DUBLIN, Ireland, April 17, 2014 /PRNewswire/ --
Research and Markets (http://www.researchandmarkets.com/research/mscbdl/social_gaming) has announced the addition of the "Social Gaming Market in the US" report to their offering.
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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 report, the Social Gaming Market in the US, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the US; it also covers the Social Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
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 Gamingmarket 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.
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
19. Other Reports in this Series
Companies Mentioned:
- Arkadium Inc.
- DeNA Co. Ltd.
- Electronic Arts Inc. (EA).
- Fun Technologies Inc.
- GREE Inc.
- Midasplayer.com Ltd. (King)
- Peak Games
- Playdom Inc.
- PopCap Games Inc.
- Pretty Simple Games
- Social Point S.L.
- Zynga Inc.
- wooga GmbH
For more information visit http://www.researchandmarkets.com/research/mscbdl/social_gaming
Media Contact: Laura Wood , +353-1-481-1716, [email protected]
SOURCE Research and Markets
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