US Social Gaming Market 2012-2016 : Industry Shares, Size, Trend, Analysis, and Forecasts to 2016 Report Available Online by Researchmoz.us
Albany, NewYork (PRWEB) November 14, 2013 -- Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming devices could pose a challenge to the growth of this market.
Full report with TOC @ http://www.researchmoz.us/social-gaming-market-in-the-us-2012-2016-report.html.
1. Executive Summary
2. Scope of the Report
2.1 Market Overview
2.2 Product Offerings
3. Market Research Methodology
3.1 Market Research Process
3.2 Research Design
3.3 Research Methodology
4. List of Abbreviations
5. Introduction
6. Market Landscape
6.1 Market Overview
6.2 Market Size and Forecast
6.3 Five Forces Analysis
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TechNavio's report, the Social Gaming Market in the US 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the US; it also covers the Social Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
The key vendors dominating this market space are Zynga Inc., Midasplayer.com Ltd. (King), wooga GmbH, Social Point S.L., and Electronic Arts Inc. (EA).
Other vendors mentioned in the report are Arkadium Inc., DeNA Co. Ltd., Fun Technologies Inc., GREE Inc., Peak Games, Playdom Inc., Pretty Simple Games, and PopCap Games Inc.
Key questions answered in this report:
What will the market size be in 2016 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?
What are the strengths and weaknesses of the key vendors?
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List of Exhibit
Exhibit 1: Market Research Methodology
Exhibit 2: Social Gaming Market in the US
Exhibit 3: Social Gaming Market in the US 2012-2016 (US$ billion)
Exhibit 4: Social Gaming Market in the US by Revenue Model 2012
Exhibit 5: Time Spent on Games by the Gamers in the Gaming Market in the US 2012
Exhibit 6: Money Spent on Games by the Gamers in the Gaming Market in the US 2012
Related Report
Social Gaming Market Entry and Success Strategy Analysis 2013
The significant rise (http://www.researchmoz.us/social-gaming-market-entry-and-success-strategy-analysis-2013-report.html) of social networks has created a springboard for the social gaming segment of the entertainment industry. Gaming is becoming increasingly compelling thanks to various enhancements such as the addition of socially playable and sharable features within games, which have gradually become common characteristics.While generally a lucrative segment, the industry has its own challenges including short-term focus, low user retention, high CPA & OPEX, low ARPPU, and fragmented platforms.
Advanced Analytics in the Social Gaming Industry 2012
Advanced gaming analytics (http://www.researchmoz.us/advanced-analytics-in-the-social-gaming-industry-2012-report.html) help social gaming companies improve their understanding of game-related data and use this understanding to gain insights into consumer behavior. These insights also help companies deal with a varied range of areas that have significant potential to enhance gaming success. They also provide companies with a better understanding about why users quit a certain game, and help them find other players that are likely to abandon the game. Using these insights, gaming companies can develop retention strategies before players quit their game, and this in turn optimizes ad-generated interaction and in-game virtual goods sales.
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