Social Gaming Market 2017 Global Share, Trend, Segmentation and Forecast to 2021

The analysts forecast the global social gaming market to grow at a CAGR of 14.96% over the period 2014-2019.

PUNE, INDIA, November 27, 2017 /EINPresswire.com/ --

Global Social Gaming Market

Description

WiseGuyReports.Com adds” Global Social Gaming Market 2015-2019 “Research To Its Database.

Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. It gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide.

Covered in this report 
This report covers the present scenario and the growth prospects of the global social gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites. It also presents the vendor landscape and a corresponding detailed analysis of the top six vendors in the market.

 

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The Global Social Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years.

Key regions 
• APAC 
• Americas 
• EMEA

Key vendors 
• Electronic Arts 
• King Digital Entertainment 
• Supercell 
• Wooga 
• Zynga

Other prominent vendors 
• CrowdStar 
• Gameloft 
• Kabam 
• Peak Games 
• Playdom 
• Renren 
• RockYou 
• Rovio Entertainment 
• Social Point 
• Tencent 
• TinyCo.

Market driver 
• Growing Internet penetration 
• For a full, detailed list, view our report

Market challenge 
• Decline in Facebook gaming 
• For a full, detailed list, view our report

Market trend 
• Enhanced cloud-based gaming platform 
• For a full, detailed list, view our report

Key questions answered in this report 
• What will the market size be in 2019 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?



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Table of Contents -Major Key Points

PART 01: Executive summary 
Highlights 
Market overview 

PART 02: Scope of the report 
Base year 
Vendor segmentation 
Summation errors 
Top-vendor offerings 
Research methodology 

PART 03: Market research methodology 
Economic indicators 
Key market highlights 

PART 04: Introduction 
Market overview 

PART 05: Market landscape 
Market size and forecast 
Five forces analysis 
Global social gaming market by source of revenue 2014-2019 

PART 06: Market segmentation by source of revenue 
Global social gaming market by virtual goods 
Global social gaming market by advertising 
Global social gaming market by lead generation 
Global social gaming market by gender 2014-2019 

PART 07: Market segmentation by gender 
Global social gaming market by female gamers 
Global social gaming market by male gamers 
Global social gaming market by age 

PART 08: Market segmentation by age 
Global social gaming market by region 2014-2019 

PART 09: Geographical segmentation 
Social gaming market in APAC 
Social gaming market in the Americas 
Social gaming market in EMEA 
US 

PART 10: Key leading countries 
Japan 
China 
Competitive scenario 

PART 11: Vendor landscape 
Other prominent vendors 
Electronic Arts 

PART 12: Key vendor analysis 
King 
Supercell 
Wooga 
Zynga 
List of abbreviations 

PART 13: Appendix 

………..CONTINUED

Norah Trent
WiseGuy Research Consultants Pvt. Ltd.
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