Global Social Gaming Market 2015-2019 - Enhanced Cloud-Based Gaming Platform is a Key Market Trend

04 Nov, 2015, 07:10 ET from Research and Markets

DUBLIN, Nov. 4, 2015 /PRNewswire/ -- Research and Markets (http://www.researchandmarkets.com/research/sf9j5w/global_social) has announced the addition of the "Global Social Gaming Market 2015-2019" report to their offering.

Covered in this report

This report covers the present scenario and the growth prospects of the global social gaming market for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites. It also presents the vendor landscape and a corresponding detailed analysis of the top six vendors in the market.

Game analytics offer vendors insights about social gamers and improve their satisfaction levels. The intelligent use of analytics empowers vendors with the means to develop strategies for a competitive edge. Game analytics have helped vendors better monetize and manage their in-game add-ons.

According to the report, an important driver for market growth in this region is increased gamification, which is the use of gaming mechanics and principles in educational and training modules. The corporate sector is increasingly using games to enhance learning processes.

Further, the report states that the low number of gaming enthusiasts is a major challenge for the freemium model.

The report, Global Social Gaming Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years.

Key vendors

  • Electronic Arts
  • King Digital Entertainment
  • Supercell
  • Wooga
  • Zynga

Key Topics Covered:

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Market research methodology

PART 04: Introduction

PART 05: Market landscape

PART 06: Market segmentation by source of revenue

PART 07: Market segmentation by gender

PART 08: Market segmentation by age

PART 09: Geographical segmentation

PART 10: Key leading countries

PART 11: Vendor landscape

PART 12: Key vendor analysis

For more information visit

http://www.researchandmarkets.com/research/sf9j5w/global_social

Media Contact:

Laura Wood, +353-1-481-1716, press@researchandmarkets.net

 

SOURCE Research and Markets



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