Dallas, Texas (PRWEB) June 03, 2014 -- Social gaming refers to the playing of online games on social media platforms, network sites, or within social media applications. It involves playing games with family and friends. Nowadays, most of the games have some social features included in them, which has led to an increase in the number of end-users. Social games gained popularity when the social networking site, Facebook, and the popular game, Farmville, by Zynga Inc. collaborated in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular around the world. There are many drivers and positive trends influencing the growth of the Global Social Gaming market, which is expected to witness steady growth during the forecast period.
Analysts forecast the Global Social Gaming market will grow at a CAGR of 17.81 percent over the period 2013-2018.
Covered in this Report
This report covers the present scenario and the growth prospects of the Global Social Gaming market for the period 2014-2018. To calculate the market size, the report considers revenue generated through the sale of social games, virtual goods, and game apps from gaming and social media sites.
Global Social Gaming Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC region, the EMEA region, North America, and Latin America; it also covers the Global 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.
• North America
• Latin America
• Electronic Arts Inc.
• King Digital Entertainment plc
• Peak Games
• Supercell Oy
• Wooga GmbH
• Zynga Inc.
Other Prominent Vendors
• CrowdStar Inc.
• Kabam Inc.
• Playdom Inc.
• Rovio Entertainment Ltd.
• Social Point S.L.
Purchase Report at http://www.sandlerresearch.org/purchase?rname=17780. ;
Key Market Driver
• Increasing Adoption of Tablets and Smartphones.
Key Market Challenge
• Low Investor Confidence.
Key Market Trend
• Increasing Usage of Incentivized Social Video Model.
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?
• What are the strengths and weaknesses of the key vendors?
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Global MMO Game Market 2014-2018: Analysts forecast the Global MMO Game market will grow at a CAGR of 11.06 percent over the period 2013-2018.
MMO games can be classified into 15 types based on the type of game play into MMORPG, MMOBA, MMORTS, MMOFPS, MMOSG (Sports), MMOR, MMORG/MMODG, MMOMG, MMOSG (Social), MMOBBG/MMOBBRPG, MMOPG, MMOCCG, MMOARG, MMOTBSG, MMOSG (Stimulation), and MMORPG
Global Packaged Console Gaming Market 2014-2018: A video game is an electronic game that comprises a display device and platform. It works like an interactive computer with a user interface to generate the video display signal. Among the various types of video games available in the market, console and handheld games are the most popular among consumers. They are played on a device called a video game console, which is a specialized computer designed for interactive video gameplay and display. A video game console functions like a PC and is built with the same components such as a central processing unit, graphics processing unit, and random access memory. The consumer plays the game by using a controller such as a hand-held device with buttons, joysticks, or keypads. The video and sound output is delivered through a TV or a similar audiovisual system. The display, speakers, console, and controls of the console can also be incorporated into a compact object known as a handheld gaming console. The games played through the consoles come in disk format or can be downloaded or accessed directly through the console in digital format. The physical disk format of the game is known as a packaged console game.
The Global Packaged Console Game market can be divided into two segments: Home Console Games and Handheld Console Games. To calculate the market size, the report covers revenue generated by the sales of packaged games.
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Ritesh Tiwari, Sandlerresearch.org, http://www.sandlerresearch.org/, +1 (888) 391-5441, [email protected]