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Facebook vs. Non-Facebook Social Network Gaming Ecosystem and Market Analysis 2013 - 2018

Facebook vs. Non-Facebook Social Network Gaming Ecosystem and Market Analysis 2013 - 2018

Social network-based gaming has exploded within the last few years, led by the dramatic rise of Facebook with hundreds of millions of users. Social gaming is increasingly becoming a key focal point within the gaming community due in large part to the higher average revenue per unit through monetization of global social networks, local social networks, mobile social networks, and second screen social gaming.

At present, the fragmented nature of the industry is due largely to a lack of industry recognition that the biggest change driver is user consumption preferences rather than the specific games or platforms. We anticipate that the current trend of bite-size game-play will transform to an ecosystem of hard-core social gamers consisting of free-to-play, “freemium”, and pure-paid models. Similarly local contents along with niche market approach will be the key monetization and growth factors.

This research evaluates industry developments in social gaming, company and solution analysis for major players, ecosystem assessment, global vs. regional market strategy evaluation, and market projections. The report provides a comparative analysis between Facebook vs. Non-Facebook social gaming as well as a breakdown of sub-categories including local social networks and mobile social network gaming.

Key Findings:

  • By 2018, the Facebook gaming market is expected to reach $ 5.6 B USD globally on a 554 M gaming customer base whereas Non-Facebook social networking gaming market is anticipated to represent a global $ 9.6 B USD market based on 692 M gamers
  • The Social casino genre and second-screen gaming on mobile social networks will be key growth driver of the industry
  • APAC will remain the market leader during the period followed by Latin America & Europe
Report Benefits:
  • Identify which social gaming genres will be most successful at going mainstream
  • Learn why local social networks including mobile platform will be key growth drivers
  • Market sizing for Facebook vs. Non-Facebook over key regions during the period 2013 – 2018
  • Learn about the market for social network gaming across the regions driven by gamer preferences over genres
  • Learn how traditional video games are going to merge with socially playable features and create market disruption
  • Identify trends in emerging business models in social network gaming and the impacts on mobile gaming development
  • In-depth analysis of Facebook ecosystem, genres, business models, LTV generation, and initiatives for second screen space
Companies in Report:
  • 51.com
  • 91 Wireless
  • Amazon
  • Ameba Pig
  • AppChina
  • Apple
  • Badoo
  • Baidu
  • Bebo
  • BlackPlanet
  • BlueBat Games
  • Chillingo
  • Come2Play
  • Crowdstar
  • Cuteacute
  • D.Cn Games
  • DeNA Mobage
  • Digital Chocolate
  • Disney
  • EA
  • Facebook
  • Fold.it
  • Friendster
  • Gaia Online
  • Gfan
  • Glu
  • Google
  • GoPlay
  • GREE
  • Habbo
  • Half the Sky Movement
  • HeyZap
  • Hi5
  • Hyves
  • Kaixin
  • KakaoTalk
  • Kik Messenger
  • Line
  • MeetMe
  • Microsoft
  • Millat
  • Millee Literacy Game
  • Mixi
  • MySpace
  • Nasza-Klasa
  • Netlog
  • Orkut
  • Perfspot
  • Playdom
  • PopCap Games
  • Qihoo 360
  • QQ Mobile
  • Raise the Village
  • RecycleBank
  • Renren
  • SinaWeibo
  • Sojo Studios
  • Sonico
  • SPENT
  • Tagged
  • Tango
  • Tencent
  • Tiltfactor Lab
  • Tuenti
  • Twitter
  • Ubisoft
  • Viximo
  • Vkontakte
  • VZ.Net
  • Wandoujia
  • WeChat
  • WhatsApp
  • Yahoo-Mobage
  • Yonja
  • Zalo
  • Zorpia
  • Zynga
Target Audience:
  • Social network companies
  • Mobile application developers
  • Wireless infrastructure suppliers
  • OTT application and service providers
  • Social entertainment application developers
  • Wireless carriers and other service providers
  • Online, mobile, casual, and console game companies


General Methodology

Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.

We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.

In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.

We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.

We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.

Forecasting Methodology

Step 1 - Forecasts Input: The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.

Step 2 - Forecasting of Future Years: Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.

Step 3 - Validation of Data: The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.


1.0 Executive Summary
2.0 Social Network Gaming Overview & Trend Analysis
2.1 Social Netwok Gaming Landscape Review 2013 And Beyond
2.1.1 Facebook Social Networking Platform
2.1.2 Non-facebook Social Networks
2.1.3 Mobile Social Network Games
2.2 Social Network Gaming And Building Blocks Of Successful Social Network Game
2.3 Importance Of Meaningful Games In Social Network Gaming
2.3.1 Bejeweled Vs. Layoff Game Case: Fun Vs. Meaning
2.3.2 Kabul Kaboom Game Case: Learning Vs. Inspirational Value
2.4 Market Trend Analysis
2.4.1 Male Dominance As Hardcore Social Gamers
2.4.2 Game-play Shifting To Mobile Space
2.4.3 Growing Demand Of Local Content
2.4.4 Social Network Battle And Emerging Cross-platform Gaming
2.4.5 Changing Monetization Methods
2.4.6 Success Of Franchising Business Model
2.4.7 Merger & Acquisition Fostering Growth In Emerging Market
3.0 Social Network Gaming Business Model Analysis
3.1 Virtual Items And Micro Transactions
3.2 In-game Ad / Branded Games
3.3 Subscription/Bundle Pack With Virtual Items Trading
3.4 In-game Ad / Branded Game With In-store Benefits
3.5 Premium Game With In-store Benefits
3.6 Casino / Club Gambling Model
3.7 User Generated Model
3.8 Research & Gamification Centric Model
4.0 Social Network Gaming Market Vs. Opportunistic Approach Analysis
4.1 Gaming Industry Peak Vs. Non-peak: A Comparative Analysis
4.2 User Acquisition Approach: Western Vs. Japanese & Asian Approach
4.3 Revenue Battle Between Developers Vs. Publishers And Impact On Social Gamer
4.4 Importance Of Apple As Channel Partner
4.5 Google & Apple Nails Over Connected Console And Wearable Devices
4.6 Integrated Google Play Game Service
4.7 Microsoft For Indie Self-publisher
4.8 Disney With Video Gaming Platform “infinity”
4.9 Zynga Platform (Zynga.Com)
4.10 Facebook Mobile Game Publishing Approach
4.11 Social Gamification Trend And Bluebox Vs. Goplay Case
4.12 Civic Learning: Satirical Prism Game Data Dealer Case By Cuteacute
4.13 Mobile Strategy Blended With Mobile Social Game, Sms, & Qr Code: Red Bull Case
4.14 Microsoft Buzz With Ar Gaming Glasses
5.0 Next Gen Social Network Game: Blending With Real-world Good Deed
5.1 Virtual To Real-world Donation & Social Action: Half The Sky Movement
5.2 Research For Mankind & Community Patent: Foldit Case
5.3 Community Awareness: Recyclebank Case
5.4 Education & Literacy: Millee Literacy Game Case
5.5 Poverty Alleviation: Spent Case
5.6 Constructing Village: Raise The Village Case
5.7 Charities For Children: Wetopia Case
5.8 Charities For Animal: Joy Kingdom Case
5.9 Social-goods Focused Gaming: Zynga, Sojo Studios, Gramble, Onehaze, & Budge
6.0 Facebook Vs. Non-facebook Market Projections 2013 - 2018
6.1 Facebook Vs. Non-facebook Social Network Gaming Global Market Value
6.2 Facebook Vs. Non-facebook Social Network Gaming Market Share
6.3 Social Network Gaming Market Value In Regions
6.4 Social Network Gaming Market Value Of Top 15 Countries Vs. Rest Of The World
6.5 Facebook Vs. Non-facebook Social Network Gamer Global Projections
6.6 Facebook Vs. Non-facebook Social Network Gamer Market Share
6.7 Social Network Gamer Projection In Regions
6.8 Social Network Gamer Of Top 15 Countries Vs. Rest Of The World
6.9 Social Network Gaming Real Arpu
7.0 Facebook Social Gaming Ecosystem Analysis
7.1 Facebook Mau Split Over Top 15 Contries
7.2 Facebook User Share In Seven Continets
7.3 Facebook User Number In Seven Continents
7.4 Facebook Penetration Rate By Continents
7.5 How Users Install Apps From Facebook Platform?
7.6 Growth Trend Of Facebook Game Genre
7.7 App Center Analysis For Top-rated Social Game
7.7.1 Genres Vs. Leading Company Vs. Mau And Competition Analysis
7.7.2 Genre Vs. Per Day Arppu From Facebook App Centre
7.7.3 Regional Distribution Of Top-rated Games
7.7.4 Regional Distribution Of Top-rated Games
7.7.5 Trivia & World Genre Games By Region Vs. Country Vs. Developer
7.7.6 Sports Genre Games By Region Vs. Country Vs. Developer
7.7.7 Simulation Genre Games By Region Vs. Country Vs. Developer
7.7.8 Strategy Genre Games By Region Vs. Country Vs. Developer
7.7.9 Puzzle Genre Games By Region Vs. Country Vs. Developer
7.7.10 Hidden Object Genre Games By Region Vs. Country Vs. Developer
7.7.11 Family Apps Genre Games By Region Vs. Country Vs. Developer
7.7.12 Card Genre Games By Region Vs. Country Vs. Developer
7.7.13 Casino Genre Games By Region Vs. Country Vs. Developer
7.7.14 Action Genre Games By Region Vs. Country Vs. Developer
7.7.15 Adventure And Rpg Genre Games By Region Vs. Country Vs. Developer
7.7.16 Arcade Genre Games By Region Vs. Country Vs. Developer
7.8 Zynga And Facebook Interdependency: A Critical Analysis
7.9 Business Model And Market Strategy Analysis
7.10 Whales In Facebook Game
7.11 Local Currency Payments Api
7.12 Ecosystem Statistics
7.13 Gamification Trajectory
7.14 Facebook In Mobile And Social Gaming Era
7.15 New Mobile Gaming Ads In Facebook Notification
7.16 Facebook Mobile Payment System “facebook Buy Now”
8.0 Non-facebook Social Network Gaming Ecosystem Analysis
8.1 What Is Beyond Facebook Social Gaming?
8.2 Local Social Network In Emea
8.2.1 Hyves In Netherland
8.2.2 Tuenti In Spain
8.2.3 Vkontakte In Russia
8.2.4 Vz.Net In Germany And Expansion Network In France, Italy, Spain And Poland
8.2.5 Yonja In Turkey
8.2.6 Netlog
8.2.7 Nasza-klasa In Poland
8.3 Local Social Network In Americas
8.3.1 Meetme
8.3.2 Orkut In Brazil
8.3.3 Sonico
8.3.4 Blackplanet In Us
8.4 Local Social Network In Apac
8.4.1 Sina Weibo In China
8.4.2 Tencent Network In China: Weibo, Qzone And Pengyou
8.4.3 Renren In China
8.4.4 Kaixin001 In China
8.4.5 51.Com In China
8.4.6 Mixi In Japan
8.4.7 Cyworld In Korea
8.4.8 Ibibo Games In India
8.4.9 Millat Facebook In Pakistan
8.4.10 Yahoo-mobage In Japan
8.4.11 Ameba Pig In Japan
8.5 Social Network: Global In Nature
8.5.1 Bebo
8.5.2 Twitter
8.5.3 Amazon
8.5.4 Zorpia
8.5.5 Perfspot
8.5.6 Friendster
8.5.7 Gaia Online
8.5.8 Badoo
8.5.9 Tagged
8.5.10 Hi5
8.5.11 Habbo
8.5.12 Come2play
8.5.13 Viximo Game Network
8.6 Emerging Mobile Social Gaming Network Analysis
8.6.1 Chillingo
8.6.2 Wechat & Qq Mobile: Integrated Mobile Gaming Platform
8.6.3 Kakaotalk
8.6.4 Line
8.6.5 91 Wireless
8.6.6 Whatsapp
8.6.7 Tango
8.6.8 Kik Messenger
8.6.9 Zalo
8.6.10 Qihoo 360 Platform
8.6.11 Wandoujia
8.6.12 Baidu App Store
8.6.13 Appchina
8.6.14 D.Cn Games Center
8.6.15 Gfan
8.6.16 Mobage In Japan
8.6.17 Heyzap
9.0 Conclusions And Recommendations
9.1 Recommendations For Facebook And Non-facebook Social Networks
9.2 Recommendations For Game Developers And/Or Publishers
9.3 Recommendations For Brands
List of Graphs
Figure 1: GUI of Bejeweled
Figure 2: GUI of Layoff
Figure 3: GUI of Kabul Kaboom
Figure 4: Facebook MAU by top 14 Languages
Figure 5: McDonald Features Special events on Firmville
Figure 6: CSI Franchise Adaptation on Facebook
Figure 7: User Interface of Data Dealer Game
Figure 8: Leaked Image of AR Gaming Glasses
Figure 9: In-game Donation Opportunity for Brands and Gamers
Figure 10: Protein Puzzle and Social Ranking
Figure 11: Recycle – Redeem – Reward Quest
Figure 12: Literacy Game vs. Community Engagement
Figure 13: Money Flow in the Game
Figure 14: African Village Quest in the Game
Figure 15: Contribution for Children Education in WeTopia
Figure 16: Contribution for Animals in Joy Kingdom
Figure 17: Facebook vs. Non-Facebook Social Network Gaming Global Market Value 2013 - 2018
Figure 18: Facebook vs. Non-Facebook Social Network Gaming Market Share among Total Social Gaming Market Value
Figure 19: Social Network Gaming Market value in Regions: APAC vs. North America vs. Europe vs. South America vs. Africa 2013 – 2018
Figure 20: Facebook vs. Non-Facebook Social Network Gamer Global Projections 2013 – 2018
Figure 21: Facebook vs. Non-Facebook Social Network Gamer Market Share among Global Social Network Gamers
Figure 22: Social Network Gamer Projection in Regions: APAC vs. North America vs. Europe vs. Latin America vs. Africa 2013 – 2018
Figure 23: Social Network Gaming Real ARPU 2013 – 2018
Figure 24: Facebook MAU by Top 15 Countries vs. % of Total MAU 2013
Figure 25: Facebook User Share by Seven Continents 2013
Figure 26: Facebook User Number in Seven Continents 2013
Figure 27: Facebook Penetration Rate by Seven Continents 2013
Figure 28: App Install Percent by Viral vs. Cross Promo vs. Paid 2013
Figure 29: Growth Trend of Facebook Game Genre 2011 – 2013
Figure 30: Ranking of Leading Social Gaming Company and their MAU against 12 Genre Categories on Facebook as of March 2013
Figure 31: Top-rated games by studios in regions as on March 2013: NA vs. Europe vs. Asia vs. ME vs. SA vs. Australia
Figure 32: Payments and other Revenue for Facebook Q3 2010 – Q3 2012
Figure 33: Distribution of Facebook’s Payment Revenue in Regions 2011 – 2013
Figure 34: Facebook Gaming ARPU from regions 2011 – 2013
Figure 35: Zynga DAU Trajectory
Figure 36: Connected Smartphone Statistics vs. Facebook
Figure 37: SongPop Cross-platform Game Display
Figure 38: Facebook Notification Ads for Game
Figure 39: Hyves Game Portal
Figure 40: Mixi Park with 3D Avatar Facility
Figure 41: Top 5 Free vs. Paid Downloaded Applications
Figure 42: Game on Zorpia group section
Figure 43: Games & Reward on Friendster
Figure 44: WE-LINK Mobile Social Game on Android
Figure 45: Accumulated Kakao Game Subscription
List of Tables
Table 1: Social Network Gaming Market Value by Top Countries 2013 – 2018
Table 2: Social Network Gamer Projection of Top 15 countries vs. Rest of the World 2013 - 2018
Table 3: Per Day ARPPU by Genre from Facebook App Centre
Table 4: Number of Gaming Apps in Facebook by Genres and Distribution in Asia vs. NA vs. Europe vs. Australia vs. ME vs. SA
Table 5: Trivia & World Games by Region, Country and Industry Leader
Table 6: Trivia & World Games by Developer and Country
Table 7: Number of Sports Games by Region, Country and Industry Leader
Table 8: Sports Games by Developer and Country
Table 9: Simulation Games by Region, Country and Industry Leader
Table 10: Simulation Games by Developer and Country
Table 11: Strategy Games by Region, Country and Industry Leader
Table 12: Strategy Games by Developer and Country
Table 13: Puzzle Games by Region, Country and Industry Leader
Table 14: Puzzle Games by Developer and Country
Table 15: Hidden Object Games by Region, Country and Industry Leader
Table 16: Hidden Object Games by Developer & Country
Table 17: Number of Family Apps Games by Region, Country and Industry Leader
Table 18: Family Apps Games by Developer & Country
Table 19: Card Games by Region, Country and Industry Leader
Table 20: Card Games by Developer and Country
Table 21: Casino Games by Region, Country and Industry Leader
Table 22: Casino Games by Developer and Country
Table 23: Action Games by Region, Country and Industry Leader
Table 24: Action Games by Developer and Country
Table 25: RPG Games by Region, Country and Industry Leader
Table 26: Adventure and RPG Games by Developer and Country
Table 27: Games by Region, Country and Industry Leader
Table 28: Arcade Games by Developer and Country

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