Social Gaming Market in the APAC Region 2015-2019

アジア太平洋のソーシャルゲーム市場

◆タイトル:Social Gaming Market in the APAC Region 2015-2019
◆商品コード:IRTNTR7138
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2015年9月16日
◆ページ数:45
◆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
◆販売価格オプション(消費税別)
Single UserUSD2,000 ⇒換算¥226,000見積依頼/購入/質問フォーム
Five UserUSD2,500 ⇒換算¥282,500見積依頼/購入/質問フォーム
Enterprise License(全社内共有可)USD3,500 ⇒換算¥395,500見積依頼/購入/質問フォーム
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【資料の概要】

当調査レポートでは、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、市場概観、業界の構造分析、アジア太平洋のソーシャルゲーム市場規模及び予測、収益源別分析、主要国別分析、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

About social gaming
Social gaming is the activity of playing games on social media platforms, networking sites, or within social media applications. It gained popularity when the social networking major Facebook and Zynga collaborated in 2009 to offer Farmville on the social networking site. Following the success of Farmville on Facebook, social gaming became popular worldwide.

Technavio’s analysts forecast the social gaming market in APAC to grow at a CAGR of 10.12% over the period 2014-2019.

[Covered in this report]
This report covers the present scenario and the growth prospects of the social gaming market in APAC for the period 2015-2019. To calculate the market size, the report considers revenue generated from the sales of social games, virtual goods, and game apps from gaming and social media sites. It also presents the vendor landscape and a corresponding detailed analysis of the top six vendors in the market.

Technavio’s report, Social Gaming Market in APAC 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. It also discusses the key leading countries in the market along with various growth prospects and restraints.

[Key vendors]
GungHo
King
Rekoo.com
Tencent
Zynga

[Market driver]
Growing Internet penetration
For a full, detailed list, view our report.

[Market Challenge]
Decline in Facebook gaming
For a full, detailed list, view our report.

[Market trend]
Enhanced cloud-based gaming platform
For a full, detailed list, view our report.

[Key questions answered in this report]
What will the market size be in 2019 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?
What are the strengths and weaknesses of the key vendors?

【資料の目次】

PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
Base year
Vendor segmentation
Top-vendor offerings

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Market overview
Social gaming market in APAC
Five forces analysis

PART 06: Market segmentation by revenue type
Social gaming market in APAC by revenue type
Social gaming market in APAC by virtual goods
Social gaming market in APAC by advertisements
Social gaming market in APAC by lead generation

PART 07: Market segmentation by gender
Social gaming market in APAC by gender 2014 and 2019
Social gaming market in APAC by female gamers
Social gaming market in APAC by male gamers

PART 08: Key leading countries
Japan
China

PART 09: Vendor landscape
Competitive scenario

PART 10: Key vendor analysis
GungHo Online Entertainment
King
Rekoo
Tencent Holdings
Zynga

PART 11: Explore Technavio

[List of Exhibits]

Exhibit 01: Product offerings
Exhibit 02: Devices and revenue generation model of social gaming market
Exhibit 03: Social gaming market in APAC 2014-2019 ($ billions)
Exhibit 04: Five forces analysis
Exhibit 05: Social gaming market in APAC by revenue type 2014
Exhibit 06: Social gaming market in APAC by revenue type 2019
Exhibit 07: Social gaming market in APAC by virtual goods 2014-2019 ($ billions)
Exhibit 08: Percentage of smartphone gamers making in-app purchases for different reasons 2014
Exhibit 09: Percentage of tablet gamers making in-app purchases for different reasons in 2014
Exhibit 10: Social gaming market in APAC by advertisements 2014-2019 ($ billions)
Exhibit 11: Social gaming market in APAC by lead generation 2014-2019 ($ billions)
Exhibit 12: Social gaming market in APAC by gender 2014 and 2019 ($ billions)
Exhibit 13: Social gaming market in APAC by female gamers 2014-2019 ($ billions)
Exhibit 14: Top genre of games among female gamers based on minutes spent per week
Exhibit 15: Social gaming market in APAC by male gamers 2014-2019 ($ billions)
Exhibit 16: Top genre of games among male gamers based on minutes spent per week
Exhibit 17: Business segmentation
Exhibit 18: Geographical segmentation by revenue 2014
Exhibit 19: Business segmentation by revenue 2014
Exhibit 20: Geographical segmentation by revenue 2014
Exhibit 21: Business segmentation
Exhibit 22: Business segmentation by revenue 2013 and 2014 ($ millions)
Exhibit 23: Geographical segmentation by revenue



【掲載企業】

GungHo, King, Rekoo.com, Tencent, Zynga

【資料のキーワード】

ソーシャルゲーム、収益、広告、アジア、日本、中国

【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)

★調査レポート[アジア太平洋のソーシャルゲーム市場] (Social Gaming Market in the APAC Region 2015-2019 / IRTNTR7138)販売に関する免責事項
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