 2, 2017, at the Santa Clara Convention Center in Santa Clara, CA.