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Global Social Gaming Industry Market Analysis & Forecast 2018-2023

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Global Social Gaming Industry Market Analysis & Forecast 2018-2023

    Chapter 1 Social Gaming Market Overview

    • 1.1 Product Overview and Scope of Social Gaming
    • 1.2 Social Gaming Market Segmentation by Type in 2016
      • 1.2.1 Global Production Market Share of Social Gaming by Type in 2016
      • 1.2.1 Voice Social Gaming
      • 1.2.2 Video Social Gaming
      • 1.2.3 Type 3
    • 1.3 Social Gaming Market Segmentation by Application in 2016
      • 1.3.1 Social Gaming Consumption Market Share by Application in 2016
      • 1.3.2 Male
      • 1.3.3 Female
      • 1.3.4 Application 3
    • 1.4 Social Gaming Market Segmentation by Regions
      • 1.4.1 North America
      • 1.4.2 China
      • 1.4.3 Europe
      • 1.4.4 Southeast Asia
      • 1.4.5 Japan
      • 1.4.6 India
    • 1.5 Global Market Size (Value) of Social Gaming (2013-2023)
      • 1.5.1 Global Product Sales and Growth Rate (2013-2023)
      • 1.5.2 Global Product Revenue and Growth Rate (2013-2023)

    Chapter 2 Global Economic Impact on Social Gaming Industry

    • 2.1 Global Macroeconomic Environment Analysis
      • 2.1.1 Global Macroeconomic Analysis
      • 2.1.2 Global Macroeconomic Environment Development Trend
    • 2.2 Global Macroeconomic Environment Analysis by Regions

    Chapter 3 Global Social Gaming Market Competition by Manufacturers

    • 3.1 Global Social Gaming Production and Share by Manufacturers (2016 and 2017)
    • 3.2 Global Social Gaming Revenue and Share by Manufacturers (2016 and 2017)
    • 3.3 Global Social Gaming Average Price by Manufacturers (2016 and 2017)
    • 3.4 Manufacturers Social Gaming Manufacturing Base Distribution, Production Area and Product Type
    • 3.5 Social Gaming Market Competitive Situation and Trends
      • 3.5.1 Social Gaming Market Concentration Rate
      • 3.5.2 Social Gaming Market Share of Top 3 and Top 5 Manufacturers
      • 3.5.3 Mergers & Acquisitions, Expansion

    Chapter 4 Global Social Gaming Production, Revenue (Value) by Region (2013-2018)

    • 4.1 Global Social Gaming Production by Region (2013-2018)
    • 4.2 Global Social Gaming Production Market Share by Region (2013-2018)
    • 4.3 Global Social Gaming Revenue (Value) and Market Share by Region (2013-2018)
    • 4.4 Global Social Gaming Production, Revenue, Price and Gross Margin (2013-2018)
    • 4.5 North America Social Gaming Production, Revenue, Price and Gross Margin (2013-2018)
      • 4.5.1 North AmericaSocial GamingProduction and Market Share by Manufacturers
      • 4.5.2 North AmericaSocial GamingProduction and Market Share by Type
      • 4.5.3 North AmericaSocial GamingProduction and Market Share by Application
    • 4.6 Europe Social Gaming Production, Revenue, Price and Gross Margin (2013-2018)
      • 4.6.1 EuropeSocial GamingProduction and Market Share by Manufacturers
      • 4.6.2 Europe Social Gaming Production and Market Share by Type
      • 4.6.3 Europe Social Gaming Production and Market Share by Application
    • 4.7 China Social Gaming Production, Revenue, Price and Gross Margin (2013-2018)
      • 4.7.1 ChinaSocial GamingProduction and Market Share by Manufacturers
      • 4.7.2 China Social Gaming Production and Market Share by Type
      • 4.7.3 China Social Gaming Production and Market Share by Application
    • 4.8 Japan Social Gaming Production, Revenue, Price and Gross Margin (2013-2018)
      • 4.8.1 Japan Social Gaming Production and Market Share by Manufacturers
      • 4.8.2 Japan Social Gaming Production and Market Share by Type
      • 4.8.3 Japan Social Gaming Production and Market Share by Application
    • 4.9 Southeast Asia Social Gaming Production, Revenue, Price and Gross Margin (2013-2018)
      • 4.9.1 Southeast Asia Social Gaming Production and Market Share by Manufacturers
      • 4.9.2 Southeast Asia Social Gaming Production and Market Share by Type
      • 4.9.3 Southeast Asia Social Gaming Production and Market Share by Application
    • 4.10 India Social Gaming Production, Revenue, Price and Gross Margin (2013-2018)
      • 4.10.1 India Social Gaming Production and Market Share by Manufacturers
      • 4.10.2 India Social Gaming Production and Market Share by Type
      • 4.10.3 India Social Gaming Production and Market Share by Application

    Chapter 5 Global Social Gaming Supply (Production), Consumption, Export, Import by Regions (2013-2018)

    • 5.1 Global Social Gaming Consumption by Regions (2013-2018)
    • 5.2 North America Social Gaming Production, Consumption, Export, Import by Regions (2013-2018)
    • 5.3 Europe Social Gaming Production, Consumption, Export, Import by Regions (2013-2018)
    • 5.4 China Social Gaming Production, Consumption, Export, Import by Regions (2013-2018)
    • 5.5 Japan Social Gaming Production, Consumption, Export, Import by Regions (2013-2018)
    • 5.6 Southeast Asia Social Gaming Production, Consumption, Export, Import by Regions (2013-2018)
    • 5.7 India Social Gaming Production, Consumption, Export, Import by Regions (2013-2018)

    Chapter 6 Global Social Gaming Production, Revenue (Value), Price Trend by Type

    • 6.1 Global Social Gaming Production and Market Share by Type (2013-2018)
    • 6.2 Global Social Gaming Revenue and Market Share by Type (2013-2018)
    • 6.3 Global Social Gaming Price by Type (2013-2018)
    • 6.4 Global Social Gaming Production Growth by Type (2013-2018)

    Chapter 7 Global Social Gaming Market Analysis by Application

    • 7.1 Global Social Gaming Consumption and Market Share by Application (2013-2018)
    • 7.2 Global Social Gaming Revenue and Market Share by Type (2013-2018)
    • 7.3 Global Social Gaming Consumption Growth Rate by Application (2013-2018)
    • 7.4 Market Drivers and Opportunities
      • 7.4.1 Potential Applications
      • 7.4.2 Emerging Markets/Countries

    Chapter 8 Global Social Gaming Manufacturers Analysis

    • 8.1 Activision Blizzard
      • 8.1.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.1.2 Product Type, Application and Specification
      • 8.1.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.1.4 Business Overview
    • 8.2 Electronic Arts
      • 8.2.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.2.2 Product Type, Application and Specification
      • 8.2.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.2.4 Business Overview
    • 8.3 King Digital Entertainment
      • 8.3.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.3.2 Product Type, Application and Specification
      • 8.3.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.3.4 Business Overview
    • 8.4 Supercell
      • 8.4.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.4.2 Product Type, Application and Specification
      • 8.4.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.4.4 Business Overview
    • 8.5 Behaviour Interactive
      • 8.5.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.5.2 Product Type, Application and Specification
      • 8.5.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.5.4 Business Overview
    • 8.6 Wooga
      • 8.6.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.6.2 Product Type, Application and Specification
      • 8.6.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.6.4 Business Overview
    • 8.7 Zynga
      • 8.7.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.7.2 Product Type, Application and Specification
      • 8.7.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.7.4 Business Overview
    • 8.8 Etermax
      • 8.8.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.8.2 Product Type, Application and Specification
      • 8.8.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.8.4 Business Overview
    • 8.9 Peak Games
      • 8.9.1 Company Basic Information, Manufacturing Base and Competitors
      • 8.9.2 Product Type, Application and Specification
      • 8.9.3 Production, Revenue, Price and Gross Margin (2013-2018)
      • 8.9.4 Business Overview

      Chapter 9 Social Gaming Manufacturing Cost Analysis

      • 9.1 Social Gaming Key Raw Materials Analysis
        • 9.1.1 Key Raw Materials
        • 9.1.2 Price Trend of Key Raw Materials
        • 9.1.3 Key Suppliers of Raw Materials
        • 9.1.4 Market Concentration Rate of Raw Materials
      • 9.2 Proportion of Manufacturing Cost Structure
        • 9.2.1 Raw Materials
        • 9.2.2 Labor Cost
        • 9.2.3 Manufacturing Expenses
      • 9.3 Manufacturing Process Analysis of Social Gaming

      Chapter 10 Industrial Chain, Sourcing Strategy and Downstream Buyers

      • 10.1 Social Gaming Industrial Chain Analysis
      • 10.2 Upstream Raw Materials Sourcing
      • 10.3 Raw Materials Sources of Social Gaming Major Manufacturers in 2016
      • 10.4 Downstream Buyers

      Chapter 11 Marketing Strategy Analysis, Distributors/Traders

      • 11.1 Marketing Channel
        • 11.1.1 Direct Marketing
        • 11.1.2 Indirect Marketing
        • 11.1.3 Marketing Channel Development Trend
      • 11.2 Market Positioning
        • 11.2.1 Pricing Strategy
        • 11.2.2 Brand Strategy
        • 11.2.3 Target Client
      • 11.3 Distributors/Traders List

      Chapter 12 Market Effect Factors Analysis

      • 12.1 Technology Progress/Risk
        • 12.1.1 Substitutes Threat
        • 12.1.2 Technology Progress in Related Industry
      • 12.2 Consumer Needs/Customer Preference Change
      • 12.3 Economic/Political Environmental Change

      Chapter 13 Global Social Gaming Market Forecast (2018-2023)

      • 13.1 Global Social Gaming Production, Revenue Forecast (2018-2023)
      • 13.2 Global Social Gaming Production, Consumption Forecast by Regions (2018-2023)
      • 13.3 Global Social Gaming Production Forecast by Type (2018-2023)
      • 13.4 Global Social Gaming Consumption Forecast by Application (2018-2023)
      • 13.5 Social Gaming Price Forecast (2018-2023)

      Chapter 14 Appendix

      In the Global Social Gaming Industry Market Analysis & Forecast 2018-2023, the revenue is valued at USD XX million in 2017 and is expected to reach USD XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023. The production is estimated at XX million in 2017 and is forecasted to reach XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023.
      It covers Regional Segment Analysis, Type, Appliction, Major Manufactures, Industry Chain Analysis, Competitive Insights and Macroeconomic Analysis.
      Global Social Gaming Market: Regional Segment Analysis
      North America
      Europe
      China
      Japan
      Southeast Asia
      India

      The Major players reported in the market include:
      Activision Blizzard
      Electronic Arts
      King Digital Entertainment
      Supercell
      Behaviour Interactive
      Wooga
      Zynga
      Etermax
      Peak Games
      ...

      Global Social Gaming Market: Product Segment Analysis
      Voice Social Gaming
      Video Social Gaming
      Type 3

      Global Social Gaming Market: Application Segment Analysis
      Male
      Female
      Application 3

      Reasons for Buying this Report
      This report provides pin-point analysis for changing competitive dynamics
      It provides a forward looking perspective on different factors driving or restraining market growth
      It provides a six-year forecast assessed on the basis of how the market is predicted to grow
      It helps in understanding the key product segments and their future
      It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors
      It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments

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