Research and Markets: Asia Pacific Social Gaming Market Report 2014-2018: GungHo Online Entertainment, King Digital Entertainment, Rekoo, Tencent Holdings & Zynga Dominates the Market
Business Wire - Tue Sep 23, 5:28AM CDT
Research and Markets (http://www.researchandmarkets.com/research/zxfpqz/social_gaming) has announced the addition of the "Social Gaming Market in the APAC Region 2014-2018" report to their offering.
KING: 16.70 (+1.96)
Asia Pacific Social Gaming Market Report 2014-2018: GungHo Online Entertainment, King Digital Entertainment, Rekoo, Tencent Holdings & Zynga Dominates the Market
M2 - Tue Sep 23, 5:19AM CDT
Research and Markets (http://www.researchandmarkets.com/research/6dnt7n/social_gaming) has announced the addition of the "Social Gaming Market in the APAC Region 2014-2018" report to their offering. The Social Gaming market in the APAC region to grow at a CAGR of 22.9% over the period 2013-2018 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. 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. 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. 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. To calculate the market size, the report considers the revenue generated through the following: - Game Subscriptions - Virtual Goods Key Vendors - GungHo Online Entertainment - King Digital Entertainment - Rekoo - Tencent Holdings - Zynga Key Topics Covered: - Executive Summary - List of Abbreviations - Scope of the Report - Market Research Methodology - Introduction - Market Description - Market Landscape - Buying Criteria - Market Growth Drivers - Drivers and their Impact - Market Challenges - Impact of Drivers and Challenges - Market Trends - Trends and their Impact - Vendor Landscape - Key Vendor Analysis For more information visit http://www.researchandmarkets.com/research/6d...ial_gaming
KING: 16.70 (+1.96)