Social Gaming Market in the APAC to Grow at 22.9% CAGR by 2018 Forecasts a New Research Report at ReportsnReports.com

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Social Gaming Market in the APAC Region 2014-2018 is a new market research report added to ReportsnReports.com store.

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Regional and global partnerships in the market have increased to enable efficient handling of difficult market conditions and localization of products. Moreover, Cross-platform games are being developed in the region.

Analysts forecast the Social Gaming market in the APAC region to grow at a CAGR of 22.9 percent over the period 2013-2018. According to the report, considering the high popularity of the freemium model, to cater to price-sensitive consumers, game vendors are increasingly adopting this model by providing games for free but charging for in-game purchases.

Social gaming refers to the activity of playing games on social media platforms, networking sites, or within social media applications as a form of social interaction. Social games have features such as the ability to play with connected friends and chat with other players, which has led to an increase in the popularity of social gaming. The popularity of social media sites in the APAC region has contributed to the growth of the Social Gaming market in this region. There are many drivers and positive trends influencing the growth of the Social Gaming market in the APAC region.

This report covers the present scenario and the growth prospects of the Social Gaming market in the APAC region for the period 2014-2018. To calculate the market size, the report considers the revenue generated through the following:

  •     Game Subscriptions
  •     Virtual Goods

Revenues generated by the market vendors through advertisements are not considered for calculating the market size.

The Social Gaming Market in the APAC Region 2014-2018 has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC region; it also covers the landscape of the Social Gaming market in the APAC region and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

The report recognizes the following companies as the key players in the Social Gaming Market in the APAC Region: GungHo Online Entertainment Inc., King Digital Entertainment plc, Rekoo, Tencent Holdings Ltd. and Zynga Inc.

Other Prominent Vendors in the market are: CrowdStar, DeNA, Gameloft, GREE, Halfbrick, Kabam and PapayaMobile.

Order a copy of this report at (Prices start at US$2500 for a single user PDF) http://www.reportsnreports.com/purchase.aspx?name=297765.

Market Driver

  •     Popularity of Freemium Business Model
  •     For a full, detailed list, view our report

Market Trend

  •     Increased Regional and Global Partnerships
  •     For a full, detailed list, view our report

Further, the report states that catering to a diverse customer base is a difficult task. The APAC region is diverse in all aspects such as language, technology, culture, and social conditions, making it difficult for vendors to penetrate into markets other than their home countries.

Key Questions Answered in this Report

  •     What will the market size be in 2018 and what will the growth rate be?
  •     What are the key market trends?
  •     What is driving this market?
  •     What are the challenges to market growth?
  •     Who are the key vendors in this market space?
  •     What are the market opportunities and threats faced by the key vendors?

List of Exhibits:
Exhibit 1: Market Research Methodology
Exhibit 2: Doing Business Index
Exhibit 3: Internet Users in the APAC Region
Exhibit 4: Revenue Generation Model 2013
Exhibit 5: Social Gaming Market in the APAC Region 2013-2018 (US$ billion)
Exhibit 6: Social Media Users in the APAC Region (MAU December 2013)
Exhibit 7: Gungho Online Entertainment: Business Segmentation 2013
Exhibit 8: King Digital Entertainment: Business Segmentation 2013
Exhibit 9: King Digital Entertainment: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 10: King Digital Entertainment: Geographical Segmentation by Revenue 2013
Exhibit 11: Rekoo: Product Segmentation 2013
Exhibit 12: Reckoo: Geographical Segmentation by Revenue 2013
Exhibit 13: Tencent: Business Segmentation by Revenue 2013
Exhibit 14: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 15: Tencent: Geographical Segmentation by Revenue 2013
Exhibit 16: Zynga : Business Segmentation by Revenue 2013
Exhibit 17: Zynga : Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 18: Zynga : Geographical Segmentation by Revenue 2013

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Ritesh Tiwari
@marketsreports
since: 06/2010
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