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United States Social Gaming Market 2015-2019

20:00 EDT 2 Jun 2015 | Globe Newswire

Dublin, June 03, 2015 (GLOBE NEWSWIRE) -- Research and Markets (http://www.researchandmarkets.com/research/42tjjr/social_gaming) has announced the addition of the "Social Gaming Market in the US 2015-2019" report to their offering.

The revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019.

This report covers the present scenario and the growth prospects of the social gaming market in the US for the period 2014-2019. To calculate the market size, the report considers revenue generated from the three segments of the social gaming market in the US, namely, virtual goods, advertising, and lead generation. In addition, the report discusses the major drivers that influence the growth of the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends that are emerging in the market.

An increase in the number of gamers and intense competition among vendors has been motivating vendors to make use of gamer data for game development; analytics gives them important insights about social gamers. This has become particularly relevant as competition in the market will only increase. Vendors have to develop and publish games that will capture and retain gamers. The intelligent usage of analytics would empower vendors to transform social networking into social intelligence and enable them to develop marketing strategies to increase their visibility and enhance brand image. Several companies have started using the social network community as a testing ground to check the feasibility of their new business ideas.

According to the report, competition with friends is the topmost reason for gamers to choose social gaming, and with the increase in the number of friends on social media, gamers will be able to compete with a larger number of friends in the network. The other reasons for the rise in the number of social gamers in the US, in decreasing order of importance, are socializing and interacting through games, user-friendly gameplay, and game tournaments.

Further, the report states that the market faces stiff competition from PC games, cellphone games, and games played on other handheld devices.

Key Vendors

  • Electronic Arts (EA)
  • King Digital Entertainment
  • Peak Games
  • Wooga
  • Zynga

Other Prominent Vendors

  • Arkadium
  • Crowdstar
  • DeNA
  • GREE
  • Kabam
  • Peak Games
  • Playdom
  • Pretty Simple Games

Key Topics Covered:

  1. Executive Summary
  2. List of Abbreviations
  3. Scope of the Report
  4. Market Research Methodology
  5. Introduction
  6. Market Landscape
  7. Market Segmentation by Revenue
  8. Market Segmentation by Number of Social Gamers
  9. Buying Criteria
  10. Market Growth Drivers
  11. Drivers and their Impact
  12. Market Challenges
  13. Impact of Drivers and Challenges
  14. Market Trends
  15. Trends and their Impact
  16. Vendor Landscape
  17. Key Vendor Analysis

For more information visit http://www.researchandmarkets.com/research/42tjjr/social_gaming



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         Laura Wood, Senior Manager
         press@researchandmarkets.com

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         Sector: Gaming

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