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Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

Social gaming has exploded during the last decade. Game-play and consumption patterns have dramatically changed during the last five years and we see similar big changes coming with the invasion of mobile platforms and in particular the emerging wearable platforms. While Facebook individually leads the social gaming market, collectively non-Facebook social gaming platforms collectively represent a considerable portion of the market. Non-Facebook platforms include app store, local social networks, and multiplayer social game networks. Collectively, the social gaming market will reach $18 billion by 2020 with a combined CAGR of 12.25%. By device platform, wearable social platform will rise sharply followed by mobile and PC platform during the study period of 2015 – 2020.

Wearable gaming hardware devices include gaming and gamification focused headwear, body wear, eyewear and smartwatches. Mind Commerce predicts 3.4 million unit sales globally in 2015 rising to 23.4 million by 2020. The cumulative unit sales will be 68.3 million during 2015 with 47.1% CAGR through 2020. Mind Commerce predicts that connected wearable device shipments will reach 170 million units by 2020 and market value will reach nearly $25 billion.

This research evaluates the companies, solutions, and market for online and mobile social gaming. The report analyzes company strategies, assesses gaming platforms including next generation via wearable technology, and provides a market outlook and forecasts through 2020. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

Network operators
Cloud service providers
Social networking companies
Wireless device manufacturers
Digital entertainment companies
Gaming distributors and aggregators
Mobile and online gaming companies

Key Findings:

The market shall witness a steady reduction in the gaming hardware business through 2020
Among platforms, mobile leads with highest market share of 55% in 2015 and will reach to 58% by 2020
Successful companies will focus more on retention with diversified experiences rather than becoming a large gaming company
Other two platforms are PC and wearable, which currently hold 40% and 5% market share respectively and will be 30% and 12% by 2020
Social networks will remain an appealing platform for gaming and will create a hard core social gaming group of high spending gaming “whales”
Non-Facebook social gaming market is expected to have highest CAGR of 13.3% comparing its counterpart Facebook that will grow with 10.4% CAGR

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 Gaming Market Overview & Trend Analysis
2.1 What Is Social Gaming And Building Blocks Of A Good & Successful Social Game?
2.2 Meaningful Games And Gamification: How Is It Important For Social Gaming?
2.2.1 Bejeweled Vs. Layoff Game Case: Fun Vs. Meaning
2.2.2 Kabul Kaboom Game Case: Learning Vs. Inspirational Value
2.3 Social Gaming Market Trend And Future Holds
2.3.1 Male Dominance As Hardcore Social Gamers
2.3.2 Social Gaming Shift To Mobile Space
2.3.3 Growing Demand For Local Content
2.3.4 Rise Of Cross-platform Gaming
2.3.5 Changing Monetization Method
2.3.6 Success Of Franchising Business Model
2.3.7 Merger & Acquisition Fostering Growth In Emerging Market
2.4 Defining Social Gaming Market: A 2015 Landscape Review
2.4.1 Facebook Social Networking Platform
2.4.2 Non-facebook Social Networks
2.4.3 Mobile Social Network Games
3.0 Social Gaming Market Projecttions
3.1 Revenue Projection And Analysis 2015 - 2020
3.1.1 Social Gaming Market Revenue Global Vs. Device Platfroms 2014 – 2020
3.1.2 Pc, Mobile And Wearable Device Platforms In Social Gaming
3.1.3 Facebook Vs. Non-facebook Platform Social Gaming Market 2015 - 2020
3.1.4 Social Gaming Market By Geographic Regions 2015 – 2020
3.1.5 Social Gaming Market By Top 15 Countries 2015 - 2020
3.2 Social Gamer Projections And Analysis 2015 - 2020
3.2.1 Global Social Gamers Vs. Device Platforms Forecast 2014 – 2020
3.2.2 Facebook Vs. Non-facebook Platforms Gamers 2015 - 2020
3.2.3 Social Gamers By Geographic Region 2015 - 2020
3.2.4 Social Gamers By Top 15 Countries 2015 - 2020
3.3 Social Gaming Monetization And Analysis
3.3.1 Social Gaming Revenue By Monetization Sources
3.3.2 Social Gaming Arpu 2015 - 2020
3.3.3 Social Gaming Arppu 2015 - 2020
3.3.4 Social Gaming Player Type And Revenue Chart
3.3.5 Social Gaming Whales: 5th Planet Games Vs. Blitzoo Case Analysis
3.3.6 Behavior Analysis Of Whales
3.3.7 Social Gaming Revenue By Ecosystem Stakeholders
3.3.8 Stakeholder Lists In Ecosystem And Revenue Sharing Percent
3.3.9 List Of Fees For Ecosystem Stakeholders
3.4 Social Gamer Demographics
3.4.1 Social Gamer By Male Vs. Female
3.4.2 Average Social Gamers’ Age: Common Vs. Male Vs. Female
3.4.3 Contribution To Social Gaming: Gaming Time, Money, And Female Earn Virtual Curreny
3.4.4 Social Game-play Frequency And Community By Gender
3.4.5 Social Gamer Percentage Under Different Age Brackets
3.4.6 Social Gamer Percentage Under Yearly Income Brackets
3.4.7 Social Gamer Percent By Educational Level
3.4.8 Social Gamer Percentage By Marital And Family Status
3.4.9 Social Gamer Percentage By Employment Condition
3.4.10 Social Game Access By Device Platform
3.4.11 Video Game Play Behavior Of Social Gamer
3.4.12 Reason For Playing Social Games
3.4.13 Virtual Purchase Behavior Of Social Gamer
3.4.14 Social Game Play Location Vs. Time Spend Vs. Social Friends
3.4.15 Popular Social Game Play Network
3.4.16 In-game Advertisement Vs. Purchase Response Of Social Gamer
3.4.17 Social Gamers In-game Reward Behavior
3.4.18 Social Game-play Frequency: Day Vs. Week Vs. Month
3.4.19 Social Gamer By Dau Vs. Wau Vs. Mau
3.4.20 Most Addicted Social Gamer Profiles
3.4.21 In-game Purchase Behavior By Popular Types Of Social Game
3.4.22 Reason For Spending Real-world Money In Social Games
3.4.23 Types Virtual Items That Social Gamer Purchase
3.5 Social Gaming Ecosystem Analysis
3.5.1 Social Gaming Value Chain Partnership Model
3.5.2 Percent Of Revenue Sharing Among Value Chain Partners
3.5.3 Economic Drivers Of Social Gaming
3.5.4 Sns Portal Publishing Framework
3.5.5 Social Gaming Ecosystem: Task Flow For Social Change
3.5.6 Social Gaming Knowledge Economy: A Mapping Framework
3.5.7 Role Of New Entrants In Social Gaming Ecosystem
3.5.8 Social Gaming Business Model Analysis
3.5.9 Tips For Applying Economic & Gamification In Business Model
3.5.10 Social Gaming Pricing Model Analysis
3.5.11 Market Challenge And Game Balancing Method In Virtual Goods Based Economy Model
3.6 Social Game Monetization Metrics And Analysis
3.6.1 A Typical Social Gaming Metrics
3.6.2 Social Gamer Conversion Funnel
3.6.3 Social Game Life Cycle & Kpi Management Metrics
3.6.4 Game Analytics: Virality Vs. Retention, Acquisition And Business Monetization Metrics
3.6.5 Brand Monetization Metrics Of Social Game
3.6.6 Game Monetization Strategies
3.6.7 Social Game Design Framework And Dilemma
3.6.8 Self Publishing Or Indie Preference Vs. Platform Choice Of Game Developers In 2015
3.6.9 Game Marketing In 2015: Role Of Apps, Video, Smart Tv, And Viral
3.6.10 Social Gamer Engagement Panorama
3.6.11 Empathy Game: New Wave Of Engagement
3.7 Social Gaming Market Entry And Success Strategies
3.7.1 Core Choices For Social Gaming Entrants
3.7.2 Social Gaming Ip Issues
3.7.3 Market Entry Cost Consideration
3.7.4 Risk Associated With Social Gaming Success
3.7.5 Successful Ip Line Creation
3.7.6 Minimizing Marketing And User Acquisition Cost
3.7.7 Monetization Strategies For Social Game Entrants
3.7.8 Strong Development Chain
3.8 Social Gaming Market Vs. Opportunistic Approach Analysis
3.8.1 Gaming Industry Peak Vs. Non-peak: A Comparative Analysis
3.8.2 User Acquisition Approach: Western Vs. Japanese & Asian Approach
3.8.3 Revenue Battle Between Developers Vs. Publishers And Impact On Social Gamer
3.8.4 Importance Of Apple As Channel Partner
3.8.5 Google & Apple Nails Over Connected Console And Wearable Devices
3.8.6 Integrated Google Play Game Service
3.8.7 Microsoft For Indie Self-publisher
3.8.8 Disney With Video Gaming Platform “infinity”
3.8.9 Zynga Platform (Zynga.Com)
3.8.10 Facebook Mobile Game Publishing Approach
3.8.11 Social Gamification Trend And Bluebox Vs. Goplay Case
3.8.12 Civic Learning: Satirical Prism Game Data Dealer Case By Cuteacute
3.8.13 Mobile Strategy Blended With Mobile Social Game, Sms, & Qr Code: Red Bull Case
3.8.14 Microsoft Buzz With Ar Gaming Glasses
3.9 Next Gen Social Game: Trend To Blend With Real-world Good Deed
3.9.1 Virtual To Real-world Donation And Social Action: Half The Sky Movement: The Game
3.9.2 Research For Mankind & Community Patent: Foldit
3.9.3 Community Awareness: Recyclebank
3.9.4 Education & Literacy: Millee Literacy Game
3.9.5 Poverty Alleviation: Spent
3.9.6 Constructing Village: Raise The Village
3.9.7 Charities For Children: Wetopia
3.9.8 Charities For Animal: Joy Kingdom
3.9.9 Social-good Focused Gaming: Zynga, Sojo Studios, Gramble, Onehaze, & Budge
3.10 Social Gaming Investment Trend And Analysis
3.10.1 Second Screen Including Mobile Devices And Tv
3.10.2 Social Vs. Game Network
3.10.3 Gaming Deals
3.10.4 Post Zynga Era Vs. Vc In Middleware Gamification & Social Elements Integration
3.10.5 Gaming Industry Transition And Fragmentation Analysis
3.10.6 Gaming Sector And Business Model
3.10.7 Value Vs. Volume Regions
3.10.8 Merger And Acquisition (M&A) Trends
3.10.9 Gaming Venture Capital (Vc) Trend
3.10.10 Crowd Funding Trend
3.10.11 Case Study
3.11 Social Gaming Regulation & Social Fraud Challenge Analysis
3.11.1 Social Gaming Cheat
3.11.2 Mobile Gaming Piracy & Virtual Currency Scamming Challenge In China & Russia
3.11.3 Kompu Gacha Style In-game Social Gambling Ban And Opportunities In Japan
3.11.4 Geographic Implication Of Antipiracy Law: Japan, Us, Uk, Russia & China
3.11.5 Zynga With Privacyville
3.11.6 Cybercriminal Attack On Social Mobile Game
3.11.7 Us Online Gaming Regulation And Foreign Corrupt Practices Act
3.11.8 In-game Scam Debate In Social Game
3.11.9 Role Of Open Web To Save Dmca: Minimega Games Vs. Tomkid Game Case
3.11.10 Rmt (Real Money Trading) And Gold Farming Regulation: Regional Implications
4.0 Facebook Social Gaming Ecosystem Analysis
4.1 Facebook User Review
4.1.1 Facebook User In Continents
4.1.2 How Users Install Apps From Facebook Platform?
4.2 App Center Analysis For Top-rated Social Game
4.2.1 Genres Vs. Leading Company Vs. Mau And Competition Analysis
4.2.2 Genre Vs. Per Day Arppu From Facebook App Centre
4.2.3 Regional Distribution Of Top-rated Games
4.2.4 Regional Distribution Of Top-rated Games
4.2.5 Trivia & World Genre Games By Region Vs. Country Vs. Developer
4.2.6 Sports Genre Games By Region Vs. Country Vs. Developer
4.2.7 Simulation Genre Games By Region Vs. Country Vs. Developer
4.2.8 Strategy Genre Games By Region Vs. Country Vs. Developer
4.2.9 Puzzle Genre Games By Region Vs. Country Vs. Developer
4.2.10 Hidden Object Genre Games By Region Vs. Country Vs. Developer
4.2.11 Family Apps Genre Games By Region Vs. Country Vs. Developer
4.2.12 Card Genre Games By Region Vs. Country Vs. Developer
4.2.13 Casino Genre Games By Region Vs. Country Vs. Developer
4.2.14 Action Genre Games By Region Vs. Country Vs. Developer
4.2.15 Adventure & Rpg Genre Games By Region Vs. Country Vs. Developer
4.2.16 Arcade Genre Games By Region Vs. Country Vs. Developer
4.3 Zynga And Facebook Interdependency: A Critical Analysis
4.4 Business Model And Market Strategy Analysis
4.5 Whales In Facebook Game
4.6 Local Currency Payments Api
4.7 Ecosystem Statistics
4.8 Gamification Trajectory
4.9 Facebook In Mobile And Social Gaming Era
4.10 New Mobile Gaming Ads In Facebook Notification
4.11 Facebook Mobile Payment System “facebook Buy Now”
5.0 Non-facebook Social Networked Gaming Ecosystem
5.1 What Is Beyond Facebook Social Gaming?
5.2 Local Social Network In Emea
5.2.1 Hyves In Netherland
5.2.2 Tuenti In Spain
5.2.3 Vkontakte In Russia
5.2.4 Vz.Net In Germany And Expansion Network In France, Italy, Spain And Poland
5.2.5 Yonja In Turkey
5.2.6 Netlog
5.2.7 Nasza-klasa In Poland
5.3 Local Social Network In Americas
5.3.1 Meetme
5.3.2 Orkut In Brazil
5.3.3 Sonico
5.3.4 Blackplanet In Us
5.4 Local Social Network In Apac
5.4.1 Sina Weibo In China
5.4.2 Tencent Network In China: Weibo, Qzone And Pengyou
5.4.3 Renren In China
5.4.4 Kaixin001 In China
5.4.5 51.Com In China
5.4.6 Mixi In Japan
5.4.7 Cyworld In Korea
5.4.8 Ibibo Games In India
5.4.9 Millat Facebook In Pakistan
5.4.10 Yahoo-mobage In Japan
5.4.11 Ameba Pig In Japan
5.5 Social Network: Global In Nature
5.5.1 Bebo
5.5.2 Twitter
5.5.3 Amazon
5.5.4 Zorpia
5.5.5 Perfspot
5.5.6 Friendster
5.5.7 Gaia Online
5.5.8 Badoo
5.5.9 Tagged
5.5.10 Hi5
5.5.11 Habbo
5.5.12 Come2play
5.5.13 Viximo Game Network
5.6 Emerging Mobile Social Gaming Network Analysis
5.6.1 Chillingo
5.6.2 Wechat & Qq Mobile: Integrated Mobile Gaming Platform
5.6.3 Kakaotalk
5.6.4 Line
5.6.5 91 Wireless
5.6.6 Whatsapp
5.6.7 Tango
5.6.8 Kik Messenger
5.6.9 Zalo
5.6.10 Qihoo 360 Platform
5.6.11 Wandoujia
5.6.12 Baidu App Store
5.6.13 Appchina
5.6.14 D.Cn Games Center
5.6.15 Gfan
5.6.16 Mobage In Japan
5.6.17 Heyzap
6.0 Mobile Social & Location (Solomo) Gaming
6.1 Market Trend Analysis
6.1.1 Eco-system Metrics Of Consumption-engagement-interaction
6.1.2 Merged Social, Local Search & Mobile: What Indicates Market Data
6.1.3 Emergence Of Locative Gaming On Social & Mobile Platform For Deeper Engagement
6.1.4 Location Centric Multiplayer Mobile Social & Casual Gaming Trend
6.1.5 Combining Gamers Psych With Local Community-driven Brand Engagement Metrics
6.1.6 Augmented Utility Behavior Of Gamer Using Mobile Augmented Reality
6.1.7 In-game Transaction Trend And Virtual Goods Placement Based In Real Time Location
6.1.8 Virtual Goods Export In Gaming And Exchange Trend Among Community
6.1.9 Html5 & Cloud Benefit In Gaming
6.1.10 Android Vs. Ios Gaming Market & Profit Share Trend
6.1.11 Emerging Cloud And Html5 Browser Based Publishing
6.1.12 Mobile Appstore To Share Handheld Gaming Console Market
6.2 Ecosystem Analysis
6.2.1 Oti Vs. Ota Distribution: Where Is Solomo Game?
6.2.2 Oti Vs. Ota Fragmentation And Appstore, Sns Portal, Html5 & Cloud Platform
6.2.3 Google Play Vs. Apple Store: How Apple Will Be Losing Money From Solomo Game?
6.2.4 Fragmented Dist Challenge: Billing, Cost, Marketing & Cross-channel Publishing
6.2.5 Consumer Response And Future Of Oti Vs. Ota Distribution
6.2.6 Strategy Consideration To Design Right Business Model
6.2.7 Pricing Model: Factors Influence Decision
6.2.8 Revenue & Cost Items
6.2.9 New Busines Model For Solomo Game
6.2.10 What Next: Nfc Payment Vs. Auto Life Logging Vs. Mass Social Experience
6.2.11 Ios 7 Gaming: Emerging Scope For Developers & Controller Makers
6.3 Monetization Analysis
6.3.1 New Entrant Vs. Existing Player: Who Is Losing / Gaining Money?
6.3.2 Average Virtual Goods Pricing Trend In Solomo Game
6.3.3 Branded Games Vs. Location Trailed In-game Ad Vs. Branded Virtual Goods
6.3.4 Gamers Preference Over Branded Game Vs. In-game Ads Vs. Branded Virtual Goods
6.3.5 Big Brand Vs. Smbs Preference Over Branded, Location, And In-game Ad
6.3.6 Location Trailed In-game Ads: Impressions Vs. Ctr Vs. Repeat
6.3.7 Social Ads In Community / Casino Club Based Game
6.4 Demography Analysis
6.4.1 Solomo Gamer Prediction In Regions
6.4.2 Top 10 Solomo And Location Gamer Countries
6.4.3 Casual Vs. Regular Solomo Gamer
6.4.4 Micro Transaction Gamer Vs. Worldwide Mobile Gamer
6.4.5 Adult Vs. Teen Ratio
6.4.6 Dau And Mau
6.4.7 Gamer Spending Over Revenue Sources
6.4.8 Virtual Goods Category
6.4.9 Solomo Gamer Spending Preference Over Paid Vs. Virtual Goods Game
6.4.10 Solomo Gamers Age Bracket Wise Spending Habit On Trading Virtual Goods
6.4.11 Male Vs. Female Yearly Spending On Virtual Goods
6.4.12 Top Preferred Solomo Gaming Genre
6.4.13 Solomo Game Reach Vs. Game Play Engagement By Popular Genre
6.4.14 Male Vs. Female Solomo Game Genre Preference
6.4.15 Mobile Vs. Tablet Device Preference Under Different Age Bracket
6.4.16 Solomo Gamer Preference Over Mobile Os
6.4.17 Time Spend Vs. Session Of Solomo Gamer During Day Time
6.4.18 Solomo & Locative Game Play Location
6.4.19 Game Play Location Inside Home
6.4.20 Reason For Playing Solomo Game
6.4.21 Factors Influencing Positive Solomo Game Play
6.4.22 Benefit Experienced From Solomo Game Play
6.4.23 Virality / Community Factors Influence Solomo Game Play
6.4.24 Game Features That Influence Solomo Gamer Recommending To Others
7.0 App Store Analysis
7.1 Business Model Goole Play Vs. Apple Store
7.2 Apple App Store
7.2.1 Top Grossing Ios Game And Daily Revenue
7.2.2 Non-gaming App Ratio 2012 – 2014
7.2.3 Share Of Revenue By App Category
7.2.4 Top 5 App Categories 2014
7.3 Google Play
7.3.1 “google Games” - Unified Gaming Platform Trend
7.3.2 Success Factors In Android Store
7.4 Geography And Language Analysis
7.5 Alternative App Store For Android
7.5.1 Slide Me
7.5.2 Getjar
7.5.3 Soc.Io Mall
7.5.4 Codengo
7.5.5 Appslib
7.5.6 1mobile
7.5.7 Camangi Market
7.5.8 Tegra Store
7.5.9 Mikandi
7.5.10 Androidpit
7.5.11 Anzi
7.5.12 Hiapk
7.5.13 N-duo Market
7.5.14 F-droid
7.6 Alternative Appstore For Ios
7.6.1 Cydia
7.6.2 Lima
7.6.3 Premierappshop
7.6.4 Sexappshop
7.6.5 91 Hiapk
7.7 Appstore For Blackberry Os
7.7.1 Blackberry World
7.7.2 Crackberry Store
7.7.3 Bbnation
7.8 Cross-platform App Store
7.8.1 Nook App Store
7.8.2 Taobao App Market
7.8.3 Handmark & Onelouder
7.8.4 Handster
7.8.5 Phoload
7.8.6 Mobango
7.8.7 Handango
7.8.8 Biskero
7.8.9 Opera Mobile App Store
7.8.10 Appitalism
7.8.11 Nexva
7.8.12 Kongregate
7.8.13 Maopao
7.8.14 Djuzz
7.8.15 Appcity
7.8.16 Alternative.To
7.8.17 360 Market
7.8.18 Appoke
7.9 Oems Appstore
7.9.1 Samsung Apps
7.9.2 Lg Smart World
7.9.3 Docomo Market
7.9.4 Xiaomi Appstore
7.10 Mobile Carrier Appstore
7.10.1 Verizon Shop And Developer Community
7.10.2 Vodafone Developer
7.10.3 Mobile Market Of China Mobile
7.10.4 T-mobile Mall
7.10.5 Sprint Developer Program
7.10.6 Aircel Pocketapps
7.10.7 Airtel App Central
7.10.8 Maxis 1store
7.10.9 At&T Appcentre
7.10.10 M1 App Store
7.10.11 T-store
7.10.12 Turkcell T-market
7.10.13 Omnitel App Store
7.10.14 Mtnplay
8.0 Social Casino Gaming Analysis
8.1 Overview Of Social Casino Gaming
8.2 Social Casino Gaming Business Model
8.3 No Regulation And Emerging Risk
8.4 Regional Market Approach: West Vs. East
8.4.1 Gree’s Poker Creature
8.4.2 Dena’s Secret Poker
8.4.3 Konami’s Dracolle X Poker
8.4.4 Cyberagent’s Battle Slot
8.4.5 Sega’s Dagon Coin
8.5 Facebook Vs. Mobile Trend
8.6 Revenue Forecast
8.6.1 Social Casino Gaming Revenue 2015 – 2020
8.6.2 Revenue By Device Platform
8.6.3 Social Casino Gaming Revenue By Facebook Vs. Non-facebook Platform
8.6.4 Revenue By Top Countries
9.0 Wearable Social Gaming Analysis
9.1 What Is Wearable Social Gaming?
9.2 Overview Of Wearable Gaming Market
9.3 Market Potential
9.3.1 Wearable Phones
9.3.2 Wearable Electronics
9.4 Open Source Vr Games And Success Mantra
9.5 Wearable Gaming Market Trend
9.5.1 Augmented Reality And Virtual Reality (Ar And Vr)
9.5.2 Connected Wearable
9.5.3 Motion Sensing Technology Including Wearable 3d
9.5.4 Wearable Healthcare Through Gaming
9.5.5 Haptic Technology
9.5.6 Headwear Or Head Mounted Display (Hmd)
9.5.7 Serious Game
9.5.8 Gamification
9.6 Wearable Game Genre Analysis
9.7 Global Werable Gaming Hardware Unit Sales 2015 – 2020
9.8 Average Number Of Gamer Per Device 2015 – 2020
9.9 Average Retail Price Of Wearable Gaming Hardware 2015 - 2020
9.10 Wearable Gaming Regional Market Share 2020
9.11 Wearable Gaming Platform Analysis
9.11.1 Smartwatch As Platform
9.11.2 Eyewear As Platform
9.11.3 Headwear As Platform
9.11.4 Bodywear As Platform
9.12 Wearable Gaming Case Study
9.12.1 Grand Theft Auto (Gta)
9.12.2 Nike And Sports Game
9.12.3 Fitbit Casual Gaming
9.12.4 Wear Orbits
9.12.5 Myland Game
9.13 Oculus Rift Games
9.13.1 Naissancee
9.13.2 Pixel Rift
9.13.3 Surgeon Simulator
9.13.4 Dolphinvr
9.13.5 Classroom Aquatic
9.13.6 Windlands
9.13.7 Superhot
9.13.8 Vanguard V
9.13.9 Laserface
9.13.10 Half-life 2/Team Fortress 2
9.13.11 Aaaa! For The Awesome
9.13.12 Among The Sleep
9.13.13 Lucky's Tale
9.13.14 The Witness
9.14 Sumsung Gear Vr Games
9.14.1 Herobound: First Steps
9.14.2 Temple Run Vr
9.14.3 Vrse/For Cardboard Apps
9.14.4 Esper
9.14.5 Ikarus
9.14.6 Dreadhalls
9.14.7 Oculus 360 Tours - World, Iceland
9.14.8 Matterport Vr
9.14.9 Anshar Wars
9.14.10 Playhead
9.14.11 Titans Of Space
9.14.12 Cirque Du Soleil Zarkana
9.14.13 Darknet
9.14.14 Thebluvr
10.0 Social Gaming Company Analysis
10.1 Arkadium
10.2 Dena
10.2.1 Key Acquisitions
10.3 Electronic Arts (Ea)
10.3.1 Key Acquisitions
10.4 Gree
10.4.1 Key Acquisitions
10.5 Kabam
10.5.1 Anti-zynga Strategy
10.5.2 Alliance With Rockyou
10.5.3 Alliances With Pokki
10.5.4 Key Acquisition
10.6 King
10.6.1 Key Acquisition
10.7 Peak Games
10.8 Playdom
10.9 Prettysimple
10.10 Socialpoint
10.10.1 Maas
10.10.2 Asia Expansion
10.11 Supercell
10.11.1 Alliance With Softbank
10.12 Wooga
10.12.1 Hit Filter Strategy
10.13 Zynga
10.13.1 Social Contribution Approach
10.13.2 Key Acquisitions
10.13.3 Strategy 2015
10.14 Papaya
10.15 Crowdstar
10.16 Gamesalad
10.17 Playphone
10.18
10.19 Scoreloop
10.20 Skillpod
10.21 Sgn
10.22 Gameloft
10.22.1 Gameloft Live
10.23 Gamevil
10.24 Cyberagent
10.25 Hangame
10.26 The9
10.26.1 Game Zone
10.27 Renren
10.28 Gameinsight
10.29 Glu
10.29.1 Glu Network
10.30 Ubisoft
11.0 Conclusions And Recommendations
11.1 Recommendation For Social Networks And Emerging Game Networks
11.2 Recommendations For Game Developers And Publishers
11.3 Recommendations For Brands
Figures
Figure 1: Graphical User Interface of Bejeweled
Figure 2: Graphical User Interface of Layoff Game
Figure 3: Graphical User Interface of Kabul Kaboom Game
Figure 4: Facebook MAU Split over Countries vs. Percent of Total Gamers 2014
Figure 5: Facebook MAU Split by Top 14 Languages 2014
Figure 6: McDonald Features Special Events on Firmville
Figure 7: CSI Franchise Adaptation on Facebook
Figure 8: Global Social Gaming Revenue by Platform 2014 – 2020
Figure 9: Facebook vs. Non-facebook Game Play Platform 2015 – 2020
Figure 10: Social Gamer Projection Global vs. Device Platforms 2014 – 2020
Figure 11: Number of Social Gamers Facebook vs. Non-Facebook 2015 – 2020
Figure 12: Social Gaming Revenue Source by Percentage Contribution
Figure 13: Social Gaming Revenue by Monetization Source 2015 – 2020
Figure 14: Social Gaming ARPU by Device Platform 2015 – 2020
Figure 15: Social Gaming ARPPU by Device Platform 2015 – 2020
Figure 16: Social Gaming Revenue by Big Player and Whales 2015 – 2020
Figure 17: Number of Social Gamers by Big Player and Whales 2015 – 2020
Figure 18: Social Gaming Revenue Distribution Percent among Stakeholders
Figure 19: Social Gaming Revenue by Ecosystem Stakeholder 2015 – 2020
Figure 20: Social Gamer Percent by Male vs. Female
Figure 21: Social Gamer Projection by Male and Female 2015 – 2020
Figure 22: Average Age of Social Gamer: Common vs. Male vs. Female
Figure 23: Total Gaming Time, Money, and Female Virtual Currency
Figure 24: Social Game Play Frequency and People Male vs. Female
Figure 25: Social Gamer Percentage by Age Brackets
Figure 26: Social Gamer Percentage by Age Brackets
Figure 27: Social Gamer Percentage by Level of Education
Figure 28: Social Gamer Percentage by Marital Status vs. Children Status
Figure 29: Social Gamer Percentage by Employment Status
Figure 30: Social Game Access Percentage by Device Platform
Figure 31: Percentage of Social Gamer Play vs. Do Not Play Video Game
Figure 32: Social Game Play Reason and Percentage of Social Gamer
Figure 33: Percent of Social Gamer Purchase Virtually
Figure 34: Percent of Social Gamer Play on Popular Social Networks
Figure 35: In-game Reward Behavior of Social Gamer
Figure 36: Daily vs. weekly vs. Monthly Social Game Play Frequency
Figure 37: DAU vs. WAU vs. MAU Percentage of Total Social Gamer
Figure 38: Social Gamer in by DAU, WAU, and MAU 2015 – 2020
Figure 39: Most Addicted Social Gamer Demographics
Figure 40: Percent of Social Gamer make In-Game Purchase by Game Genre
Figure 41: Why Social Gamer Spend Real-World Money to Social Game
Figure 42: Types of In-Game Virtual Items that Social Gamer Purchase
Figure 43: Social Gaming Market Players in Value Chain
Figure 44: Social Gaming Ecosystem and Revenue Sharing among Market Players
Figure 45: Economic Drivers of Social Gaming
Figure 46: Social Game Publishing Framework to SNS Portal
Figure 47: Social Gaming Ecosystem for Social Change
Figure 48: Knowledge Economy Creation Framework in Social Gaming Ecosystem
Figure 49: Framework to Deploy a Bragging Approach in a Social Game
Figure 50: Connecting Social Gamer in Monetization Metrics (Conversion Funnel)
Figure 51: Sample Conversion Funnel to Analyze Social Gamer
Figure 52: Life Cycle of a Social Game
Figure 53: KPI Framework Including Directions to Manage Social Game Life Cycle
Figure 54 Sequential Steps to Develop Analytics Approach for Social Game
Figure 55: Sample Viral vs. Retention Metrics: What to Focus?
Figure 56: Checklist to Develop Retention Metrics
Figure 57: Checklist to Measure Game Virality
Figure 58: Checklist for Managing Acquisition Metrics
Figure 59: Checklist for Business Monetization Metrics
Figure 60: Sample Custom Metrics to Derive Actionable Insights
Figure 61: Determining Brand Effectiveness in Social Game
Figure 62: Free-to-Play Social Game Design Framework
Figure 63: Framework to Identify the Psychology Behind Fun
Figure 64: Game Developers Preference over Platform in 2015
Figure 65: Game Developer Attitudes Towards eCPM
Figure 66: Share of Impression of Gaming App Marketing 2012 vs. 2013
Figure 67: Samsung’s Angry Birds Integrated Smart
Figure 68: Viral Marketing and Adverting Loop for Social Games
Figure 69: Best Viral Placement of Feeds Notifying Installation
Figure 70: Viral Feeds that Can Increase Gamers Accomplishment
Figure 71: Viral Placement in Social Game
Figure 72: Viral Placement in Direct Invitation
Figure 73: Social Gamer Engagement Percent during Day 1 - 11
Figure 74: Social Game: 7day + Engagement
Figure 75: The Presence of Monsters in Tourette’s Quest
Figure 76: Nightclub City vs. Party Central Case
Figure 77: Retention Funnel to Monitor Performance
Figure 78: User Interface of Data Dealer Game
Figure 79: Leaked Image of AR Gaming Glasses
Figure 80: In-Game Donation Opportunity for Brands and Gamers
Figure 81: Protein Puzzle & Social Ranking
Figure 82: Recycle – Redeem – Reward Quest
Figure 83: Literacy Game vs. Community Engagement
Figure 84: Money Flow in the Game
Figure 85: African Village Quest in the Game
Figure 86: Contribution for Children Education in WeTopia
Figure 87: Contribution for Animals in Joy Kingdom
Figure 88: Apps Category vs. Gaming Apps Usage 2014
Figure 89: Mobile Game vs. Non-Game Mobile App Revenue
Figure 90: Gaming Companies Spotted in the Market Fragmentation Chart
Figure 91: Communal Gameplay Trends
Figure 92: Communal Game Revenue Trends
Figure 93: Business Model Trends 2014 – 2016
Figure 94: Gaming Investment Trend in Sectors
Figure 95: Selected Gaming Investment and Values
Figure 96 Video Game Acquisition Deal and Values
Figure 97: Top Countries under Value vs. Volume Regions
Figure 98: Gaming Revenue Trend in Regions 2011 – 2017
Figure 99: Global Video Games Revnue Trend 2011 – 2017
Figure 100: Global Video Game Investment (ex-IPOS) 2005 – 2014
Figure 101: Global Video Game Investment (inc-IPOs) 2005 – 2014
Figure 102: M&A Volume Trend in Gaming Sectors 2014
Figure 103: M&A Volume Trend in Gaming Sectors 2013
Figure 104: Selected M&A Deal Value 2014
Figure 105: Game Sector among Total Mobile VC Ecosystem 2013
Figure 106: Kickstarter Performance by Game Sector vs. Value Range 2012
Figure 107: Fake Angry Birds Game in China
Figure 108: Fruit Ninja Pirated Version on a Chinese Tablet
Figure 109 iPhone Smurf Village Piracy in China
Figure 110: iphone ipad Where is My Water game Piracy
Figure 111: Kompu Gacha Game Example
Figure 112: Privacy Points on PrivacyVille
Figure 113: Number of Cyber Criminal Attack in Different Countries
Figure 114: How Malware Works in Game
Figure 115: Typical Scam offering in-game Currency
Figure 116: Lead-Generation Scam
Figure 117: SLAP! – Original vs. Copy Version
Figure 118: Facebook User Share in Continents 2014
Figure 119: Facebook Penetration Rate as of June 2014
Figure 120: App Installs Percentage by Viral vs. Cross Promo vs. Paid 2014
Figure 121: Ranking of Leading Social Companies
Figure 122: Top-Rated Games by Studios in Regions 2014
Figure 123: Payment and Other Revenue of Facebook 2010 – 2012
Figure 124: Distribution of Facebook’s Payment Revenue in Regions 2010 – 2013
Figure 125: Facebook Gaming ARPU from Regions 2011 – 2013
Figure 126: Zynga DAU Trajectory
Figure 127: Connected Smartphone statistics vs. Facebook
Figure 128: SongPop Cross-platform Game Display
Figure 129: Facebook Notification Ads for Game
Figure 130: Hyves game portal
Figure 131: Mixi Park with 3D avatar facility
Figure 132: Top 5 Free vs. Paid Downloaded Applications June 2013
Figure 133: Game on Zorpia group section
Figure 134: Games & Reward on Friendster
Figure 135: WE-LINK Mobile Social Game on Android
Figure 136: Accumulated Kakao Game Subscription
Figure 137: Identified Task Behavior in SoLoMo Gaming Ecosystem
Figure 138: Please Stay Calm-Zombie Apocalypse
Figure 139: Psychological Game-Play Pattern of SoLoMo Gamer
Figure 140: Sample Trail Map of SoLoMo Gamer: How do They Chase
Figure 141: ARDefender SoLoMo Game on Android
Figure 142: Virtual Goods Placement in MyTown: Tracking Real Time Location
Figure 143: Mobile Cloud Gaming Network Diagram: a Graphical Presentation
Figure 144: G-Cloud: World’s 1st Mobile Cloud LTE Gaming on DoCoMo Tablet
Figure 145: m.friendster.com - HTML5 Game Publisher
Figure 146: Total Game by Mobile OS & Heldheld Devices 2012 – 2014
Figure 147: Total Mobile & Handheld Games 2013 – 2015
Figure 148: SoLoMo Game in OTI vs. OTA Distribution Channel
Figure 149: Percent of SoLoMo Games Average Virtual Goods Pricing
Figure 150: Branded Games vs. Location, Trailed In-Game Banner Ad, and Virtual
Figure 151: SoLoMo & Location Gamer: Branded Game, In-Game Ads or Virtual
Figure 152: Big Brand vs. SMBs: Branded Game vs. Location Trailed In-Game Ad
Figure 153: SoLoMo Gamer in Regions
Figure 154: Percnt of of SoLoMo Gamer in Top 10 Countries
Figure 155: Casual vs. Regular SoLoMo Gamer Percent
Figure 156: Micro Transaction, SoLoMo Gamer and Worldwide Mobile Gamer
Figure 157: Adult vs. Teen Tablet Gamer
Figure 158: DAU and MAU Percent by Smartphone vs. Tablet
Figure 159: Percentage Spending over Revenue Sources
Figure 160: SoLoMo Gamer Spending Percent on Different Virtual Goods Category
Figure 161: Spending SoLoMo Gamer on Paid vs. Virtual Goods
Figure 162: Age Bracket SoLoMo Gamers Virtual Goods Spending
Figure 163: Male vs. Females Yearly Spending on Virtual Goods
Figure 164: Percent of SoLoMo Gamer Prefer Different Genre
Figure 165: Reach vs. Game Play Engagement by Popular SoLoMo Game
Figure 166: Male vs. Female SoLoMo Game Genre Preference list
Figure 167: Age Bracket wise Preference over Mobile and Tablet Device
Figure 168: Percent of SoLoMo Gamer Prefer Mobile OS
Figure 169: Time Spend vs. Sessions of SoLoMo Gamers by Time of a Day
Figure 170: Percent of total Time Spend on Different Game Play Location
Figure 171: SoLoMo Home Gamer Time Spent Locations Inside Home
Figure 172: Why SoLoMo Gamer Play
Figure 173: Factors that influence positive SoLoMo Game Play
Figure 174: Percent of Benefit Experienced from SoLoMo Game Play
Figure 175: Influence Virality / Community Medium to SoLoMo Game Play
Figure 176: SoLoMo Gamer Recommendation based on Game Features
Figure 177: Top Grossing iOS Game and Daily Revenue (February 2015)
Figure 178: Non-Gaming App Ration in Apple App Store 2012 - 2014
Figure 179: Share of Revenue in Apple App Store by App Category 2014
Figure 180: Top 5 App Categories in Apple App Store 2014
Figure 181: Top 15 Revenue Countries in iOS and Android App Store
Figure 182: Top 10 Android Store in China
Figure 183: Lucky Play Casino on Facebook
Figure 184: Social Casino Gaming Revenue by Global & Region 2015 – 2020
Figure 185: Social Casino Gaming Revenue from Device Platform 2015 – 2020
Figure 186: Social Casino Gaming Revenue: Facebook vs. other Platforms
Figure 187: Social Casino Gaming Revenue Top 7 Countries 2015 – 2020
Figure 188: Covered Stainless Steel Wires
Figure 189: Wearable Games by Genre Categories: FPS, Simulation & RPG
Figure 190: Global Wearable Gaming Device Sales 2015 – 2020
Figure 191: Average Number of Wearable Gamers by Device 2015 – 2020
Figure 192: Retail Price Wearable Gaming H/W Devices 2015 – 2020
Figure 193: Regional Market Share Wearable Gaming Market 2020
Figure 194: PS One Game on Android Wear
Figure 195: GTA Running Interface
Figure 196: Nike Sports Point
Figure 197: FitBit Lifestyle Marketing
Figure 198: Wear Orbits Arcade Game Apps
Figure 199: Myland Game based on Fitness Pedometer
Figure 200: Underground City of NaissanceE
Figure 201: Pixel Rift Game Interface
Figure 202: Nigel Burke’s Operation on Bob
Figure 203: DolphinVR Emulator on Rift
Figure 204: Underwater Classroom Environment
Figure 205: Windland’s Technicolor World
Figure 206: Superhot Prototype
Figure 207: Vanguard V Interface
Figure 208: Leaserface Game
Figure 209: Half-Life 2 Interface
Figure 210: Aaaa! For the Awesome Game Interface
Figure 211: ‘un’s House in Among the Sleep
Figure 212: Lucky’s Tale Game Interface
Figure 213: The Witness’s Abandoned Island
Figure 214: Herobound Game Interface
Figure 215: Temple Run Game for Samsung VR
Figure 216: VRSE – Cardboard Apps for VR
Figure 217: Esper Demo
Figure 218: Ikarus Demo
Figure 219: Dreadhalls Game
Figure 220: Oculus 360 virtual tourism
Figure 221: Matterport VR Games
Figure 222: Anshar Wars Game Interface
Figure 223: Playhead Game Shoot
Figure 224: Earth vs, Moon
Figure 225: Cirque du Soleil Zarkana Game Interface
Figure 226: Darknet Game Interface
Figure 227: Shark Passing in the Game
Tables
Table 1: Social Gaming Market APAC, Americas, Europe, and Africa 2015 – 2020
Table 2: Social Gaming Market by Top 15 Countries 2015 – 2020
Table 3: Social Gamers by APAC vs. Americas vs. Europe vs. Africa 2015 – 2020
Table 4: Social Gamers by Top 15 Countries 2015 – 2020
Table 5: Social Gaming Player Type by Spending Categories
Table 6: Social Gaming Revenue Share Percent by Sub-Category of Stakeholder
Table 7: Social Gaming Fees for Stakeholders
Table 8: Game-play location vs. Average Time Spend vs. Average Friends Statistics
Table 9: Social Gamer Response against In-Game Advertisement vs. Purchase
Table 10: Market Challenges and Potential Solutions with Micro Transactions
Table 11: Parameters to Balance a Need Bragging Approach
Table 12 Measurement Metrics of a Typical Social Game
Table 13: Steps & Factors to Consider Monetizing Brand in Social Game
Table 14: Mobile Gaming Power User vs. Session Length 2013 vs. 2014
Table 15: Cost vs. Revenue for Successful Single and Series of Social Games
Table 16: Due Diligence Checklist to Select Social Game Developer
Table 17: Unique Natures of Value vs. Volume Markets
Table 18: Facebook Users and Social Gamer by Continents 2014
Table 19: Daily ARPPU by Genre from Facebook App Centre
Table 20: Gaming Apps in Facebook by Genres and Distribution by Region
Table 21: Number of Trivia & World Games by Region and Country
Table 22: List of 100 Trivia & World games by Developer & Country
Table 23: Number of Sports Games by Region and Country
Table 24: List of 98 Sports Games by Developer & Country
Table 25: Number of Simulation Games by Region and Country
Table 26: List of 100 Simulation Games by Developer & Country
Table 27: Number of Strategy Games by Region and Country
Table 28: List of 85 Strategy Games by Developer & Country
Table 29: Number of Puzzle Games by Region and Country
Table 30: List of 66 Puzzle Games by Developer & Country
Table 31: Number of Hidden Object Games by Region and Country
Table 32: List of 21 Hidden Object Games by Developer & Country
Table 33: Number of Family Apps Games by Region and Country
Table 34: List of 21 Family Apps Games by Developer & Country
Table 35: Number of Card Games by Region and Country
Table 36: List of 30 Card Games by Developer & Country
Table 37: Number of Casino Games by Region and Country
Table 38: List of 100 Casino Games by Developer & Country
Table 39: Number of Action Games by Region and Country
Table 40: List of 23 Action Games by Developer & Country
Table 41: Number of Adventure & RPG Games by Region and Country
Table 42: List of 74 Adventure & RPG Games by Developer & Country
Table 43: Number of Arcade Games by Region and Country
Table 44: List of 87 Arcade Games by Developer & Country
Table 45: Mobile Facebook Population: Smartphone and LBS Users
Table 46: MMG & Mobile Social Gaming Market Data
Table 47: SoLoMo Game with Player Number
Table 48: Market Data for Brand Virality & Engagement via Mobile Social Gaming
Table 49: Top 7 Augmented Reality SoLoMo Game
Table 50: In-Game Virtual Goods Market Data
Table 51: iOS vs. Android Gaming Market Statistics
Table 52: Competitive Comparison Between iOS and Android App Store Model
Table 53: Strategy to Include Designing Right Business Model for SoLoMo Game
Table 54: Mobile Social Gaming ARPU, Average Download, and other Stats
Table 55: Key Revenue & Cost Items
Table 56: Money Gainers/Losers Existing vs. New Players in SoLoMo Gaming
Table 57: Sure Success vs. Repeat % of Location Trailed Ad Impressions and CTR
Table 58: Social vs. Repeat Success % of Ads in Community/Casino SoLoMo
Table 59: Google Play vs. Apple Store Distribution
Table 60: Mobile Gaming App Store Superpower, Emerging Powers, and Others
Table 61: Top 10 Language Lists for Mobile Game Publishing

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