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Research and Markets: Global Virtual Currency Market to 2018 - DeNA Co., Ltd., Facebook Inc., Gree Inc., and Zynga Inc Dominate the Lucrative Space
Business Wire - Wed Apr 30, 4:57AM CDT
Research and Markets (http://www.researchandmarkets.com/research/csrgdc/global_virtual) has announced the addition of the "Global Virtual Currency Market 2014-2018" report to their offering.

Global Virtual Currency Market to 2018 - DeNA Co., Ltd., Facebook Inc., Gree Inc., and Zynga Inc Dominate the Lucrative Space
M2 - Wed Apr 30, 4:06AM CDT
Research and Markets (http://www.researchandmarkets.com/research/dkq3wp/global_virtual) has announced the addition of the "Global Virtual Currency Market 2014-2018" report to their offering. 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 Gamification market was valued at US$0.55 billion and is expected to reach US$4.35 billion by 2018. Thus, the increasing adoption of gamification is a new trend that is expected to have a positive impact on the market during the forecast period. According to the report, one of the major drivers in this market is the increasing usage of social media and online games. This is mainly due to the rise in smartphone and tablet users across the world and a wide variety of online game offerings in recent years. Key vendors dominating this space are: - DeNA Co., Ltd. - Facebook Inc. - Gree Inc. - Zynga Inc. For more information visit http://www.researchandmarkets.com/research/dk...al_virtual

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.

United States Social Gaming Market Report to 2016 with Zynga, EA, King, Social Point and wooga Dominating
M2 - Mon Feb 10, 9:45AM CST
Research and Markets (http://www.researchandmarkets.com/research/qjdn45/social_gaming) has announced the addition of the "United States Social Gaming Market Report to 2016 with Zynga, EA, King, Social Point and wooga Dominating" report to their offering. One of the main drivers in this market is the increasing number of social gamers. Approximately one-third of internet users in the US are social gamers and therefore the Social Gaming market in the US is strongly driven by the increasing number of social gamers. In addition, there is a huge opportunity for the vendors in this market to attract and retain potential gamers since internet penetration is very high in the US (78.1 percent of the population as of December 2011). The advances being made in the capabilities of numerous high-end mobile devices could lead to the growth of multiplayer mobile gaming during the forecast period. With the advent of smartphones and tablets, social gaming has been extensively adopted across multiple platforms such as Android and iOS. However, the number of multiplayer gamers on social media platforms is still quite low. This suggests that multiplayer social gaming is still in its nascent stage. However, the increased innovation and sophistication of mobile devices is expected to propel the growth of the Multiplayer Social Gaming segment during the forecast period. Therefore, the growth of multiplayer social gaming is another trend which is expected to benefit the Social Gaming market in the US during the forecast period. Further, the report states that one of the major challenges hindering the growth of this market is the increasing presence of alternative gaming devices. The market is becoming fragmented at a faster rate due to the presence of multiple hardware devices. In addition, the Social Gaming market in the US is facing competition from alternatives such as PC games, mobile phone games, and games on other types of handheld devices. Therefore, the presence of alternative gaming, such as console gaming, casual gaming, desktop gaming, mobile gaming, and MMO gaming could adversely affect vendor revenue. The key vendors dominating this market space are: - Zynga Inc. - Midasplayer.com Ltd. (King) - wooga GmbH - Social Point S.L. - 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 - PopCap Games Inc. Key Topics Covered: 01. Executive Summary 02. Scope of the Report 03. Market Research Methodology 04. List of Abbreviations 05. Introduction 06. Market Landscape 07. Market Segmentation 08. Contribution of Social Gaming to the Social Network Ad Revenue in the US 2012-2016 09. Market Segmentation by Number of Social Gamers 10. Buying Criteria 11. Market Growth Drivers 12. Drivers and their Impact 13. Market Challenges 14. Impact of Drivers and Challenges 15. Market Trends 16. Trends and their Impact 17. Vendor Landscape 18. Key Vendor Analysis For more information visit http://www.researchandmarkets.com/research/qj...ial_gaming

Social Gaming Market in the US 2012-2016: Multiplayer Social Gaming Still in its Nascent Stage
M2 - Fri Nov 29, 9:13AM CST
Research and Markets (http://www.researchandmarkets.com/research/c9tlcg/social_gaming) has announced the addition of the "Social Gaming Market in the US 2012-2016" report to their offering. The analysts forecast the 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. 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. Commenting on the report, an analyst from the team said: The advances being made in the capabilities of numerous high-end mobile devices could lead to the growth of multiplayer mobile gaming during the forecast period. With the advent of smartphones and tablets, social gaming has been extensively adopted across multiple platforms such as Android and iOS. However, the number of multiplayer gamers on social media platforms is still quite low. This suggests that multiplayer social gaming is still in its nascent stage. However, the increased innovation and sophistication of mobile devices is expected to propel the growth of the Multiplayer Social Gaming segment during the forecast period. Therefore, the growth of multiplayer social gaming is another trend which is expected to benefit the Social Gaming market in the US during the forecast period. According to the report, one of the main drivers in this market is the increasing number of social gamers. Approximately one-third of internet users in the US are social gamers and therefore the Social Gaming market in the US is strongly driven by the increasing number of social gamers. In addition, there is a huge opportunity for the vendors in this market to attract and retain potential gamers since internet penetration is very high in the US (78.1 percent of the population as of December 2011). Further, the report states that one of the major challenges hindering the growth of this market is the increasing presence of alternative gaming devices. The market is becoming fragmented at a faster rate due to the presence of multiple hardware devices. In addition, the Social Gaming market in the US is facing competition from alternatives such as PC games, mobile phone games, and games on other types of handheld devices. Therefore, the presence of alternative gaming, such as console gaming, casual gaming, desktop gaming, mobile gaming, and MMO gaming could adversely affect vendor revenue. For more information visit http://www.researchandmarkets.com/research/c9...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.

Global Virtual Goods Market 2012-2016: China's Broadband Subscribers Per 100 Residents, Expected To Increase To 22.42 By 2016
M2 - Mon Mar 04, 12:40PM CST
Research and Markets (http://www.researchandmarkets.com/research/w4rf7v/global_virtual) has announced the addition of the "Global Virtual Goods Market 2012-2016" report to their offering. TechNavio's analysts forecast the Global Virtual Goods market to grow at a CAGR of 12.5 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increase in the adoption of tablets and smartphones. The Global Virtual Goods market has also been witnessing market consolidation. However, the difficult financial environment and the fall in consumer spending could pose a challenge to the growth of this market. The key vendors dominating this market space are Facebook Inc., Gree Inc., Mixi Inc., and Tencent Holdings Ltd. The other vendors mentioned in the report are hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Sonico.com Inc., NHN Japan Corp., CyberAgent Inc., Zynga Inc., Kabam Inc., and DeNA Co. Ltd. According to the report, the increase in the number of broadband inter
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