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Social Gaming Market in the APAC Region 2015-2019

About social gaming

Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. It gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide.

Technavio's analysts forecast the social gaming market in APAC to grow at a CAGR of 10.12% over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the social gaming market in APAC 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.

Technavio's report, Social Gaming Market in APAC 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. It also discusses the key leading countries in the market along with various growth prospects and restraints.Key vendors

GungHo

King

Rekoo.com

Tencent

ZyngaMarket driver

Growing Internet penetration

For a full, detailed list, view our report.Market Challenge

Decline in Facebook gaming

For a full, detailed list, view our report.Market trend

Enhanced cloud-based gaming platform

For a full, detailed list, view our report.Key questions answered in this report

What will the market size be in 2019 and what will the growth rate be?

What are the key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by the key vendors?

What are the strengths and weaknesses of the key vendors?


  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
    • Base year
    • Vendor segmentation
    • Top-vendor offerings
      • Table Product offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Market landscape
    • Market overview
      • Table Devices and revenue generation model of social gaming market
    • Social gaming market in APAC
      • Table Social gaming market in APAC 2014-2019 ($ billions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by revenue type
    • Social gaming market in APAC by revenue type
      • Table Social gaming market in APAC by revenue type 2014
      • Table Social gaming market in APAC by revenue type 2019
    • Social gaming market in APAC by virtual goods
      • Table Social gaming market in APAC by virtual goods 2014-2019 ($ billions)
      • Table Percentage of smartphone gamers making in-app purchases for different reasons 2014
      • Table Percentage of tablet gamers making in-app purchases for different reasons in 2014
    • Social gaming market in APAC by advertisements
      • Table Social gaming market in APAC by advertisements 2014-2019 ($ billions)
    • Social gaming market in APAC by lead generation
      • Table Social gaming market in APAC by lead generation 2014-2019 ($ billions)
  • Market segmentation by gender
    • Social gaming market in APAC by gender 2014 and 2019
      • Table Social gaming market in APAC by gender 2014 and 2019 ($ billions)
    • Social gaming market in APAC by female gamers
      • Table Social gaming market in APAC by female gamers 2014-2019 ($ billions)
      • Table Top genre of games among female gamers based on minutes spent per week
    • Social gaming market in APAC by male gamers
      • Table Social gaming market in APAC by male gamers 2014-2019 ($ billions)
      • Table Top genre of games among male gamers based on minutes spent per week
  • Key leading countries
    • Japan
    • China
  • Vendor landscape
    • Competitive scenario
  • Key vendor analysis
    • GungHo Online Entertainment
      • Table Business segmentation
    • King
      • Table Geographical segmentation by revenue 2014
    • Rekoo
    • Tencent Holdings
      • Table Business segmentation by revenue 2014
      • Table Geographical segmentation by revenue 2014
    • Zynga
      • Table Business segmentation
      • Table Business segmentation by revenue 2013 and 2014 ($ millions)
      • Table Geographical segmentation by revenue
  • Explore Technavio

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