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市场调查报告书

社群游戏的全球市场 (2020-2027年):市场预测 (年龄层·性·各地区)·市场占有率·市场机会分析

Social Gaming Market, By Segment, By Gender, By Age Group, and by Geography - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027

出版商 Coherent Market Insights 商品编码 980042
出版日期 内容资讯 英文 130 Pages
商品交期: 2-3个工作天内
价格
社群游戏的全球市场 (2020-2027年):市场预测 (年龄层·性·各地区)·市场占有率·市场机会分析 Social Gaming Market, By Segment, By Gender, By Age Group, and by Geography - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027
出版日期: 2020年12月30日内容资讯: 英文 130 Pages
简介

诸如Internet访问增加,笔记型电脑,手机和平板电脑的高普及率以及所有性别和年龄段的社交游戏高可用性等因素,社交游戏越来越受欢迎。另一方面,预计在某些国家/地区使用社交媒体网站的限制会在预测期内阻碍市场增长。

本报告提供全球社群游戏的市场调查,汇整市场定义和概要,新型冠状病毒感染疾病 (COVID-19) 以及其他的市场影响因素分析,法律制度,产品趋势,市场规模的转变·预测,类型·年龄层·性·地区等各种部门的明细,竞争环境,主要企业简介等资讯。

第1章 调查目的·前提条件

第2章 市场展望

第3章 市场动态·法律规章·趋势分析

  • 市场动态
    • 促进因素
    • 阻碍因素
    • 市场机会
  • 法规方案
  • 零组件趋势
  • M&A
  • 新系统的市场投入·核准

第4章 COVID-19的影响

第5章 市场分析·预测:各类型

  • 虚拟商品
  • 广告
  • 潜在客户开发/报价

第6章 市场分析·预测:男女

  • 男性
  • 女性

第7章 市场分析·预测:各年龄层

  • 13~18岁
  • 19~25岁
  • 26~35岁
  • 36~45岁
  • 46岁以上

第8章 市场分析·预测:各地区

  • 北美
  • 欧洲
  • 亚太地区
  • 南美
  • 中东·非洲

第9章 竞争情形

  • 企业简介
  • Zynga, Inc
  • Wooga GmbH
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

第10章 章节

目录

Title:
Social Gaming Market, By Segment (Virtual Goods, Advertising, and Lead Generation / Offers), By Gender (Male, and Female), By Age Group (13 - 18 years, 19 - 25 years, 26 - 35 years, 36 - 45 years, and 46+ years), and by Geography (North America, Europe, Asia Pacific, Latin America and Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027.

A social game is an online game that is played through social networks. Social gaming is becoming a popular online pastime. Moreover, social games are played by a single player or multi-player at the same time. This multi-player may co-operate or compete against each other. Moreover, social game facilities and encourages social interactions and communication, inside the game. Social games can be accessed through personal computers, gaming consoles, and mobile & portable devices.

Market Dynamics

The penetration of social games is getting increased by the factors such as increasing access to the internet among the people, high penetration of laptops, mobile phones and tablets, high number of availability of social games for all gender, and age group of peoples. For instance, according to Our World in Data, in the year 2000, globally the 413 million internet users, get increased to 3.4 billion in the year 2016, which is further expected to increase over the forecast period. China and India were the countries having the highest number of internet users.

Restrictions on social media networking websites in some countries are expected to hamper the growth of the social gaming market over the forecast period.

Key features of the study:

  • This report provides in-depth analysis of the global Social Gaming market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2020-2027), considering 2019 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
  • It profiles leading players in the global Social Gaming market based on the following parameters - company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
  • Companies covered as part of this study Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
  • The global Social Gaming market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global Social Gaming market

Detailed Segmentation

  • Global Social Gaming Market, By Segment:
    • Virtual Goods
    • Advertising
    • Lead Generation/Offers
  • Global Social Gaming Market, By Gender:
    • Male
    • Female
  • Global Social Gaming Market, By Age Group:
    • 13 - 18 years
    • 19 - 25 years
    • 26 - 35 years
    • 36 - 45 years
    • 46+ years
  • Global Social Gaming Market, By Region:
  • North America
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • U.S.
  • Canada
  • Europe
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • Germany
  • U.K.
  • France
  • Italy
  • Spain
  • Russia
  • Rest of Europe
  • Asia Pacific
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • ASEAN
  • Rest of Asia Pacific
  • Latin America
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country:
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
    • By Segment:
  • Virtual Goods
  • Advertising
  • 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 Country/Region:
  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa
  • Company Profiles
  • Zynga, Inc*
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/ Updates
  • Wooga GmbH.
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

"*" marked represents similar segmentation in other categories in the respective section.

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Segment
    • Market Snippet, By Gender
    • Market Snippet, By Age Group
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Component Trend
  • Merger and Acquisitions
  • New system Launch/Approvals

4. Global Social Gaming Market - Impact of Coronavirus (COVID-19) on Market

  • Short Term
  • Long term

5. Global Social Gaming, By Segment, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • Virtual Goods
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Advertising
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Lead Generation/Offers
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

6. Global Social Gaming, By Gender, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • Male
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Female
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

7. Global Social Gaming, By Age Group, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • 13 - 18 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 19 - 25 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 26 - 35 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 36 - 45 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 46+ years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

8. Global Social Gaming, By Region, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2017 and 2027 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.S.
    • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.K.
    • Germany
    • Italy
    • France
    • Russia
    • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • China
    • India
    • Japan
    • ASEAN
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Israel
    • GCC Countries
    • South Africa
    • Rest of the Middle East and Africa

9. Competitive Landscape

  • Company Profiles
  • Zynga, Inc *
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/ Updates
  • Wooga GmbH
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

10. Section

  • References
  • Research Methodology
  • About us and Sales Contact