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Global Facebook vs. Non-Facebook Social Network Gaming Ecosystem and Market Trends and Forecast 2013 - 2018

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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.

To Get Download Full Report With TOC: www.marketresearchindustry.com/report/facebook-vs-non-facebook-social-network-gaming-ecosystem-and-market-176131.html

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.

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Global Facebook vs. Non-Facebook Social Network Gaming Ecosystem and Market Trends and Forecast 2013 - 2018

  1. 1. MARKET RESEARCH INDUSTRY PRESENTS www.marketresearchindustry.com/report/facebook-vs-non-facebook-social-network-gaming-ecosystem-and-market-176131.h
  2. 2. DESCRIPTION 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. www.marketresearchindustry.com/report/facebook-vs-non-facebook-social-network-gaming-ecosystem-and-market-176131.h
  3. 3. DESCRIPTION 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 www.marketresearchindustry.com/report/facebook-vs-non-facebook-social-network-gaming-ecosystem-and-market-176131.h
  4. 4. TABLE OF CONTENT For Download Full Reports With TOC: 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 www.marketresearchindustry.com/report/facebook-vs-non-facebook-social-network-gaming-ecosystem-and-market-176131.h
  5. 5. TABLE OF CONTENT For Download Full Reports With TOC: 1.0 EXECUTIVE SUMMARY 8 2.0 SOCIAL NETWORK GAMING OVERVIEW & TREND ANALYSIS 10 2.1 SOCIAL NETWOK GAMING LANDSCAPE REVIEW 2013 AND BEYOND 10 2.1.1 FACEBOOK SOCIAL NETWORKING PLATFORM 10 2.1.2 NON-FACEBOOK SOCIAL NETWORKS 10 2.1.3 MOBILE SOCIAL NETWORK GAMES 11 2.2 SOCIAL NETWORK GAMING AND BUILDING BLOCKS OF SUCCESSFUL SOCIAL NETWORK GAME 11 2.3 IMPORTANCE OF MEANINGFUL GAMES IN SOCIAL NETWORK GAMING 14 2.3.1 BEJEWELED VS. LAYOFF GAME CASE: FUN VS. MEANING 14 2.3.2 KABUL KABOOM GAME CASE: LEARNING VS. INSPIRATIONAL VALUE 16 2.4 MARKET TREND ANALYSIS 16 3.0 SOCIAL NETWORK GAMING BUSINESS MODEL ANALYSIS 23 3.1 VIRTUAL ITEMS AND MICRO TRANSACTIONS 23 3.2 IN-GAME AD / BRANDED GAMES 23 3.3 SUBSCRIPTION/BUNDLE PACK WITH VIRTUAL ITEMS TRADING 24 3.4 IN-GAME AD / BRANDED GAME WITH IN-STORE BENEFITS 24 3.5 PREMIUM GAME WITH IN-STORE BENEFITS 24 www.marketresearchindustry.com/report/facebook-vs-non-facebook-social-network-gaming-ecosystem-and-market-176131.h
  6. 6. TABLE OF CONTENT For Download Full Reports With TOC: 4.0 SOCIAL NETWORK GAMING MARKET VS. OPPORTUNISTIC APPROACH ANALYSIS 27 4.1 GAMING INDUSTRY PEAK VS. NON-PEAK: A COMPARATIVE ANALYSIS 27 4.2 USER ACQUISITION APPROACH: WESTERN VS. JAPANESE & ASIAN APPROACH 28 4.3 REVENUE BATTLE BETWEEN DEVELOPERS VS. PUBLISHERS AND IMPACT ON SOCIAL GAMER 29 4.4 IMPORTANCE OF APPLE AS CHANNEL PARTNER 30 4.5 GOOGLE & APPLE NAILS OVER CONNECTED CONSOLE AND WEARABLE DEVICES 31 4.6 INTEGRATED GOOGLE PLAY GAME SERVICE 31 4.7 MICROSOFT FOR INDIE SELF-PUBLISHER 32 4.8 DISNEY WITH VIDEO GAMING PLATFORM "INFINITY" 33 5.0 NEXT GEN SOCIAL NETWORK GAME: BLENDING WITH REAL-WORLD GOOD DEED 40 5.1 VIRTUAL TO REAL-WORLD DONATION & SOCIAL ACTION: HALF THE SKY MOVEMENT 40 5.2 RESEARCH FOR MANKIND & COMMUNITY PATENT: FOLDIT CASE 41 5.3 COMMUNITY AWARENESS: RECYCLEBANK CASE 42 5.4 EDUCATION & LITERACY: MILLEE LITERACY GAME CASE 43 5.5 POVERTY ALLEVIATION: SPENT CASE 44 5.6 CONSTRUCTING VILLAGE: RAISE THE VILLAGE CASE 44 5.7 CHARITIES FOR CHILDREN: WETOPIA CASE 45 www.marketresearchindustry.com/report/facebook-vs-non-facebook-social-network-gaming-ecosystem-and-market-176131.h
  7. 7. RELATED REPORTS www.marketresearchindustry.com/report/global-digital-economy-143554.html www.marketresearchindustry.com/report/rfid-forecasts-players-176133.html www.marketresearchindustry.com/report/the-worldwide-tablet-176001.html www.marketresearchindustry.com/report/big-data-opportunities-175945.html www.marketresearchindustry.com/report/capturing-big-data-in-social-and-detection-systems-market-175855.html
  8. 8. Contact Us State Tower, 90 State Street, Suite 700, Albany NY - 12207 United States Tel: +1-518-618-1030 Email : maria@marketresearchindustry.com http://marketresearchindustryreports.blogspot.com/

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