Social Gaming Market in the APAC Region 2014-2018

アジア太平洋のソーシャルゲーム市場:ゲーム利用者数、バーチャルグッズ

◆タイトル:Social Gaming Market in the APAC Region 2014-2018
◆商品コード:IRTNTR4135
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2014年9月10日
◆ページ数:68
◆資料形式:pdf / 英語
◆納品方法:Eメール
◆調査対象地域:アジア太平洋
◆産業分野:ITサービス
◆販売価格オプション(消費税別)
Single UserUSD2,500 ⇒換算¥275,000見積依頼/購入/質問フォーム
Five UserUSD2,800 ⇒換算¥308,000見積依頼/購入/質問フォーム
Enterprise License(社内共有可)USD3,500 ⇒換算¥385,000見積依頼/購入/質問フォーム
販売価格オプションの説明はこちらでご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※商品の納品後、納品日+5日以内に請求書を発行し、お客様宛に郵送いたしますので、請求書発行日より2ヶ月以内に銀行振込にて支払をお願いします。(振込先:三菱東京UFJ銀行/京橋支店/H&Iグローバルリサーチ株式会社)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。
※ご購入後、資料に記載の英語表現や単語の意味に関しましては無料でお答えいたします。(但し、対応範囲は弊社で判断)
※弊社H&Iグローバルリサーチ株式会社はTechnavio (Infiniti Research Ltd.)の日本における正規販売代理店です。

【資料の概要】

本調査レポートでは、"アジア太平洋のソーシャルゲーム市場:ゲーム利用者数、バーチャルグッズ"について調査・分析し、エグゼクティブサマリー、市場概観、市場規模及び予測、購買基準、市場成長要因、市場の課題、市場動向、競争状況、主要企業(ベンダー)分析等の情報をお届けいたします。

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?

【資料の目次】

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



【掲載企業】

GungHo Online Entertainment ,King Digital Entertainment,Rekoo,Tencent Holdings,Zynga ,CrowdStar,DeNA,Gameloft ,Gree,Halfbrick,Kabam ,PapayaMobile

【資料のキーワード】

ソーシャルゲーム、ゲーム利用者数(加入者数)、バーチャルグッズ

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

★調査レポート[アジア太平洋のソーシャルゲーム市場:ゲーム利用者数、バーチャルグッズ] (Social Gaming Market in the APAC Region 2014-2018 / IRTNTR4135)販売に関する免責事項
[アジア太平洋のソーシャルゲーム市場:ゲーム利用者数、バーチャルグッズ] (Social Gaming Market in the APAC Region 2014-2018 / IRTNTR4135)についてEメールでお問い合わせ


◆H&Iグローバルリサーチ株式会社のお客様(例)◆