Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019
M2 - Wed Apr 30, 6:46AM CDT
Research and Markets (http://www.researchandmarkets.com/research/ss9n7p/social_gaming) has announced the addition of the "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019" report to their offering. Driven by continuous growth in sales of smartphones, tablets and others mobile devices, global market for social gaming was valued at USD 5.40 billion in 2012 and is expected to reach USD 17.40 billion by 2019, growing at a CAGR of 16.1% during the forecast period from 2013 to 2019. Individuals and console based game manufacturers and designers have started recognizing the potential and importance of social networking sites, which is in turn, contributing to the growth of social games. People have always been attracted to video games and these console based games come at prices that is not affordable by common man. Today's generation spend their time on Facebook, Twitter and MySpace among others to socialize with family and friends. During their time on the web, the users spend over 50% of their time on social games competing with friends and colleagues. Many of the game developers are now looking to tap the social media market and develop games for the social networking sites. On an average 200 million active users play games online and it expected to increase with each passing year. With the increase in social network users the number of people likely to sign up for social games is expected to increase. The number of monthly active users in 2012 was approximately over 200 million and it expected to double by 2019. Social game publishers are in a constant mode for development and redesigning the games as users tend to get bored by playing the same game over and over again. To meet the demands of the users, organizations are designing games of different genre such as casino games, virtual villages, sport role playing games, social role playing games and ownership games among others. Casino and virtual village games are quite popular among the gamers. The growth of social games can be attributed to the growing demand of smartphones and tablets in the market. The ever increasing demand of the mobile devices has made the social game developers rework their strategies and they are now designing games that can be played on these devices. The growth in the internet subscribers has also contributed to the growth of the social game users. It is expected that in 2014 one third of internet users are likely to take to social gaming. Another factor resulting in the growth social gaming market is free cost of the games on the net. Scope of the Report By revenue generation - Virtual goods - Advertisements - Lead generation offers - By Gender - Male - Female By age group - 13 - 18 years - 19 - 25 years - 26 - 35 years - 36 - 45 years - 46 years Key Topics Covered: Chapter 1 Preface Chapter 2 Executive Summary Chapter 3 Market Overview Chapter 4 Social gaming Market Analysis, by Segment Chapter 5 Social gaming Market Analysis, by Gender Chapter 6 Social Gaming Market Analysis, by Age Group Chapter 7 Social gaming Market Analysis, By Geography Chapter 8 Company Profiles - Booyah Inc. - CrowdStar - Electronic Arts, Inc. - King - Renren Inc. - RockYou - Rovio Entertainment Limited - Social Point - Tencent Holdings Ltd. - Wooga GmbH - Zynga, Inc For more information visit http://www.researchandmarkets.com/research/ss...ial_gaming
China Targets U.S.-Listed Sina in Porn Sting
at The Street - Mon Apr 28, 8:39AM CDT
Sina gets hit for second time in two years. Will there be any long-lasting effects?
New Launches, Acquisitions, Appointments, Partnerships, and Conference Call Schedules - Analyst Notes on King, Live Nation Entertainment, PRA, IMAX and MIC
PR Newswire - Wed Apr 23, 7:00AM CDT
Today, Analysts Review released its analysts' notes regarding King Digital Entertainment plc (NYSE: KING), Live Nation Entertainment, Inc. (NYSE: LYV), Portfolio Recovery Associates Inc. (NASDAQ: PRAA), IMAX Corporation (NYSE: IMAX) and Macquarie Infrastructure Company LLC (NYSE: MIC). Private wealth members receive these notes ahead of publication. To reserve complementary membership, limited openings are available at: http://www.analystsreview.com/1449-100free.
King and Tencent Announce the Launch of Candy Crush Saga in China
PR Newswire - Wed Apr 16, 2:22AM CDT
King Digital Entertainment plc (NYSE: KING), the leading interactive entertainment company for the mobile world, today announced it will launch a Chinese version of its wildly popular Candy Crush Saga game for the Chinese market exclusively with Tencent Holdings Limited ("Tencent", SEHK stock code: 00700), a leading provider of comprehensive Internet services in China.
Tencent Holdings Has Returned 8.1% Since SmarTrend Recommendation (TCTZF)
Comtex SmarTrend(R) - Wed Apr 09, 9:16AM CDT
SmarTrend identified a Downtrend for Tencent Holdings (NASDAQ:TCTZF) on March 14th, 2014 at $72.58. In approximately 4 weeks, Tencent Holdings has returned 8.10% as of today's recent price of $66.70.
E-House and Tencent Announce Tencent's Strategic Investment in Leju
PR Newswire - Fri Mar 21, 7:39AM CDT
E-House (China) Holdings Limited ("E-House"
Tencent Announces 2013 Fourth Quarter and Annual Results
PR Newswire - Wed Mar 19, 6:45AM CDT
Tencent Holdings Limited ("Tencent" or the "Company", SEHK 00700), a leading provider of comprehensive Internet services in China, today announced the unaudited consolidated results for the fourth quarter of 2013 and audited consolidated results for the year ended December 31, 2013.
Why Don't Chinese Companies Like Chinese Investors?
at The Street - Mon Mar 17, 8:27AM CDT
The Internet companies that matter most in China are out of reach for the country's retail stock investors.
Shares of TCTZF Up 37.6% Since Uptrend Call on Shares
Comtex SmarTrend(R) - Thu Mar 13, 9:51AM CDT
SmarTrend identified an Uptrend for Tencent Holdings (NASDAQ:TCTZF) on November 18th, 2013 at $55.75. In approximately 4 months, Tencent Holdings has returned 37.61% as of today's recent price of $76.72.
E-House Subsidiary Leju Signs Strategic Cooperation Agreement with Tencent
PR Newswire - Mon Mar 10, 6:18AM CDT
E-House (China) Holdings Limited ("E-House" or the "Company"
Tencent Holdings Shares Up 44.7% Since SmarTrend's Buy Recommendation (TCTZF)
Comtex SmarTrend(R) - Thu Mar 06, 9:14AM CST
SmarTrend identified an Uptrend for Tencent Holdings (NASDAQ:TCTZF) on November 18th, 2013 at $55.75. In approximately 4 months, Tencent Holdings has returned 44.66% as of today's recent price of $80.65.
Global Virtual Currency Market 2014-2018: Gamification Market Valued at US$0.55 Billion and is Expected to Reach US$4.35 Billion by 2018
M2 - Thu Feb 27, 10:39AM CST
Research and Markets (http://www.researchandmarkets.com/research/r8lzsr/global_virtual) has announced the addition of the "Global Virtual Currency Market 2014-2018" report to their offering. The analysts forecast the Global Virtual Currency market to grow at a CAGR of 8.52 percent over the period 2013-2018. One of the key factors contributing to this market growth is the increasing usage of social media and online games. The global virtual currency market has also been witnessing the increasing adoption of gamification. However, the increase in cyber threats could pose a challenge to the growth of this market. Key vendors dominating this space are DeNA Co., Ltd., Facebook Inc., Gree Inc., and Zynga Inc. Other vendors mentioned in the report are CrowdStar Inc., Electronic Arts Inc., Kabam Inc., King.com, Playdom, Inc., Rovio Entertainment Ltd., Tencent Holdings Ltd., TinyCo., and Wooga GmbH. Commenting on the report, an analyst from the team said: Gamification involves the use of gaming mechanics and principles in the field of learning. There is an increased interest from the Corporate sectors in adopting games in the learning process. These provide learners with interactive media, animated videos, competition among colleagues, and, most importantly, learning scenarios. Gamification helps users improve their problem solving and negotiation skills, analytical skills, strategic thinking, attention, cognition, teamwork, and creativity. Also, games increase learner engagement and readers apply these acquired skills in their job instantly. Further, this trend is responsible for maintaining the attrition level in companies since it engages the employees and makes learning more interesting. This has led to an increase in the purchase of virtual currency among corporates that are using it to upgrade levels and purchase other add-ons. Some of the popular games include Math Blaster, Candy Crush Saga, FarmVille, Mavis Beacon Teaches Typing, Oregon Trail, Jeopardy, and many more. The increasing adoption of gamification is a new trend that is expected to have a positive impact on the market during the forecast period. For more information visit http://www.researchandmarkets.com/research/r8...al_virtual About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
Chengdu Leads A New Round Of Investment In Western China
PR Newswire Europe - Wed Feb 26, 11:38PM CST
Is western China only capable of undertaking labor-intensive manufacturing from southern and eastern Chinese cities? With China's growth slowing, will the global investment to the inland west shrink? During the upcoming CPC and CPPCC sessions, Chengdu, capital of Sichuan province in southwestern China answers these questions.
Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019 Report
M2 - Tue Feb 25, 5:25AM CST
Research and Markets (http://www.researchandmarkets.com/research/6f9526/social_gaming) has announced the addition of the "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019" report to their offering. Social games are gaining popularity and witnessing increased demand across different application sectors such as web, smartphones, tablets and phablets among others. The demand for these games is expected to see robust growth in the forecasted period. This is due to the free availability of the games and increase in sale of smartphones. The social gaming market is expected to emerge as a supplement for games that are played on Xboxes and Playstation. Smartphones with enhanced operating system and features are expected to support high end games. The smartphone market has seen tremendous growth in the last few years and has strongly influenced the social gaming market. This trend is expected to continue throughout the forecast period. This report has been segmented by type, application, and geography. The study also includes the drivers, restraints, and opportunities (DROs), and value chain of the social gaming market. In addition, the forecast from 2013 to 2019 has been also covered with current and future trends that are expected to impact demand. By geography, the market has been segmented into North America, Europe, Asia Pacific, and RoW. The present market size and forecast until 2019 have been provided in the report along with the detailed analysis and opportunities in these regions. The report also analyzes macro economic factors influencing and inhibiting the growth of the market. Porter's five forces analysis offers insights on market competition throughout its value chain. In addition, the market attractiveness analysis provided in the report highlights key investing areas in this industry. The report will help manufacturers, suppliers, and distributors to understand the present and future trends in this market and formulate their strategies accordingly. Key Topics Covered: Preface Executive Summary Market Overview Social gaming Market Analysis, by Segment Social gaming Market Analysis, by Gender Social Gaming Market Analysis, by Age Group Social gaming Market Analysis, By Geography Company Profiles List of Figures List of Tables Companies Mentioned - Booyah Inc. - CrowdStar - Electronic Arts, Inc. - King - Renren Inc. - RockYou - Rovio Entertainment Limited - Social Point - Tencent Holdings Ltd. - Wooga GmbH - Zynga, Inc For more information visit http://www.researchandmarkets.com/research/6f...ial_gaming About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
Location-based Service (LBS) Market in China 2012-2016: Increasing Focus of Mobile Service Providers on Value-Added Services Driving the Growth of LBS Market in China
M2 - Thu Feb 13, 4:25AM CST
Research and Markets (http://www.researchandmarkets.com/research/4z85cz/locationbased) has announced the addition of the "Location-based Service (LBS) Market in China 2012-2016" report to their offering. The analysts forecast the Location-based Service (LBS) market in China to grow at a CAGR of 25.93 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increasing adoption of mobile broadband. The LBS market in China has also been witnessing the growing use of mobile LBS. However, the increasing concern over privacy of the users could pose a challenge to the growth of this market. The key vendors dominating this market space are AutoNavi Holdings Ltd., NavInfo Co. Ltd., Digu.com, Jiepang Api, Qieke.com, and Kaikai.com. The other vendors mentioned in the report are Bafang, Baidu Inc., Guantu, Maopao Community, NetEase Inc., PDAger Technology, Sifang, Sina Corp., Telenav Inc., Tencent Holdings Ltd., Tiros Technology, VLD, and Weibo.com. Commenting on the report, an analyst from the team said: The increasing popularity of triple-play services is an emerging trend in the LBS market in China. China rolled out its national triple network project in 2010 and is expected to complete the project by 2015. With the increasing adoption of GPS-enabled smartphones and mobile broadband services, mobile LBS is fast gaining popularity in China. For instance, enterprises are increasingly adopting location-based advertising services to attract customers. Using LBS-enabled smartphones, customers can view advertisements specific to their current location provided by these enterprises. Further, with the emergence of LBS, social networking, and online mapping service providers are finding newer and better opportunities. For instance, the mobile internet service providers in China are using LBS to make mobile social networking and blogging more attractive to its consumers. For more information visit http://www.researchandmarkets.com/research/4z...ationbased About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
China's Internet Giants Vie to Win Income From Mobile Games
at The Street - Fri Jan 31, 5:00AM CST
China's rabid gamers may not notice the accumulating charges on their cellphones, but the nation's top mobile Internet companies do.
LBS Market in APAC 2014-2018: One of the Major Challenges is the Lack of Knowledge about LBS among Enterprises and Individual Consumers
M2 - Wed Jan 22, 4:13AM CST
Research and Markets (http://www.researchandmarkets.com/research/l85k8z/lbs_market_in) has announced the addition of the "LBS Market in APAC 2014-2018" report to their offering. The analysts forecast the LBS market in APAC region to grow at a CAGR of 32.98 percent over the period 2013-2018. One of the key factors contributing to this market growth is the increasing adoption of location-enabled devices in China and Southeast Asian countries. The LBS market in the APAC region has also been witnessing the increasing demand for free LBS applications. However, the lack of knowledge about LBS among users could pose a challenge to the growth of this market. Key vendors dominating this space are Adnear, AutoNavi Holdings Ltd., Google Inc., Jiepang API, Mapmyindia, NavInfo Co. Ltd., HERE (Nokia Corp.), TeleNav Inc., and TomTom N.V. Other vendors mentioned in the report are Bafang, Baidu Inc., Brarti Airtel Inc., Clingle (Srividya Tech Inc.), Dialme 24, Dialuz.com, Digu.com, Facebook Inc., GETIT Infoservices Pvt. Ltd., Guantu, Kaikai.com, LocationGuru, Maopao Community, Mobango Ltd., Mojostreet Infomedia Services Pvt. Ltd., MyCityWay, NavInfo Co. Ltd., NetEase Inc., PDAger Technology, Poynt Corp., Qieke.com, Sifang, Sina Corp., Tata DOCOMO, Tencent Holdings Ltd., Tiros Technology, and Weibo.com. Commenting on the report, an analyst from TechNavio's team said: Encouraged by the increasing popularity of LBS, many mobile application developers are developing free LBS applications. Moreover, numerous small LBS application developers are entering the LBS market in China and Southeast Asia with innovative LBS applications at very nominal charges or almost free of charge. Furthermore, with several advanced features and location-based mapping technology, most of the location-based/oriented searches are being provided free of charge by the LBS providers. For instance, Foursquare, one of the most popular social networking applications in India, uses geo-tagging technology, which helps subscribers to find the address of various places such as pubs, bars, and restaurants in their vicinity accurately for free. Similarly, the adoption of several free LBS social media applications is higher than any other LBS application which charges the users. For more information visit http://www.researchandmarkets.com/research/l8..._market_in About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
J Capital Weekly Macro Economic Report - 2014: Natural Resources, Mining, Property, Commodities and Financial System Analysis for China
M2 - Mon Jan 20, 10:53AM CST
Research and Markets (http://www.researchandmarkets.com/research/4wnhnd/j_capital_weekly) has announced the addition of the "J Capital Weekly Macro Economic Report: Natural Resources, Mining, Property, Commodities and Financial System Analysis for China" subscription to their offering. This weekly macro economic report provides solid and pertinent analysis to help clients increase their understanding of China. It focuses on four major areas - property, finance, commodities and macro-data analysis - and provides commentary with each one. Topics range from views on government events/policy changes to property developers leveraging up on foreign currency denominated debt, to analysing the supply/demand balance of steel & iron ore. Key Benefits: - Early insight into what is driving changes in the economy - on-the-ground providing you with the fastest analysis. - Unique Data: Primary research that gives you unique data and analysis. More than a Subscription: - Weekly Macro Economic Report in PDF and full text email: 48 issues are published per year, with breaks for Christmas, New Year's, Chinese New Year and China's National Day (October 1st). - The subscription offers online archives of data tables and articles sortable by category. - Access to analysts by email. The aim is to reply to email questions from subscribers about Macro China topics within 48 hours. Companies Mentioned: - Beijing Capital International Airport - China Minsheng Banking Corp Ltd - China Yurun Food - Chongqing Rural Commercial Bank CO LTD - Evergrande Real Estate Group Limited - Fortescue Metals Group Limited - GCL-Poly Energy Holdings Limited. - Giant Interactive Group Inc (ADR) - GT Advanced Tech - Guangzhou R&F Properties Co., Ltd. - Hengdeli - Huadian Power International Corp. Ltd. - Huaneng Power International Inc - Iluka Resources - Joy Global Inc. - Li & Fung Limited - Lonking - MGM China Holdings Ltd - Mindray Medical International Ltd (ADR) - Nine Dragons Paper Holdings Limited - Noah Holdings Limited (ADR) - NQ Mobile Inc - Nu Skin Enterprises, Inc. - PBOC, BMW, Ping An Insurance Group - Qihoo 360 Technology Co Ltd - Rio Tinto - Sands China Ltd. - Sohu.com Inc - Spreadtrum Communications, Inc (ADR) - Swatch - Tencent Holdings Ltd - Uralkali Group - Zoomlion Heavy Indus. Scien. & Tech Co For more information visit http://www.researchandmarkets.com/research/4w...tal_weekly About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
2013 Report on the International Pigments Market - Trends, Growth And Forecast to 2018
M2 - Fri Jan 17, 5:32AM CST
Research and Markets (http://www.researchandmarkets.com/research/4m9qf2/pigments) has announced the addition of the "2013 Report on the International Pigments Market - Trends, Growth And Forecast to 2018" report to their offering. "2013 Report on the International Pigments Market - Trends, Growth And Forecast to 2018", provides in depth analysis, market size estimates, market shares and forecast for the period 2013 - 2018 for the pigments market across the globe. The data outlines regional markets for various segments of the pigments market based on product type, end-user industry and geography. The sub-segments of the pigments market - organic pigments, inorganic pigments and specialty pigments - are further segmented for additional cross sectional analysis. The market estimates and forecast are made after critical analysis of various macro and micro economic factors, which directly and indirectly influence the market trends. Inclusion of these factors has helped in estimation of numbers and in extending the scope of the report. The research breaks down the market for five regions, namely - North America, Europe, Asia Pacific, Latin America and RoW. The report also analyzes the various factors which will affect buying decisions, trends determining pigments market potential and the market attractiveness of individual pigments segments. The information will be helpful for pigments manufacturers and distributors in identifying markets with high potential. Market attractiveness for different segments of the pigments market is included in the report. The market share of major players of the global pigments market has been analyzed, keeping in mind their core business strategies. Company profiles for the top global players along with their business strategies, financial overview, SWOT analysis and recent developments is included in the report to aid in strategic business decision making. Key Topics Covered: 1 Preface 2 Executive Summary 3 Market Overview 4 Global Pigments Market By Type 5 Global Pigments Market By End-Use 6 Geographic Analysis 7 Company Profiles Companies Mentioned: - Atlanta Ag - BASF SE - Clariant International Limited - DIC (Dainippon Ink & Chemicals) Corporation - Ferro Corporation - Huntsman International Llc - Lanxess Ag - Merck - Rockwood Holdings, Inc. - Tronox, Inc For more information visit http://www.researchandmarkets.com/research/4m9qf2/pigments