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세계의 소셜 게임 시장 : 연령층별, 성별, 지역별 - 규모, 점유율, 전망, 기회 분석(2020-2027년)

Social Gaming Market, By Segment, By Gender, By Age Group, and by Geography - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027

리서치사 Coherent Market Insights
발행일 2020년 12월 상품 코드 980042
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세계의 소셜 게임 시장 : 연령층별, 성별, 지역별 - 규모, 점유율, 전망, 기회 분석(2020-2027년) Social Gaming Market, By Segment, By Gender, By Age Group, and by Geography - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027
발행일 : 2020년 12월 페이지 정보 : 영문

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

소셜 게임은 인터넷 액세스의 증가, 랩톱, 휴대폰, 태블릿의 높은 보급률, 모든 성별·연령층을 대상으로 한 소셜 게임의 높은 가용성 등의 요인에 의해 보급이 확대하고 있습니다. 한편, 일부 국가에서 소셜미디어 네트워크 사이트의 이용 제한이 예측 기간 중 시장 성장을 방해할 것으로 예측됩니다.

세계의 소셜 게임 시장을 조사했으며, 시장의 정의와 개요, 신종 코로나바이러스 감염증(COVID-19) 및 기타 시장 영향요인 분석, 법규제 환경, 제품 동향, 시장 규모의 추이·예측, 유형·연령층·성·지역 등 각종 부문별 내역, 경쟁 환경, 주요 기업의 개요 등을 정리하여 전해드립니다.

제1장 조사 목적·전제조건

제2장 시장의 전망

제3장 시장 역학·법규제·동향 분석

  • 시장 역학
    • 촉진요인
    • 억제요인
    • 시장 기회
  • 규제 시나리오
  • 컴포넌트 동향
  • M&A
  • 신시스템의 시장 투입·승인

제4장 COVID-19의 영향

제5장 시장 분석·예측 : 유형별

  • 가상 상품
  • 광고
  • 리드 제너레이션/오퍼

제6장 시장 분석·예측 : 성별

  • 남성
  • 여성

제7장 시장 분석·예측 : 연령층별

  • 13-18세
  • 19-25세
  • 26-35세
  • 36-45세
  • 46세 이상

제8장 시장 분석·예측 : 지역별

  • 북미
  • 유럽
  • 아시아태평양
  • 라틴아메리카
  • 중동·아프리카

제9장 경쟁 구도

  • 기업 개요
  • Zynga, Inc
  • Wooga GmbH
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

제10장 섹션

KSA 21.01.13

Title:
Social Gaming Market, By Segment (Virtual Goods, Advertising, and Lead Generation / Offers), By Gender (Male, and Female), By Age Group (13 - 18 years, 19 - 25 years, 26 - 35 years, 36 - 45 years, and 46+ years), and by Geography (North America, Europe, Asia Pacific, Latin America and Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027.

A social game is an online game that is played through social networks. Social gaming is becoming a popular online pastime. Moreover, social games are played by a single player or multi-player at the same time. This multi-player may co-operate or compete against each other. Moreover, social game facilities and encourages social interactions and communication, inside the game. Social games can be accessed through personal computers, gaming consoles, and mobile & portable devices.

Market Dynamics

The penetration of social games is getting increased by the factors such as increasing access to the internet among the people, high penetration of laptops, mobile phones and tablets, high number of availability of social games for all gender, and age group of peoples. For instance, according to Our World in Data, in the year 2000, globally the 413 million internet users, get increased to 3.4 billion in the year 2016, which is further expected to increase over the forecast period. China and India were the countries having the highest number of internet users.

Restrictions on social media networking websites in some countries are expected to hamper the growth of the social gaming market over the forecast period.

Key features of the study:

  • This report provides in-depth analysis of the global Social Gaming market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2020-2027), considering 2019 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
  • It profiles leading players in the global Social Gaming market based on the following parameters - company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
  • Companies covered as part of this study Zynga, Inc., Wooga GmbH, Playtika Ltd., King, Tencent Holdings Ltd., Electronic Arts, Inc., Renren Inc., CrowdStar, Booyah Inc., and Social Point.
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
  • The global Social Gaming market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global Social Gaming market

Detailed Segmentation

  • Global Social Gaming Market, By Segment:
    • Virtual Goods
    • Advertising
    • Lead Generation/Offers
  • Global Social Gaming Market, By Gender:
    • Male
    • Female
  • Global Social Gaming Market, By Age Group:
    • 13 - 18 years
    • 19 - 25 years
    • 26 - 35 years
    • 36 - 45 years
    • 46+ years
  • Global Social Gaming Market, By Region:
  • North America
    • By Segment:
  • Virtual Goods
  • Advertising
  • Lead Generation/Offers
    • By Gender:
  • Male
  • Female
    • By Age Group:
  • 13 - 18 years
  • 19 - 25 years
  • 26 - 35 years
  • 36 - 45 years
  • 46+ years
    • By Country:
  • U.S.
  • Canada
  • Europe
    • By Segment:
  • Virtual Goods
  • Advertising
  • Lead Generation/Offers
    • By Gender:
  • Male
  • Female
    • By Age Group:
  • 13 - 18 years
  • 19 - 25 years
  • 26 - 35 years
  • 36 - 45 years
  • 46+ years
    • By Country:
  • Germany
  • U.K.
  • France
  • Italy
  • Spain
  • Russia
  • Rest of Europe
  • Asia Pacific
    • By Segment:
  • Virtual Goods
  • Advertising
  • Lead Generation/Offers
    • By Gender:
  • Male
  • Female
    • By Age Group:
  • 13 - 18 years
  • 19 - 25 years
  • 26 - 35 years
  • 36 - 45 years
  • 46+ years
    • By Country:
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • ASEAN
  • Rest of Asia Pacific
  • Latin America
    • By Segment:
  • Virtual Goods
  • Advertising
  • Lead Generation/Offers
    • By Gender:
  • Male
  • Female
    • By Age Group:
  • 13 - 18 years
  • 19 - 25 years
  • 26 - 35 years
  • 36 - 45 years
  • 46+ years
    • By Country:
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
    • By Segment:
  • Virtual Goods
  • Advertising
  • Lead Generation/Offers
    • By Gender:
  • Male
  • Female
    • By Age Group:
  • 13 - 18 years
  • 19 - 25 years
  • 26 - 35 years
  • 36 - 45 years
  • 46+ years
    • By Country/Region:
  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa
  • Company Profiles
  • Zynga, Inc*
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/ Updates
  • Wooga GmbH.
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

"*" marked represents similar segmentation in other categories in the respective section.

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Segment
    • Market Snippet, By Gender
    • Market Snippet, By Age Group
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Component Trend
  • Merger and Acquisitions
  • New system Launch/Approvals

4. Global Social Gaming Market - Impact of Coronavirus (COVID-19) on Market

  • Short Term
  • Long term

5. Global Social Gaming, By Segment, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • Virtual Goods
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Advertising
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Lead Generation/Offers
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

6. Global Social Gaming, By Gender, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • Male
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Female
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

7. Global Social Gaming, By Age Group, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • 13 - 18 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 19 - 25 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 26 - 35 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 36 - 45 years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • 46+ years
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

8. Global Social Gaming, By Region, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2017 and 2027 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.S.
    • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.K.
    • Germany
    • Italy
    • France
    • Russia
    • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • China
    • India
    • Japan
    • ASEAN
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, By Segment, 2020-2027(US$ Million)
    • Market Size and Forecast, By Gender, 2020-2027(US$ Million)
    • Market Size and Forecast, By Age Group, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Israel
    • GCC Countries
    • South Africa
    • Rest of the Middle East and Africa

9. Competitive Landscape

  • Company Profiles
  • Zynga, Inc *
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/ Updates
  • Wooga GmbH
  • Playtika Ltd
  • King
  • Tencent Holdings Ltd
  • Electronic Arts, Inc
  • Renren Inc
  • CrowdStar
  • Booyah Inc
  • Social Point

10. Section

  • References
  • Research Methodology
  • About us and Sales Contact
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