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Social Gaming Market in the APAC Region 2014-2018

Category : ICT Media  | Published Date : Sept-2014 | Pages : 68
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About Social Gaming
Social gaming refers to the activity of playing games on social media platforms, networking sites, or within social media applications as a form of social interaction. Social games have features such as the ability to play with connected friends and chat with other players, which has led to an increase in the popularity of social gaming. The popularity of social media sites in the APAC region has contributed to the growth of the Social Gaming market in this region. There are many drivers and positive trends influencing the growth of the Social Gaming market in the APAC region.
TechNavio's analysts forecast the Social Gaming market in the APAC region to grow at a CAGR of 22.9 percent over the period 2013-2018.
Covered in this Report
This report covers the present scenario and the growth prospects of the Social Gaming market in the APAC region for the period 2014-2018. To calculate the market size, the report considers the revenue generated through the following:
• Game Subscriptions
• Virtual Goods 
Revenues generated by the market vendors through advertisements are not considered for calculating the market size.

TechNavio's report, the Social Gaming Market in the APAC Region 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC region; it also covers the landscape of the Social Gaming market in the APAC region and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key Vendors
• GungHo Online Entertainment 
• King Digital Entertainment
• Rekoo
• Tencent Holdings
• Zynga 
Other Prominent Vendors
 
• CrowdStar
• DeNA
• Gameloft 
• Gree
• Halfbrick
• Kabam 
• PapayaMobile
Market Driver
• Popularity of Freemium Business Model
• For a full, detailed list, view our report
Market Challenge
• Catering to Diverse Consumers 
• For a full, detailed list, view our report
Market Trend
• Increased Regional and Global Partnerships
• For a full, detailed list, view our report
Key Questions Answered in this Report
• What will the market size be in 2018 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?
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Description
06.1 Doing Business Index
06.2 Internet Users in the APAC Region
06.3 Revenue Generation Model
07. Market Landscape
07.1 Market Overview
07.2 Market Size and Forecast
07.3 Five Forces Analysis
08. Buying Criteria
09. Market Growth Drivers
10. Drivers and their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Trends and their Impact
15. Vendor Landscape
15.1 Competitive Scenario
15.2 Major Vendors
15.3 Other Prominent Vendors
16. Key Vendor Analysis
16.1 GungHo Online Entertainment
16.1.1 Key Facts
16.1.2 Business Overview
16.1.3 Business Segmentation
16.1.4 Business Strategy
16.1.5 Recent Developments
16.1.6 SWOT Analysis
16.2 King Digital Entertainment
16.2.1 Key Facts
16.2.2 Business Overview
16.2.3 Business Segmentation
16.2.4 Business Segmentation by Revenue 2012 and 2013
16.2.5 Geographical Segmentation by Revenue 2013
16.2.6 Business Strategy
16.2.7 Recent Developments
16.2.8 SWOT Analysis
16.3 Rekoo
16.3.1 Key Facts
16.3.2 Business Overview
16.3.3 Product Segmentation
16.3.4 Geographical Segmentation by Revenue 2013
16.3.5 Business Strategy
16.3.6 Recent Developments
16.3.7 SWOT Analysis
16.4 Tencent
16.4.1 Key Facts
16.4.2 Business Overview
16.4.3 Business Segmentation by Revenue 2013
16.4.4 Business Segmentation by Revenue 2012 and 2013
16.4.5 Geographical Segmentation by Revenue 2013
16.4.6 Business Strategy
16.4.7 Recent Developments
16.4.8 SWOT Analysis
16.5 Zynga
16.5.1 Key Facts
16.5.2 Business Overview
16.5.3 Business Segmentation by Revenue 2013
16.5.4 Business Segmentation by Revenue 2012 and 2013
16.5.5 Geographical Segmentation by Revenue 2013
16.5.6 Business Strategy
16.5.7 Recent Developments
16.5.8 SWOT Analysis
17. Other Reports in this Series

List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Doing Business Index
Exhibit 3: Internet Users in the APAC Region
Exhibit 4: Revenue Generation Model 2013
Exhibit 5: Social Gaming Market in the APAC Region 2013-2018 (US$ billion)
Exhibit 6: Social Media Users in the APAC Region (MAU December 2013)
Exhibit 7: Gungho Online Entertainment: Business Segmentation 2013
Exhibit 8: King Digital Entertainment: Business Segmentation 2013
Exhibit 9: King Digital Entertainment: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 10: King Digital Entertainment: Geographical Segmentation by Revenue 2013
Exhibit 11: Rekoo: Product Segmentation 2013
Exhibit 12: Reckoo: Geographical Segmentation by Revenue 2013
Exhibit 13: Tencent: Business Segmentation by Revenue 2013
Exhibit 14: Tencent: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 15: Tencent: Geographical Segmentation by Revenue 2013
Exhibit 16: Zynga : Business Segmentation by Revenue 2013
Exhibit 17: Zynga : Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 18: Zynga : Geographical Segmentation by Revenue 2013

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Publisher Name : Technavio

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