Monday, 24 February 2014

Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends And Forecast, 2013 - 2019

Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends And Forecast, 2013 - 2019

Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others.

The demand for these games is expected to see robust growth in the forecasted period. This is due to the free availability of the games and increase in sale of smartphones. Social gaming market is expected to emerge as a supplement for games that are played on Xboxes and Playstation. Smartphones with enhanced operating system and features are expected to support high end games. The smartphone market has seen tremendous growth in the last few years and has strongly influenced the social gaming market. This trend is expected to continue throughout the forecast period.

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This report has been segmented by type, application, and geography. The study also includes the drivers, restraints, and opportunities (DROs), and value chain of the social gaming market. In addition, the forecast from 2013 to 2019 has been also covered with current and future trends that are expected to impact demand.

By geography, the market has been segmented into North America, Europe, Asia Pacific, and RoW. The present market size and forecast until 2019 have been provided in the report along with the detailed analysis and opportunities in these regions.

The report also analyzes macro economic factors influencing and inhibiting the growth of the market. Porter’s five forces analysis offers insights on market competition throughout its value chain. In addition, the market attractiveness analysis provided in the report highlights key investing areas in this industry. The report will help manufacturers, suppliers, and distributors to understand the present and future trends in this market and formulate their strategies accordingly.

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The global social gaming market is segmented as below:

By revenue generation
Virtual goods
Lead generation offers

By Gender

By Age Group
13 – 18 years
19 – 25 years
26 – 35 years
36 – 45 years
46+ years

To Read Complete Report with TOC:

Chapter 1 Preface
1.1 Report Description
1.2 Research Scope
1.3 Research Methodology

Chapter 2 Executive Summary

Chapter 3 Market Overview
3.1 Introduction
3.2 Market Drivers
3.2.1 Increase in global smartphone demand
3.2.2 Rapid growth in number of internet subscribers
3.2.3 Easy accessibility and free to play
3.3 Market Restraints
3.3.1 Ban on social networking sites
3.4 Market opportunities
3.4.1 Improvement in browser experience
3.4.2 Rising trend of cloud gaming
3.5 Market trends and future outlook
3.6 Value chain analysis
3.7 Porter’s Five Forces Analysis
3.7.1 Bargaining power of suppliers

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