Report Detail

Service & Software Global Social Gaming Market Size, Status and Forecast 2019-2025

  • RnM3475788
  • |
  • 07 July, 2020
  • |
  • Global
  • |
  • 130 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Social Gaming market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Social Gaming market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

The key players covered in this study
Activision Blizzard
Electronic Arts
King Digital Entertainment
Supercell
Behaviour Interactive
Wooga
Zynga
Etermax
Peak Games
Tencent
TinyCo
Gameloft
CrowdStar
Aeria Games GmbH
DeNA Co., Ltd

Market segment by Type, the product can be split into
Voice Social Gaming
Video Social Gaming
Market segment by Application, split into
Male
Female

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Social Gaming Revenue
  • 1.4 Market by Type
    • 1.4.1 Global Social Gaming Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Voice Social Gaming
    • 1.4.3 Video Social Gaming
  • 1.5 Market by Application
    • 1.5.1 Global Social Gaming Market Share by Application: 2020 VS 2026
    • 1.5.2 Male
    • 1.5.3 Female
  • 1.6 Study Objectives
  • 1.7 Years Considered

2 Global Growth Trends

  • 2.1 Global Social Gaming Market Perspective (2015-2026)
  • 2.2 Global Social Gaming Growth Trends by Regions
    • 2.2.1 Social Gaming Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Social Gaming Historic Market Share by Regions (2015-2020)
    • 2.2.3 Social Gaming Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Social Gaming Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Social Gaming Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Social Gaming Players by Market Size
    • 3.1.1 Global Top Social Gaming Players by Revenue (2015-2020)
    • 3.1.2 Global Social Gaming Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Social Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Social Gaming Market Concentration Ratio
    • 3.2.1 Global Social Gaming Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Social Gaming Revenue in 2019
  • 3.3 Social Gaming Key Players Head office and Area Served
  • 3.4 Key Players Social Gaming Product Solution and Service
  • 3.5 Date of Enter into Social Gaming Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Market Size by Type (2015-2026)

  • 4.1 Global Social Gaming Historic Market Size by Type (2015-2020)
  • 4.2 Global Social Gaming Forecasted Market Size by Type (2021-2026)

5 Market Size by Application (2015-2026)

  • 5.1 Global Social Gaming Market Size by Application (2015-2020)
  • 5.2 Global Social Gaming Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Social Gaming Market Size (2015-2020)
  • 6.2 Social Gaming Key Players in North America (2019-2020)
  • 6.3 North America Social Gaming Market Size by Type (2015-2020)
  • 6.4 North America Social Gaming Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Social Gaming Market Size (2015-2020)
  • 7.2 Social Gaming Key Players in Europe (2019-2020)
  • 7.3 Europe Social Gaming Market Size by Type (2015-2020)
  • 7.4 Europe Social Gaming Market Size by Application (2015-2020)

8 China

  • 8.1 China Social Gaming Market Size (2015-2020)
  • 8.2 Social Gaming Key Players in China (2019-2020)
  • 8.3 China Social Gaming Market Size by Type (2015-2020)
  • 8.4 China Social Gaming Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Social Gaming Market Size (2015-2020)
  • 9.2 Social Gaming Key Players in Japan (2019-2020)
  • 9.3 Japan Social Gaming Market Size by Type (2015-2020)
  • 9.4 Japan Social Gaming Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Social Gaming Market Size (2015-2020)
  • 10.2 Social Gaming Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Social Gaming Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Social Gaming Market Size by Application (2015-2020)

11 India

  • 11.1 India Social Gaming Market Size (2015-2020)
  • 11.2 Social Gaming Key Players in India (2019-2020)
  • 11.3 India Social Gaming Market Size by Type (2015-2020)
  • 11.4 India Social Gaming Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Social Gaming Market Size (2015-2020)
  • 12.2 Social Gaming Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Social Gaming Market Size by Type (2015-2020)
  • 12.4 Central & South America Social Gaming Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Activision Blizzard
    • 13.1.1 Activision Blizzard Company Details
    • 13.1.2 Activision Blizzard Business Overview
    • 13.1.3 Activision Blizzard Social Gaming Introduction
    • 13.1.4 Activision Blizzard Revenue in Social Gaming Business (2015-2020))
    • 13.1.5 Activision Blizzard Recent Development
  • 13.2 Electronic Arts
    • 13.2.1 Electronic Arts Company Details
    • 13.2.2 Electronic Arts Business Overview
    • 13.2.3 Electronic Arts Social Gaming Introduction
    • 13.2.4 Electronic Arts Revenue in Social Gaming Business (2015-2020)
    • 13.2.5 Electronic Arts Recent Development
  • 13.3 King Digital Entertainment
    • 13.3.1 King Digital Entertainment Company Details
    • 13.3.2 King Digital Entertainment Business Overview
    • 13.3.3 King Digital Entertainment Social Gaming Introduction
    • 13.3.4 King Digital Entertainment Revenue in Social Gaming Business (2015-2020)
    • 13.3.5 King Digital Entertainment Recent Development
  • 13.4 Supercell
    • 13.4.1 Supercell Company Details
    • 13.4.2 Supercell Business Overview
    • 13.4.3 Supercell Social Gaming Introduction
    • 13.4.4 Supercell Revenue in Social Gaming Business (2015-2020)
    • 13.4.5 Supercell Recent Development
  • 13.5 Behaviour Interactive
    • 13.5.1 Behaviour Interactive Company Details
    • 13.5.2 Behaviour Interactive Business Overview
    • 13.5.3 Behaviour Interactive Social Gaming Introduction
    • 13.5.4 Behaviour Interactive Revenue in Social Gaming Business (2015-2020)
    • 13.5.5 Behaviour Interactive Recent Development
  • 13.6 Wooga
    • 13.6.1 Wooga Company Details
    • 13.6.2 Wooga Business Overview
    • 13.6.3 Wooga Social Gaming Introduction
    • 13.6.4 Wooga Revenue in Social Gaming Business (2015-2020)
    • 13.6.5 Wooga Recent Development
  • 13.7 Zynga
    • 13.7.1 Zynga Company Details
    • 13.7.2 Zynga Business Overview
    • 13.7.3 Zynga Social Gaming Introduction
    • 13.7.4 Zynga Revenue in Social Gaming Business (2015-2020)
    • 13.7.5 Zynga Recent Development
  • 13.8 Etermax
    • 13.8.1 Etermax Company Details
    • 13.8.2 Etermax Business Overview
    • 13.8.3 Etermax Social Gaming Introduction
    • 13.8.4 Etermax Revenue in Social Gaming Business (2015-2020)
    • 13.8.5 Etermax Recent Development
  • 13.9 Peak Games
    • 13.9.1 Peak Games Company Details
    • 13.9.2 Peak Games Business Overview
    • 13.9.3 Peak Games Social Gaming Introduction
    • 13.9.4 Peak Games Revenue in Social Gaming Business (2015-2020)
    • 13.9.5 Peak Games Recent Development
  • 13.10 Tencent
    • 13.10.1 Tencent Company Details
    • 13.10.2 Tencent Business Overview
    • 13.10.3 Tencent Social Gaming Introduction
    • 13.10.4 Tencent Revenue in Social Gaming Business (2015-2020)
    • 13.10.5 Tencent Recent Development
  • 13.11 TinyCo
    • 10.11.1 TinyCo Company Details
    • 10.11.2 TinyCo Business Overview
    • 10.11.3 TinyCo Social Gaming Introduction
    • 10.11.4 TinyCo Revenue in Social Gaming Business (2015-2020)
    • 10.11.5 TinyCo Recent Development
  • 13.12 Gameloft
    • 10.12.1 Gameloft Company Details
    • 10.12.2 Gameloft Business Overview
    • 10.12.3 Gameloft Social Gaming Introduction
    • 10.12.4 Gameloft Revenue in Social Gaming Business (2015-2020)
    • 10.12.5 Gameloft Recent Development
  • 13.13 CrowdStar
    • 10.13.1 CrowdStar Company Details
    • 10.13.2 CrowdStar Business Overview
    • 10.13.3 CrowdStar Social Gaming Introduction
    • 10.13.4 CrowdStar Revenue in Social Gaming Business (2015-2020)
    • 10.13.5 CrowdStar Recent Development
  • 13.14 Aeria Games GmbH
    • 10.14.1 Aeria Games GmbH Company Details
    • 10.14.2 Aeria Games GmbH Business Overview
    • 10.14.3 Aeria Games GmbH Social Gaming Introduction
    • 10.14.4 Aeria Games GmbH Revenue in Social Gaming Business (2015-2020)
    • 10.14.5 Aeria Games GmbH Recent Development
  • 13.15 DeNA Co., Ltd
    • 10.15.1 DeNA Co., Ltd Company Details
    • 10.15.2 DeNA Co., Ltd Business Overview
    • 10.15.3 DeNA Co., Ltd Social Gaming Introduction
    • 10.15.4 DeNA Co., Ltd Revenue in Social Gaming Business (2015-2020)
    • 10.15.5 DeNA Co., Ltd Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on Social Gaming. Industry analysis & Market Report on Social Gaming is a syndicated market report, published as Global Social Gaming Market Size, Status and Forecast 2019-2025. It is complete Research Study and Industry Analysis of Social Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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