Social Gaming Market

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

Social Gaming Market: Snapshot 

Sensing an opportunity created by the steep prices of game consoles – a factor that hampers their quick uptake by consumers – game developers have rushed in to satiate people’s gaming needs by leveraging social media. Their gamble has paid off well. While connecting with friends and family on Instagram, Facebook, and MySpace, it has been found that people spend almost 50% of the time playing online games by themselves or with an opponent on social media. 

This trend reveals that the global market for social gaming has gained unprecedented traction. Going forward, the market is slated to expand at a cracking pace to reach a staggering US$17.40 bn by 2019. 

Developers Constantly Pushing the Envelope by Creating Different Games 

That a growing crop of smartphone-toting people are providing a fillip to the global market for social gaming is anyone’s guess. Studies show that the number of monthly active users for social games was over 200 million in 2012 and that number would likely double by 2019. While numbers increase, it also ups the pressure on social game developers to retain their consumer base by creating more engaging content. Hence, they are constantly tinkering and redesigning to launch more innovative games and prevent users from getting bored. Game publishers are coming up with games belonging to different genres, namely casino games, sport role playing games, virtual villages, social role playing games, ownership games, etc. Among them, casino and virtual village games have been breakout successes. 

The main source of revenue for social game developers are advertisements. Besides, the in-game sale of virtual goods and lead generation/offers also helps them rake in revenue. The revenue made via advertisements is predicted to increase at a good clip in the near future. The virtual goods segment is expected to exhibit a robust growth in demand too over the coming years. Demographically, women and individuals in the age group of 19 to 25 years have emerged as the dominant end users of social games. 

Asia Pacific Leads the Market on Account of Large Population 

Asia Pacific is the dominant regional segment in the global gaming industry and thereby leads the global market for social gaming. A large population, increased internet connectivity, and growing disposable income of the people in the region have boosted the market substantially. The rising GDP of Southeast Asian economies such as Malaysia, Thailand, and Indonesia has led to maximum market growth in the regions. Same is the case with Japan, South Korea, and India. On account of low operating costs and abundant skilled resources for developing and testing new products, experts predict, the region stands a high chance of becoming the hub of social gaming.  

In Asia Pacific, the ban on social networking sites in China, however, has to some extent hobbled the growth of the market. Same is the case in the Middle East. Other major markets for social gaming are North America and Europe. In North America, app-based social gaming contributed to a lion’s share in revenue in the U.S. and Canada. 

Some of the prominent players in the industry are Electronic Arts Inc., Social Point, Booyah Inc., Renren Inc., Zynga, and Wooga GmbH. Among them, Zynga topped the global market for social gaming in 2012 and is predicted to maintain its stronghold in the years to come.

    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
          3.7.2 Bargaining power of buyers
          3.7.3 Threat of new entrants
          3.7.4 Threat of substitutes
          3.7.5 Degree of competition
    3.8 Social gaming: Market attractiveness analysis
    3.9 Social gaming: Company market share analysis
     
    Chapter 4 Social gaming Market Analysis, by Segment
    4.1 Overview
    4.2 Virtual goods market
          4.2.1 Global social gaming market revenue share, by segment, 2012 – 2019
    4.3 Advertisements
          4.3.1 Global social gaming market revenue share, by segment, 2012 – 2019
    4.4 Lead generation offers
          4.4.1 Global social gaming market revenue share, by segment, 2012 – 2019
     
    Chapter 5 Social gaming Market Analysis, by Gender
    5.1 Global social gaming market: Application overview
          5.1.1 Global social gaming market revenue share, by gender, 2012 – 2019
    5.2 Male
          5.2.1 Global social gaming market revenue share, by segment, 2012 – 2019
    5.3 Female
          5.3.1 Global social gaming market revenue share, by gender, 2012 – 2019
     
    Chapter 6 Social Gaming Market Analysis, by Age Group
    6.1 Overview
    6.2 Age group 13-18
          6.2.1 Global social gaming market revenue share, by age group 13-18, 2012 – 2019
    6.3 Age group 19-25
          6.3.1 Global social gaming market revenue share, by age group 19-25, 2012 – 2019
    6.4 Age group 26-35
          6.4.1 Global social gaming market revenue share, by age group 26-35, 2012 – 2019
    6.5 Age group 36-45
          6.5.1 Global social gaming market revenue share, by age group 36-45, 2012 – 2019
    6.6 Age group 46+
          6.6.1 Global social gaming market revenue share, by age group 46+, 2012 – 2019
     
    Chapter 7 Social gaming Market Analysis, By Geography
    7.1 Global social gaming market: Geographical overview
          7.1.1 Global social gaming market revenue share, by geography
    7.2 North America social gaming market
          7.2.1 North America social gaming market size and forecast, 2012 – 2019 (USD billion)
    7.3 Europe social gaming market
          7.3.1 Europe social gaming market size and forecast, 2012 – 2019 (USD billion)
    7.4 Asia Pacific social gaming market
          7.4.1 Asia Pacific social gaming market size and forecast, 2012 – 2019 (USD billion)
    7.5 RoW social gaming market
          7.5.1 RoW social gaming market size and forecast, 2012 – 2019 (USD billion)
     
    Chapter 8 Company Profiles
    8.1 Zynga, Inc.
          8.1.1 Company overview
          8.1.2 Financial overview
          8.1.3 Business strategy
          8.1.4 SWOT analysis
          8.1.5 Recent developments
    8.2 King
          8.2.1 Company overview
          8.2.2 Financial overview
          8.2.3 Business strategy
          8.2.4 SWOT analysis
          8.2.5 Recent developments
    8.3 Electronic Arts, Inc.
          8.3.1 Company overview
          8.3.2 Financial overview
          8.3.3 Business strategy
          8.3.4 SWOT analysis
          8.3.5 Recent developments
    8.4 CrowdStar
          8.4.1 Company overview
          8.4.2 Financial overview
          8.4.3 Business strategy
          8.4.4 SWOT analysis
          8.4.5 Recent developments
    8.5 RockYou
          8.5.1 Company overview
          8.5.2 Financial overview
          8.5.3 Business strategy
          8.5.4 SWOT analysis
          8.5.5 Recent developments
    8.6 Social Point
          8.6.1 Company overview
          8.6.2 Financial overview
          8.6.3 Business strategy
          8.6.4 SWOT analysis
          8.6.5 Recent developments
    8.7 Booyah Inc.
          8.7.1 Company overview
          8.7.2 Financial overview
          8.7.3 Business strategy
          8.7.4 SWOT analysis
          8.7.5 Recent developments
    8.8 Renren Inc.
          8.8.1 Company overview
          8.8.2 Financial overview
          8.8.3 Business strategy
          8.8.4 SWOT analysis
          8.8.5 Recent developments
    8.9 Rovio Entertainment Limited
          8.9.1 Company overview
          8.9.2 Financial overview
          8.9.3 Business strategy
          8.9.4 SWOT analysis
          8.9.5 Recent developments
    8.10 Tencent Holdings Ltd.
          8.10.1 Company overview
          8.10.2 Financial overview
          8.10.3 Business strategy
          8.10.4 SWOT analysis
          8.10.5 Recent developments
    8.11 Wooga GmbH
          8.11.1 Company Overview
          8.11.2 Financial overview
          8.11.3 Business strategy
          8.11.4 SWOT analysis
          8.11.5 Recent developments
    List of Tables
     
    TABLE 1 Global social gaming market snapshot
    TABLE 2 Revenue generated by different age group (USD billion)
    TABLE 3 Drivers for the social gaming market: Impact analysis
    TABLE 4 Blocking of Social Networking Sites
    TABLE 5 Restraints of the global social gaming market: Impact analysis

    List of Figures

     

    FIG. 1 Market segmentation: Global social gaming market

    FIG. 2 Smartphone shipment 2012 – 2019 (million units)

    FIG. 3 Global social network users (billion)

    FIG. 4 Global social gaming market value chain analysis

    FIG. 5 Porter’s Five Forces Analysis

    FIG. 6 Social gaming: Market attractiveness analysis by age group, 2019

    FIG. 7 Social gaming: Company market share analysis, 2012 (Value %)

    FIG. 8 Global social gaming market share and forecast by segment, 2012 vs. 2019 (Value %)

    FIG. 9 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)

    FIG. 10 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)

    FIG. 11 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)

    FIG. 12 Global social gaming market share and forecast, 2012 vs. 2019 (Value %)

    FIG. 13 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)

    FIG. 14 Global social gaming market revenue share, by type, 2012 and 2019 (USD billion)

    FIG. 15 Global social gaming market revenue share, by age group (13-18), 2012 - 2019 (USD billion)

    FIG. 16 Global social gaming market revenue share, by age group (19-25), 2012 - 2019 (USD billion)

    FIG. 17 Global social gaming market revenue share, by age group (26-35), 2012 - 2019 (USD billion)

    FIG. 18 Global social gaming market revenue share, by age group (36-45), 2012 - 2019 (USD billion)

    FIG. 19 Global social gaming market revenue share, by age group (46+), 2012 - 2019 (USD billion)

    FIG. 20 Global social gaming market revenue share, by geography, 2012 and 2019 (Value %)

    FIG. 21 North America social gaming market size and forecast, 2012 – 2019 (USD billion)

    FIG. 22 Europe social gaming market size and forecast, 2012 – 2019 (USD billion)

    FIG. 23 Asia Pacific social gaming market size and forecast, 2012 – 2019 (USD billion)

    FIG. 24 RoW social gaming market size and forecast, 2012 – 2019 (USD billion)

    FIG. 25 Zynga Inc. annual revenue and social gaming segment revenue, 2010 – 2012 (USD billion)

    FIG. 26 Electronic Arts Inc. annual revenue, 2010 – 2012 (USD billion)

    FIG. 27 Renren Inc. annual revenue and social gaming segment revenue, 2010 – 2012 (USD million)

    FIG. 28 Rovio Entertainment. annual revenue, 2011 – 2012 (USD million)

    FIG. 29 Tencent Holdings Ltd. annual revenue and social games segment revenue, 2010 – 2012 (USD billion)

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