Global Social Gaming Strategic Business Report 201
Post# of 301275
Dublin, Oct. 09, 2017 (GLOBE NEWSWIRE) -- The "Social Gaming - Global Strategic Business Report" report has been added to Research and Markets' offering. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2016 through 2024. Also, a five-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. This report analyzes the worldwide markets for Social Gaming in US$ Million. Company profiles are primarily based on public domain information including company URLs. The report profiles 92 companies including many key and niche players such as:
- Aeria Games GmbH (Germany)
- Activision Blizzard, Inc. (USA)
- Blizzard Entertainment, Inc. (USA)
- King Digital Entertainment plc (UK)
- Behaviour Interactive, Inc. (Canada)
- DeNA Co., Ltd. (Japan)
- Electronic Arts, Inc. (USA)
- PopCap Games, Inc. (USA)
- Etermax (Argentina)
- GREE, Inc. (Japan)
- Miniclip SA (Switzerland)
- Peak Games (Turkey)
- Playtech plc (Isle of Man, UK)
- Pretty Simple (France)
- Social Point (Spain)
- Supercell (Finland)
- SYBO Games (Denmark)
- Wooga GmbH (Germany)
- Zynga, Inc. (USA)
Key Topics Covered:
1. INDUSTRY OVERVIEW Social Gaming: The Next Stage of Video Game Evolution Charting the Evolution of Video Games Over the Decades Gaming Becomes Better When Played Together The Rise of Social Networking Provides the Foundation for the Development of Social Gaming Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry Casual Revolution Underway in the Video Games Industry Primes Social Gaming Market for Growth Social Networks, Casual Games & Mobile Devices: A Perfect Medley for Successful Social Gaming Social Gaming Psychographics: Women Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality Adroit Integration of Viral Loops Drives the Value and Success of Social Games Multiplayer Social Games Grow in Popularity Social Gaming Emerges as the Next Frontier for Digital Advertising Social Gambling Games Emerge into a Lucrative Game Genre in the Social Gaming Market Tapping into the Spirit of Competitiveness and Risk Taking, Social Gambling Acquires a Wide Audience Base Traditional Gambling Operators Eye Social Gambling Games as a Tool to Broaden the Horizon of Real Money Gambling Social Gambling Games Remain Fairly Unregulated Conclusions High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Online Social Gaming Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Online Social Gaming Growing Use of Smartphones for Entertainment Drive the Popularity of Social Mobile Gaming Smartphone Penetration to Support Growth in the Market Wearable Social Platforms Make a Disruptive Entry into the Social Mobile Gaming Space Will Social Gaming be impacted by the Ban & Restrictions Imposed on Social Media Services? Regulatory Overview Competition: A Review Heavy Consolidation Activity in the Social Gaming Market List of Social Gaming Companies Acquired During 2014-2016 Latency Issues Create Challenge to Online Social Gaming Market Outlook 2. CONCEPTUAL OVERVIEW Introduction Evolution of Social Gaming Classification based on Game Type Casino Virtual Villages Word Games Casual Social Games Just For Laughs Sports RPGs Social RPGs Ownership Games Leading Social Casino Games Zynga Slots Lucky Slots 3D Slots DiLiGo Games Slotomania Key Elements of Social Gaming Business Model Monetization Strategies In-Game Advertising Lead-generation offers Selling Virtual Goods/Micro-Transactions Viral Marketing Concept Iterative Game Development Simplicity of Design 3. RECENT INDUSTRY ACTIVITY Netmarble to Take Over Vancouver Gaming Studio of Kabam MTG Acquires Stake in InnoGames Delta Acquires Gauss Networks Zhongji Holding Acquires Jagex Penn National Gaming Takes Over Rocket Games Caesars Sells Playtika to Shanghai Giant Network Technology gamigo Takes Over highdigit Playtech Acquires Funtactix Youzu Interactive to Acquire Bigpoint Keywords Studios Takes Over Ankama Asia Delaware North Takes Over Ruby Seven Studios Activision Blizzar Takes Over King Digital Entertainment Pocket Games Acquires Viximo FastForward Acquires Minority Stake in Moon Active Yggdrasil Gaming Forms Partnership with VoodooDreams.com Improbable Partners with Google Sterling Partners with VLeague WTP Partners with Ourgame International PokerStars Introduces New Social Casino Game Playtech Introduces Virtual Tennis Game Aeria Games Inks Partnership with Neowiz Games Finnplay Inks Agreement with Las Vegas Casino Imperus Acquires Akamon Zynga Acquires Rising Tide Stride Gaming Takes Over InfiApps Gaming Realms Takes Over Slingo from RealNetworks AGS Acquires RocketPlay GNS Takes Over Idle Gaming Tencent Acquires Miniclip Imperus Takes Over Diwip NYX Gaming Group Inks Agreement with 888 Holdings BitRush Inks Joint Venture Agreement with Airwin Blue Crystal Labs Launches New Skill-based Slot Machine Game Amaya Forays into Regulated Online Gaming Market in the US Blizzard Extends Online Gaming Partnership with NetEase Ruby Seven Studios Forms Strategic Partnership with Delaware North Companies Playphone Inks Distribution Agreement with Cyanogen Scientific Games Signs Agreement with Fantasy Springs Resort Casino Viber Unveils New Social Games 4. FOCUS ON SELECT GLOBAL PLAYERS Aeria Games GmbH (Germany) Activision Blizzard, Inc. (USA) Blizzard Entertainment, Inc. (USA) King Digital Entertainment plc (UK) Behaviour Interactive, Inc. (Canada) DeNA Co., Ltd. (Japan) Electronic Arts, Inc. (USA) PopCap Games, Inc. (USA) Etermax (Argentina) GREE, Inc. (Japan) Miniclip SA (Switzerland) Peak Games (Turkey) Playtech plc (Isle of Man, UK) Pretty Simple (France) Social Point (Spain) Supercell (Finland) SYBO Games (Denmark) Wooga GmbH (Germany) Zynga, Inc. (USA) 5. GLOBAL MARKET PERSPECTIVE
Total Companies Profiled: 92 (including Divisions/Subsidiaries 99)
- The United States (40)
- Canada (5)
- Japan (6)
- Europe (32)
- France (4)
- Germany (6)
- The United Kingdom (4)
- Spain (1)
- Rest of Europe (17)
- Asia-Pacific (Excluding Japan) (15)
- Latin America (1)
For more information about this report visit https://www.researchandmarkets.com/research/h...ial_gaming
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