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美国社交游戏市场报告(2015-2019年)

Social Gaming Market in the US 2015-2019

加工时间:2015-05-09 信息来源:EMIS 索取原文[64 页]
关键词:社交游戏;社交媒体平台;网络;社交媒体应用程序;Facebook
摘 要:Social gaming refers to online games played on social media platforms, networks, or within social media applications. The popularity of social games stems from the collaboration between Facebook and Farmville, a game developed by Zynga in 2009. The US is one of the biggest markets for social games. The presence of a large number of people with accounts on social networking sites and other platforms is fostering the market growth. Most vendors launch advanced games in the US to tap the growing market and generate additional revenue. For instance, games such as Candy Crush Saga and the FIFA series witnessed an increase in their gaming base following their launch on social media platforms in the US.
目 录:

01. Executive Summary

02. List of Abbreviations

03. Scope of the Report

03.1 Market Overview

03.2 Base Year

03.3 Vendor Segmentation

03.4 Product Offerings

04. Market Research Methodology

04.1 Market Research Process

04.2 Research Methodology

05. Introduction

06. Market Landscape

06.1 Market Snapshot

06.2 Market Overview

06.3 Market Size and Forecast

06.4 Five Forces Analysis

07. Market Segmentation by Revenue

07.1 Social Gaming Market in US by Revenue 2014

07.2 Time Spent on Social Games in US

07.3 Money Spent on Social Games in US

08. Market Segmentation by Number of Social

Gamers

08.1 Social Gaming Market in US by Number of Social

Gamers 2014-2019

08.2 Demographics

08.2.1 Social Gamers in US by Age Group

08.2.2 Education Level of Social Gamers in US

08.2.3 Income of Social Gamers in US

09. Buying Criteria

10. Market Growth Drivers

11. Drivers and their Impact

12. Market Challenges

13. Impact of Drivers and Challenges

14. Market Trends

15. Trends and their Impact

16. Vendor Landscape

16.1 Competitive Scenario

16.2 Market Share Analysis

16.3 Other Prominent Vendors

17. Key Vendor Analysis

17.1 Electronic Arts

17.1.1 Key Facts

17.1.2 Business Overview

17.1.3 Business Segmentation by Revenue 2014

17.1.4 Business Segmentation by Revenue 2013 and 2014

17.1.5 Geographical Segmentation by Revenue 2014

17.1.6 Business Strategy

17.1.7 Recent Developments

17.1.8 SWOT Analysis

17.2 King

17.2.1 Key Facts

17.2.2 Business Overview

17.2.3 Business Segmentation

17.2.4 Business Segmentation by Revenue 2012 and 2013

17.2.5 Geographical Segmentation by Revenue 2013

17.2.6 Business Strategy

17.2.7 Recent Developments

17.2.8 SWOT Analysis

17.3 Peak Games

17.3.1 Key Facts

17.3.2 Business Overview

17.3.3 Key Games

17.3.4 SWOT Analysis

17.4 Wooga

17.4.1 Key Facts

17.4.2 Business Overview

17.4.3 Key Games

17.4.4 Recent Developments

17.4.5 SWOT analysis

17.5 Zynga

17.5.1 Key Facts

17.5.2 Business Overview

17.5.3 Business Segmentation by Revenue 2013

17.5.4 Business Segmentation by Revenue 2012 and 2013

17.5.5 Geographical Segmentation by Revenue 2013

17.5.6 Business Strategy

17.5.7 Recent Developments

17.5.8 SWOT Analysis

18. Other Reports in this Series

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