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NEW YORK, Sept. 4, 2012 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:
http://www.reportlinker.com/p0960390/Global-Social-Gaming-Industry.html#...
This report analyzes the worldwide markets for Social Gaming in US$ Million. 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 2009 through 2018. The report profiles 73 companies including many key and niche players such as Beijing ELEX Technological Co. Ltd., Bigpoint GmbH, Crowdstar, DeNA Co., Ltd., ngmoco, Digital Chocolate, Inc., Disney Interactive Media Group, Playdom, Inc., Electronic Arts, Inc., Playfish, PopCap Games, Inc., Kabam, King.com, Meez, Metrogames, RockYou, Inc., Stillfront Group, SGN, Wooga GmbH, Zynga, Inc., and 6Waves. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain.
I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation & Reporting Level I-2
Quantitative Techniques & Analytics I-3
Product Definitions and Scope of Study I-3
II. EXECUTIVE SUMMARY
1. INDUSTRY OVERVIEW II-1
Social Gaming: A Modern Mode of Social Interaction II-1
Table 1: Global Online Social Gaming Market (2010 & 2015P)
Breakdown of Number of Players (in Millions) by Country
(includes corresponding Graph/Chart) II-1
Online Games: A Medium for Social Interactions II-2
MMOGs Trigger Developments of Social Networks of Multiplayer
Communities II-2
Broadband Broadens the Online Gaming & Social Games Market II-2
Table 2: Internet Users Worldwide (2011): Breakdown of
Number of Internet Users (in Million) by Region (includes
corresponding Graph/Chart) II-3
Table 3: Internet Penetration Rates (In %) Worldwide by
Select Geographic Region for the year 2011 (includes
corresponding Graph/Chart) II-4
Social Networks: Platforms for Mass Adoption of Social Games II-4
Facebook: The Biggest Gainer II-5
Table 4: Penetration of Social Games on Facebook (2011):
Percentage Share Breakdown by Geographic Market (includes
corresponding Graph/Chart) II-5
Table 5: Major Social Networking Sites Worldwide (2011):
Breakdown of Number of Registered Users in Millions (includes
corresponding Graph/Chart) II-6
Impact of the 2007-2009 Recession in Retrospect II-7
Key Trends, Drivers & Issues II-7
Smartphones Trigger Growth in Social Gaming II-7
Opportunity Indicator II-8
Table 6: Global Market for Smartphones (2012E): Breakdown of
Sales in Thousand Units by Geographic Region/Country
(includes corresponding Graph/Chart) II-8
Investment Funds Pour-In II-8
Table 7: Global Gaming Market (H1-2011): Percentage Share
Breakdown of Number of Venture Capital Deals by
Region/Country (includes corresponding Graph/Chart) II-9
Social Gaming Opens Up World of Opportunities for Media
Companies II-9
CPG Companies Increasing their Ad Spends on Social Gaming
Platforms II-9
Developing Markets to Turbo Charge Future Growth in the Market II-10
Favorable Demographic Trends Boost Social Gaming II-10
Table 8: Global Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) II-10
Table 9: Global Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) II-11
Fast Shortening Lifecycles for Social Game Titles II-11
Advertising and R&D Budgets to Eat into Profit Margins II-11
Competitive Scenario: Zynga to Play On as a Leader II-11
Table 10: Global PC Social Gaming Market (2011): Percentage
Share Breakdown of Revenue by Leading Players (includes
corresponding Graph/Chart) II-12
Consolidation to Continue in Social Gaming Market II-12
Game Developers to Focus on Core Gamers II-13
Social Gaming Sites Invite Regulatory Scrutiny II-13
2. CONCEPTUAL OVERVIEW II-15
Introduction II-15
Evolution of Social Gaming II-15
Classification based on Game Type II-16
Casino II-16
Virtual Villages II-16
Word Games II-16
Casual Social Games II-16
Just For Laughs II-17
Sports RPGs II-17
Social RPGs II-17
Ownership Games II-17
Key Elements of Social Gaming Business Model II-17
Monetization Strategies II-17
Viral Marketing Concept II-18
Iterative Game Development II-18
Simplicity of Design II-18
3. PRODUCT/SERVICE LAUNCHES II-19
I-Jet Media Unveils I-Jet Connect Social Game Platform II-19
Walt Disney Unveils Global Social Games in Russia II-19
DeNA Introduces Mobage Chinese Edition II-19
VKontakte Introduces Politics Social Game on Russian Political
Arena II-19
Zapak.com Launches Zapak Tambola II-20
Playdom and NBA Digital Launch 'NBA Dynasty' Social Game II-20
Playdom Introduces 'Gardens of Time' Facebook Game II-20
Playdom and ESPN Games Introduce 'ESPN Sports Bar & Grill'
Social Game II-21
Digital Chocolate Launches 'Zombie Lane' Game for Google+ Users II-21
Digital Chocolate Introduces Army Attack on Facebook II-21
Digital Chocolate Introduces Three New Games for Xperia™ PLAY II-22
SGN Introduces Mini Café™ II-22
PopCap Games Upgrades Plants vs. Zombies™ for iPhones II-22
PopCap Games Introduces Peggle® HD™ for iPad® II-22
Digital Chocolate Introduces Five New Games II-23
Digital Chocolate Rolls Out Millionaire Boss™ on Facebook II-23
Bigpoint and Vivox Introduces Voice II-24
Bigpoint and hi5 Unveil Seafight Game II-24
Kobe Bryant, Endemol, and 6waves to Develop New Social Game II-24
HIE and Playdom to Introduce Official World Series of Poker® Game II-25
Bigpoint to Introduce Free-To-Play Browser Game II-25
Digital Chocolate Introduces VIP Games Network II-25
Digital Chocolate Introduces MMA Pro Fighter™ on iPhone II-25
Digital Chocolate Introduces Epic Fighters on Facebook II-26
Digital Chocolate Introduces Novel Social Gaming Platform II-26
Zynga Launches CityVille II-26
Digital Chocolate Introduces Millionaire City™ on Facebook II-27
Zynga Launches CityVille II-27
Digital Chocolate Rolls Out MMA Pro Fighter™ on Facebook II-28
4. RECENT INDUSTRY ACTIVITY II-29
MindJolt Rechristened as SGN II-29
ngmoco Signs Agreement with AT&T for Mobage Platform II-29
Gree Acquires OpenFeint for Evolving Social Games II-29
Aktiv Digital Partners with RockYou II-29
Tribal Crossing Collaborates with 6waves II-30
6waves and Lolapps Merge II-30
Digital Chocolate Takes Over Sandlot Games II-30
MindJolt Acquires Hallpass Media and SGN II-30
Digital Chocolate Selects GetJar to Launch its Android Games II-30
Zynga Takes Over Unoh to Expedite Mobile Game Development II-31
Zynga Establishes Foremost Global Office in India II-31
Kabam Takes Over WonderHill II-31
Playdom Takes Over Merscom II-31
Playdom Acquires Metaplace II-31
The Walt Disney Company Takes Over Playdom II-32
Playdom Takes Over Hive7.com II-32
Playdom Acquires Offbeat Creations II-32
Playdom Takes Over Three Melons II-32
Playdom Acquires Acclaim Games II-33
Super Rewards and Digital Chocolate Enter into Partnership II-33
Softbank and Zynga Form Joint Venture II-33
Zynga Acquires XPD Media II-33
Zynga Takes Over Challenge Games II-34
Playdom Acquires Trippert Labs and Green Patch II-34
Electronic Arts Takes Over Playfish II-34
Meez and Pulse Entertainment to Merge II-34
Stillfront and Halcyon Ink Licensing Agreement II-35
5. FOCUS ON SELECT PLAYERS II-36
Beijing ELEX Technological Co. Ltd. (China) II-36
Bigpoint GmbH (Germany) II-36
Crowdstar (USA) II-36
DeNA Co., Ltd. (Japan) II-36
ngmoco (US) II-36
Digital Chocolate, Inc. (USA) II-37
Disney Interactive Media Group (USA) II-37
Playdom, Inc. (USA) II-37
Electronic Arts, Inc. (USA) II-37
Playfish (USA) II-37
PopCap Games, Inc. (USA) II-38
Kabam (USA) II-38
King.com (UK) II-38
Meez (USA) II-38
Metrogames (USA) II-39
RockYou, Inc. (USA) II-39
Stillfront Group (Sweden) II-39
SGN (USA) II-40
Wooga GmbH (Germany) II-40
Zynga, Inc. (USA) II-40
6Waves (Hong Kong) II-40
6. GLOBAL MARKET PERSPECTIVE II-41
Table 11: World Recent Past, Current & Future Analysis for
Social Gaming by Geographic Region - US, Canada, Japan,
Europe, Asia-Pacific, Latin America and Rest of World Markets
Independently Analyzed with Annual Revenues Figures in US$
Million for Years 2009 through 2018 (includes corresponding
Graph/Chart) II-41
Table 12: World 10-Year Perspective For Social Gaming by
Geographic Region - Percentage Breakdown of Annual Revenue for
US, Canada, Japan, Europe, Asia-Pacific, Latin America and
Rest of World Markets for Years 2009, 2012 and 2018 (includes
corresponding Graph/Chart) II-42
III. MARKET
1. THE UNITED STATES III-1
A.Market Analysis III-1
Outlook III-1
Overview III-1
New Monetization Schemes to Increase Revenue Flow for Social
Gaming III-1
Key Statistical Findings III-2
Table 13: US Gaming Market (2011): Percentage Share
Breakdown of Consumer Spending by Game Type (includes
corresponding Graph/Chart) III-2
Table 14: US Social Gaming Market (2011): Percentage Share
Breakdown of Number of Social Gamers by Age Group (includes
corresponding Graph/Chart) III-2
Table 15: US Social Gaming Market (2011): Percentage Share
Breakdown of Number of Social Gamers by Gender (includes
corresponding Graph/Chart) III-2
Product/Service Launches III-3
Recent Industry Activity III-8
Key Players III-12
B.Market Analytics III-16
Table 16: US Recent Past, Current & Future Analysis for
Social Gaming by Segments - Advertising, Virtual Goods and
Lead Generation/Subscription Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) III-16
Table 17: US 10-Year Perspective for Social Gaming by
Segments - Percentage Breakdown of Annual Revenues for
Advertising, Virtual Goods and Lead Generation/Subscription
Markets for Years 2009, 2012 and 2018 (includes
corresponding Graph/Chart) III-17
2. CANADA III-18
A.Market Analysis III-18
Outlook III-18
Key Demographic Statistics: III-18
Table 18: Canadian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-18
Table 19: Canadian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-18
B.Market Analytics III-19
Table 20: Canadian Recent Past, Current & Future Analysis
for Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-19
3. JAPAN III-20
A.Market Analysis III-20
Outlook III-20
Leading Game Designers Foray into Social Gaming III-20
Key Demographic Statistics III-20
Table 21: Japanese Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-20
Table 22: Japanese Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-21
Product/Service Launches III-21
Recent Industry Activity III-21
Key Player III-22
B.Market Analytics III-23
Table 23: Japanese Recent Past, Current & Future Analysis
for Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-23
4. EUROPE III-24
A.Market Analysis III-24
Outlook III-24
Key Statistics III-24
Table 24: European Gaming Market (2011): Percentage Share
Breakdown of Consumer Spending by Gaming Category (includes
corresponding Graph/Chart) III-24
B.Market Analytics III-25
Table 25: European Recent Past, Current & Future Analysis
for Social Gaming by Country/Region - France, Germany,
Italy, UK, Spain, Russia and Rest of Europe Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2009 through 2018 (includes corresponding
Graph/Chart) III-25
Table 26: European 10-Year Perspective For Social Gaming by
Country/Region - Percentage Breakdown of Annual Revenues for
France, Germany, Italy, UK, Spain, Russia and Rest of Europe
Markets for Years 2009, 2012 and 2018 (includes
corresponding Graph/Chart) III-26
4a. FRANCE III-27
A.Market Analysis III-27
Outlook III-27
Table 27: French Gaming Market (2011): Percentage Share
Breakdown of Consumer Spending by Game Type (includes
corresponding Graph/Chart) III-27
Table 28: French Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-27
Table 29: French Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-28
B.Market Analytics III-28
Table 30: French Recent Past, Current & Future Analysis for
Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-28
4b. GERMANY III-29
A.Market Analysis III-29
Outlook III-29
Table 31: German Gaming Market (2011): Percentage Share
Breakdown of Consumer Spending by Game Type (includes
corresponding Graph/Chart) III-29
Table 32: German Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-29
Table 33: German Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-30
Product/Service Launches III-30
Key Players III-31
B.Market Analytics III-32
Table 34: German Recent Past, Current & Future Analysis for
Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-32
4c. ITALY III-33
A.Market Analysis III-33
Outlook III-33
Table 35: Italian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-33
Table 36: Italian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-33
B.Market Analytics III-34
Table 37: Italian Recent Past, Current & Future Analysis for
Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-34
4d. THE UNITED KINGDOM III-35
A.Market Analysis III-35
Outlook III-35
Table 38: The United Kingdom Gaming Market (2011):
Percentage Share Breakdown of Consumer Spending by Game
Type (includes corresponding Graph/Chart) III-35
Table 39: UK Social Gaming Market (2011): Percentage Share
Breakdown of Number of Social Gamers by Age Group (includes
corresponding Graph/Chart) III-35
Table 40: UK Social Gaming Market (2011): Percentage Share
Breakdown of Number of Social Gamers by Gender (includes
corresponding Graph/Chart) III-35
Key Player III-36
B.Market Analytics III-36
Table 41: UK Recent Past, Current & Future Analysis for
Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-36
4e. SPAIN III-37
A.Market Analysis III-37
Outlook III-37
Table 42: Spanish Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-37
Table 43: Spanish Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-37
B.Market Analytics III-38
Table 44: Spanish Recent Past, Current & Future Analysis for
Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-38
4f. RUSSIA III-39
A.Market Analysis III-39
Outlook III-39
Table 45: Russian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-39
Table 46: Russian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-39
Product/Service Launches III-39
B.Market Analytics III-41
Table 47: Russian Recent Past, Current & Future Analysis for
Social Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2009 through 2018
(includes corresponding Graph/Chart) III-41
4g. REST OF EUROPE III-42
A.Market Analysis III-42
Outlook III-42
Product/Service Launches III-42
Strategic Corporate Development III-43
Key Player III-43
B.Market Analytics III-44
Table 48: Rest of Europe Recent Past, Current & Future
Analysis for Social Gaming Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) III-44
5. ASIA-PACIFIC III-45
A.Market Analysis III-45
Outlook III-45
Market Overview III-45
Table 49: Asian Internet Market (2011): Percentage Share
Breakdown of Number of Internet Users by Country (includes
corresponding Graph/Chart) III-46
Focus on Select Regional Markets III-46
CHINA III-46
Key Statistics III-47
Table 50: Chinese Online Gaming Market (2011): Percentage
Share Breakdown of Revenue by Leading Players (includes
corresponding Graph/Chart) III-47
Table 51: Chinese Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-47
Table 52: Chinese Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-47
INDIA III-48
An Overview III-48
Current Business Model of Social Games in India III-48
Demographic Trends III-49
Challenges III-49
Table 53: Indian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-49
Table 54: Indian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-49
Key Demographic Statistics in Other Regional Markets: III-50
Table 55: Australian Social Gaming Market (2011):
Percentage Share Breakdown of Number of Social Gamers by
Age Group (includes corresponding Graph/Chart) III-50
Table 56: Australian Social Gaming Market (2011):
Percentage Share Breakdown of Number of Social Gamers by
Gender (includes corresponding Graph/Chart) III-50
Table 57: South Korean Social Gaming Market (2011):
Percentage Share Breakdown of Number of Social Gamers by
Age Group (includes corresponding Graph/Chart) III-50
Table 58: South Korean Social Gaming Market (2011):
Percentage Share Breakdown of Number of Social Gamers by
Gender (includes corresponding Graph/Chart) III-51
Product/Service Launch III-51
Strategic Corporate Developments III-51
Key Players III-52
B.Market Analytics III-53
Table 59: Asia-Pacific Recent Past, Current & Future
Analysis for Social Gaming by Country/Region - Australia,
China, India, South Korea, and Rest of Asia-Pacific Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2009 through 2018 (includes corresponding
Graph/Chart) III-53
Table 60: Asia-Pacific 10-Year Perspective for Social Gaming
by Country/Region - Percentage Breakdown of Annual Revenues
for Australia, China, India, South Korea, and Rest of
Asia-Pacific Markets for Years 2009, 2012 and 2018 (includes
corresponding Graph/Chart) III-54
6. LATIN AMERICA III-55
A.Market Analysis III-55
Outlook III-55
Key Demographic Statistics: III-55
Table 61: Brazilian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-55
Table 62: Brazilian Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-55
Table 63: Mexican Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Age Group
(includes corresponding Graph/Chart) III-56
Table 64: Mexican Social Gaming Market (2011): Percentage
Share Breakdown of Number of Social Gamers by Gender
(includes corresponding Graph/Chart) III-56
B.Market Analytics III-57
Table 65: Latin American Recent Past, Current & Future
Analysis for Social Gaming by Country/ Region - Brazil,
Mexico, and Rest of Latin America Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2009
through 2018 (includes corresponding Graph/Chart) III-57
Table 66: Latin American 10-Year Perspective For Social
Gaming by Country/Region - Percentage Breakdown of Annual
Revenues for Brazil, Mexico, and Rest of Latin America
Markets for Years 2009, 2012 and 2018 (includes
corresponding Graph/Chart) III-58
7. REST OF WORLD III-59
Market Analysis III-59
Table 67: Rest of World Recent Past, Current & Future
Analysis for Social Gaming Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2009 through
2018 (includes corresponding Graph/Chart) III-59
IV. COMPETITIVE LANDSCAPE
Total Companies Profiled: 73 (including Divisions/Subsidiaries - 78)
The United States (42)
Canada (1)
Japan (5)
Europe (11)
- France (2)
- Germany (4)
- The United Kingdom (3)
- Spain (1)
- Rest of Europe (1)
Asia-Pacific (Excluding Japan) (16)
Latin America (1)
Middle-East (2)
To order this report:
Gambling Industry: Global Social Gaming Industry
Contact Nicolas: nicolasbombourg@reportlinker.com
US: (805)-652-2626
Intl: +1 805-652-2626
SOURCE Reportlinker
Published September 4, 2012 Reads 825
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