Global Social Gaming Market Bwc19349
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Global Social Gaming Market by Console Type (TV / Gaming Console, Computer Gaming, Mobile Gaming, Social / Casual Gaming, Online MMO Gaming, Others), by Purchase Type (Box/ CD/ DVD Game Purchase, Shareware, Freeware, In-App Purchase Based, others), By Region (North America, Europe, Asia Pacific, Middle East & Africa and Latin America); Trend Analysis, Competitive Market Share & Forecast, 2015-2025
- Published Date: December 2019
- Report ID: BWC19349
- Available Format: PDF
- Page: 210
1.
Research Framework
1.1. Research Objective
1.2. Product Overview
1.3. Market Segmentation
2.
Research Methodology
2.1. Qualitative Research
2.1.1.
Primary & Secondary Sources
2.2. Quantitative Research
2.2.1.
Primary & Secondary Sources
2.3. Breakdown of Primary Research Respondents
2.3.1.
Secondary Research
2.3.2.
Primary Research
2.4. Breakdown of Primary Research Respondents, By Industry
Participants
2.5. Market Size Estimation
2.6. Assumption for the Study
2.7. Market Breakdown & Data Triangulation
3.
Executive Summary
4.
Global Social Gaming Market - Industry Insights
4.1. DROC Analysis
4.1.1. Growth Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.1.4. Challenges
4.2. Technological
Advancement
4.3. Regulatory
Framework
4.4. Company Market
Share Analysis, 2019
4.5. Porter’s Five Forces Analysis
4.6.
Strategic Outlook
5.
Global Social Gaming Market Overview
5.1. Market Size & Forecast, 2016-2026
5.1.1.
By Value (USD Million)
5.1.2. By Console Type
5.1.2.1.
TV / Gaming Console
5.1.2.2.
Computer Gaming
5.1.2.3.
Mobile Gaming
5.1.2.4.
Social / Casual Gaming
5.1.2.5.
Online MMO Gaming
5.1.2.6.
Others Solutions
5.1.3. By Purchase Type
5.1.3.1.
Box/ CD/ DVD Game Purchase
5.1.3.2.
Shareware
5.1.3.3.
Freeware
5.1.3.4.
In-App Purchase Based
5.1.3.5.
Others Outdoor Locations
5.1.4. By Region
5.1.4.1.
North America
5.1.4.2.
Europe
5.1.4.3.
Asia-Pacific
5.1.4.4.
Latin America
5.1.4.5.
Middle East & Africa
6.
North America Social Gaming Market Overview
6.1.1.
Market Size & Forecast (USD
Million) 2016-2026
6.1.2.
By Console Type
6.1.3.
By Purchase Type
6.1.4.
By Country
6.1.4.1.
United States
6.1.4.2.
Canada
7.
Europe Social Gaming Market Overview
7.1.1.
Market Size & Forecast (USD
Million) 2016-2026
7.1.2.
By Console Type
7.1.3.
By Purchase Type
7.1.4.
By Country
7.1.4.1.
United Kingdom
7.1.4.2.
Germany
7.1.4.3.
France
8.
Asia –Pacific Social Gaming Market Overview
8.1.1.
Market Size & Forecast (USD
Million) 2016-2026
8.1.2.
By Console Type
8.1.3.
By Purchase Type
8.1.4.
By Country
8.1.4.1.
China
8.1.4.2.
Japan
8.1.4.3.
India
8.1.4.4.
South Korea
9.
Latin America Social Gaming Market Overview
9.1.1.
Market Size & Forecast (USD
Million) 2016-2026
9.1.2.
By Console Type
9.1.3.
By Purchase Type
9.1.4.
By Country
9.1.4.1.
Brazil
9.1.4.2.
Mexico
9.1.4.3.
Rest of Latin America
10.Middle East & Africa Social
Gaming Market Overview
10.1.1.
Market Size & Forecast (USD
Million) 2016-2026
10.1.2.
By Console Type
10.1.3.
By Purchase Type
10.1.4.
By Country
10.1.4.1.
Saudi Arabia
10.1.4.2.
UAE
10.1.4.3.
South Africa
11.Company Profiles (Company Overview, Financial Matrix, Key Product
landscape, Key Personnel, Key Competitors, Contact Address, and Strategic
Outlook) *
11.1.
Valve Corporation
11.2.
PlayJam, Playdom
11.3.
Bluestack Systems
11.4.
Gameloft
11.5.
Microsoft
11.6.
Nintendo
11.7.
Rovio Entertainment
11.8.
NVIDIA
11.9.
Sony
11.10.
Aeria Games GmbH
11.11.
Activision Blizzard, Inc.
11.12.
Blizzard Entertainment, Inc.
11.13.
King Digital Entertainment plc
11.14.
Behaviour Interactive, Inc.
11.15.
DeNA Co., Ltd.
11.16.
Electronic Arts, Inc.
11.17.
PopCap Games, Inc.
11.18.
GREE, Inc.
11.19.
Miniclip SA
11.20.
Peak Games
11.21.
Playtech plc
11.22.
Pretty Simple
11.23.
Social Point
11.24.
Supercell
11.25.
SYBO Games
11.26.
Wooga GmbH
11.27.
Zynga, Inc.
11.28.
Other Prominent Players
*Financial information
of non-listed Companies will be provided as per availability
**The Segmentation and
The Companies Are Subjected to Modifications Based On In-Depth Secondary for
The Final Deliverable.
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