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
List Of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Social Gaming Market in US by Revenue Model
Exhibit 3: Social Gaming Market in US 2014-2019 ($ billion)
Exhibit 4: ARPU: Social Gaming Market in US 2014-2019 (in dollars)
Exhibit 5: Social Gaming Market in US by Revenue 2014
Exhibit 6: Comparative Study of Time Spent on Social Games in US 2012 versus 2014
Exhibit 7: Comparative Study of Money Spent on Social Games in US 2012 versus 2014
Exhibit 8: Social Gaming Market in US by Number of Social Gamers 2014-2019 (in million)
Exhibit 9: Social Gamers in US by Age Group 2014
Exhibit 10: Social Gamers in US by Education 2014
Exhibit 11: Social Gamers in US by Income 2014
Exhibit 12: Electronic Arts: Business Segmentation by Revenue 2014
Exhibit 13: Electronic Arts: Business Segmentation by Revenue 2013 and 2014 (US$ billion)
Exhibit 14: Electronic Arts: Geographical Segmentation by Revenue 2014
Exhibit 15: King: Business Segmentation 2013
Exhibit 16: King: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 17: King: Geographical Segmentation by Revenue 2013
Exhibit 18: Peak Games: Key Games
Exhibit 19: Wooga: Key Games
Exhibit 20: Zynga: Business Segmentation by Revenue 2013
Exhibit 21: Zynga: Business Segmentation by Revenue 2012 and 2013 (US$ million)
Exhibit 22: Zynga: Geographical Segmentation by Revenue 2013
【掲載企業】
Electronic Arts (EA), King Digital Entertainment, Peak Games, Wooga, Zynga, Arkadium, Crowdstar, DeNA, GREE, Kabam, Peak Games, Playdom, Pretty Simple Games
【資料のキーワード】
ソーシャルゲーム、米国
【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)