Home /  Market Reports

Categories

  • Market Reports

Entertainment


PRODUCT TITLE
PUBLISH DATE
PRICE
Market Research Report
The report on the Global Social Gaming Market gives an estimation of the development of the market based on historical studies and also provides forecasts on the basis of a comprehensive research. The report gives a complete market analysis for the forecasted period from 2021 to 2027. The market is divided into various segments with an in-depth outlook of the competitors and a listing of the profiled key players. The market size in terms of revenue (USD MN) is calculated and provided for the study period along with the dynamics of the market such as the drivers and the restraints.

Drivers
  • Rising adoption of advanced gaming technologies.
  • Rising online content, and expanding digital distribution.

Restraints 
  • Dearth of funding and poor internet infrastructure in some regions of the world.

Furthermore, the report quantifies the market share held by the major players of the industry and provides an in-depth view of the competitive landscape. This market is classified into different segments with detailed analysis of each with respect to geography for the study period:
  • Base Year: 2020
  • Estimated Year: 2021
  • Forecast Till: 2027

The comprehensive value chain analysis of the market will assist in attaining better product differentiation, along with detailed understanding of the core competency of each activity involved. The market attractiveness analysis provided in the report aptly measures the potential value of the market providing business strategists with the latest growth opportunities. 

The report classifies the market into different segments. These segments are studied in detail incorporating the market estimates and forecasts at regional and country level. The segment analysis is useful in understanding the growth areas and probable opportunities of the market.

The report also covers the complete competitive landscape of the global Social Gaming market with company profiles of key players such as: 
  • Rovio Entertainment, Ltd
  • Social Point S.L.
  • Gameloft SE
  • King Digital Entertainment
  • Zynga
  • Electronic Arts Inc
  • Wooga GmbH
  • CrowdStar
  • Behaviour Interactive, Inc
  • Aeria Games GmbH

The detailed description of each has been included, with information in terms of H.Q, future capacities, key mergers & acquisitions, financial overview, partnerships, collaborations, new product launches, new product developments and other latest industrial developments.

SEGMENTATIONS IN THE REPORT: 
By Type
  • Advertisements
  • Virtual Goods
  • Other

By Application
  • 13-18 Years
  • 19-25 Years
  • 26-35 Years
  • 36-45 Years
  • 46 and Above Years

By Geography:
  • North America (NA) - US, Canada, and Mexico
  • Europe (EU) - UK, Germany, France, Italy, Russia, Spain & Rest of Europe
  • Asia-Pacific (APAC) - China, India, Japan, South Korea, Australia & Rest of APAC
  • Latin America (LA) - Brazil, Argentina, Peru, Chile & Rest of Latin America
  • Middle East and Africa (MEA) - Saudi Arabia, UAE, Israel, South Africa

The Global Social Gaming Market has been exhibited in detail in the following chapters -
Chapter 1 Social Gaming Market Preface 
Chapter 2 Executive Summary
Chapter 3 Social Gaming Industry Analysis
Chapter 4 Social Gaming Market Value Chain Analysis
Chapter 5 Social Gaming Market Analysis By Type
Chapter 6 Social Gaming Market Analysis By Application
Chapter 7 Social Gaming Market Analysis By Geography
Chapter 8 Competitive Landscape Of Social Gaming Companies
Chapter 9 Company Profiles Of Social Gaming Industry
October 2017
$3,950.00

© All Rights Reserved.