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About Social Gaming
Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular across the globe. The social gaming market in the US is one of the biggest markets worldwide. Most of the vendors focus on this region for launching better and more creative games. For instance, games such as Candy Crush Saga and FIFA series immediately witnessed an increase in their gamer base following their launch on social media platforms in the US. An increasing number of people have accounts on social networking sites and other platforms, which is the primary reason for the popularity of social gaming in the US.
Technavio's analysts forecast the revenue of the social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019.
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Base Year
03.3 Vendor Segmentation
03.4 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Landscape
06.1 Market Snapshot
06.2 Market Overview
06.3 Market Size and Forecast
06.4 Five Forces Analysis
07. Market Segmentation by Revenue
07.1 Social Gaming Market in US by Revenue 2014
07.2 Time Spent on Social Games in US
07.3 Money Spent on Social Games in US
08. Market Segmentation by Number of Social Gamers
08.1 Social Gaming Market in US by Number of Social Gamers 2014-2019
08.2 Demographics
08.2.1 Social Gamers in US by Age Group
08.2.2 Education Level of Social Gamers in US
08.2.3 Income of Social Gamers in US
09. Buying Criteria
10. Market Growth Drivers
11. Drivers and their Impact
12. Market Challenges
13. Impact of Drivers and Challenges
14. Market Trends
15. Trends and their Impact
16. Vendor Landscape
16.1 Competitive Scenario
16.2 Market Share Analysis
16.3 Other Prominent Vendors
17. Key Vendor Analysis
17.1 Electronic Arts
17.1.1 Key Facts
17.1.2 Business Overview
17.1.3 Business Segmentation by Revenue 2014
17.1.4 Business Segmentation by Revenue 2013 and 2014
17.1.5 Geographical Segmentation by Revenue 2014
17.1.6 Business Strategy
17.1.7 Recent Developments
17.1.8 SWOT Analysis
17.2 King
17.2.1 Key Facts
17.2.2 Business Overview
17.2.3 Business Segmentation
17.2.4 Business Segmentation by Revenue 2012 and 2013
17.2.5 Geographical Segmentation by Revenue 2013
17.2.6 Business Strategy
17.2.7 Recent Developments
17.2.8 SWOT Analysis
17.3 Peak Games
17.3.1 Key Facts
17.3.2 Business Overview
17.3.3 Key Games
17.3.4 SWOT Analysis
17.4 Wooga
17.4.1 Key Facts
17.4.2 Business Overview
17.4.3 Key Games
17.4.4 Recent Developments
17.4.5 SWOT analysis
17.5 Zynga
17.5.1 Key Facts
17.5.2 Business Overview
17.5.3 Business Segmentation by Revenue 2013
17.5.4 Business Segmentation by Revenue 2012 and 2013
17.5.5 Geographical Segmentation by Revenue 2013
17.5.6 Business Strategy
17.5.7 Recent Developments
17.5.8 SWOT Analysis
18. Other Reports in this Series
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