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      Global Social Gaming Strategic Business Report 2016-2024: The Rise of Social Networking Provides the Foundation for the Development of Social Gaming

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      News provided by

      Research and Markets

      09 Oct, 2017, 12:30 GMT

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      DUBLIN, October 9, 2017 /PRNewswire/ --

      The "Social Gaming - Global Strategic Business Report" report has been added to Research and Markets' offering.

      The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2016 through 2024. Also, a five-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research.

      This report analyzes the worldwide markets for Social Gaming in US$ Million.

      Company profiles are primarily based on public domain information including company URLs.

      The report profiles 92 companies including many key and niche players such as:

      • Aeria Games GmbH (Germany)
      • Activision Blizzard, Inc. (USA)
      • Blizzard Entertainment, Inc. (USA)
      • King Digital Entertainment plc (UK)
      • Behaviour Interactive, Inc. (Canada)
      • DeNA Co., Ltd. (Japan)
      • Electronic Arts, Inc. (USA)
      • PopCap Games, Inc. (USA)
      • Etermax (Argentina)
      • GREE, Inc. (Japan)
      • Miniclip SA (Switzerland)
      • Peak Games (Turkey)
      • Playtech plc (Isle of Man, UK)
      • Pretty Simple (France)
      • Social Point (Spain)
      • Supercell (Finland)
      • SYBO Games (Denmark)
      • Wooga GmbH (Germany)
      • Zynga, Inc. (USA)

      Key Topics Covered: 

      1. INDUSTRY OVERVIEW
      Social Gaming: The Next Stage of Video Game Evolution
      Charting the Evolution of Video Games Over the Decades
      Gaming Becomes Better When Played Together
      The Rise of Social Networking Provides the Foundation for the Development of Social Gaming
      Casual Games & Social Games Intersect to Create a Mega Gaming Explosion in the Video Games Industry
      Casual Revolution Underway in the Video Games Industry Primes Social Gaming Market for Growth
      Social Networks, Casual Games & Mobile Devices: A Perfect Medley for Successful Social Gaming
      Social Gaming Psychographics: Women Emerge as the Largest Gaming Audience, Forcing Game Developers to Take Stock of the New Emerging Reality
      Adroit Integration of Viral Loops Drives the Value and Success of Social Games
      Multiplayer Social Games Grow in Popularity
      Social Gaming Emerges as the Next Frontier for Digital Advertising
      Social Gambling Games Emerge into a Lucrative Game Genre in the Social Gaming Market
      Tapping into the Spirit of Competitiveness and Risk Taking, Social Gambling Acquires a Wide Audience Base
      Traditional Gambling Operators Eye Social Gambling Games as a Tool to Broaden the Horizon of Real Money Gambling
      Social Gambling Games Remain Fairly Unregulated
      Conclusions
      High-Speed Internet Penetration & Bandwidth Expansion Provide the Foundation for Growth of Online Social Gaming
      Growing Investments in 4G/LTE & 5G to Strengthen the Robustness of Online Social Gaming
      Growing Use of Smartphones for Entertainment Drive the Popularity of Social Mobile Gaming
      Smartphone Penetration to Support Growth in the Market
      Wearable Social Platforms Make a Disruptive Entry into the Social Mobile Gaming Space
      Will Social Gaming be impacted by the Ban & Restrictions Imposed on Social Media Services?
      Regulatory Overview
      Competition: A Review
      Heavy Consolidation Activity in the Social Gaming Market
      List of Social Gaming Companies Acquired During 2014-2016
      Latency Issues Create Challenge to Online Social Gaming
      Market Outlook

      2. CONCEPTUAL OVERVIEW
      Introduction
      Evolution of Social Gaming
      Classification based on Game Type
      Casino
      Virtual Villages
      Word Games
      Casual Social Games
      Just For Laughs
      Sports RPGs
      Social RPGs
      Ownership Games
      Leading Social Casino Games
      Zynga Slots
      Lucky Slots
      3D Slots
      DiLiGo Games
      Slotomania
      Key Elements of Social Gaming Business Model
      Monetization Strategies
      In-Game Advertising
      Lead-generation offers
      Selling Virtual Goods/Micro-Transactions
      Viral Marketing Concept
      Iterative Game Development
      Simplicity of Design

      3. RECENT INDUSTRY ACTIVITY
      Netmarble to Take Over Vancouver Gaming Studio of Kabam
      MTG Acquires Stake in InnoGames
      Delta Acquires Gauss Networks
      Zhongji Holding Acquires Jagex
      Penn National Gaming Takes Over Rocket Games
      Caesars Sells Playtika to Shanghai Giant Network Technology
      gamigo Takes Over highdigit
      Playtech Acquires Funtactix
      Youzu Interactive to Acquire Bigpoint
      Keywords Studios Takes Over Ankama Asia
      Delaware North Takes Over Ruby Seven Studios
      Activision Blizzar Takes Over King Digital Entertainment
      Pocket Games Acquires Viximo
      FastForward Acquires Minority Stake in Moon Active
      Yggdrasil Gaming Forms Partnership with VoodooDreams.com
      Improbable Partners with Google
      Sterling Partners with VLeague
      WTP Partners with Ourgame International
      PokerStars Introduces New Social Casino Game
      Playtech Introduces Virtual Tennis Game
      Aeria Games Inks Partnership with Neowiz Games
      Finnplay Inks Agreement with Las Vegas Casino
      Imperus Acquires Akamon
      Zynga Acquires Rising Tide
      Stride Gaming Takes Over InfiApps
      Gaming Realms Takes Over Slingo from RealNetworks
      AGS Acquires RocketPlay
      GNS Takes Over Idle Gaming
      Tencent Acquires Miniclip
      Imperus Takes Over Diwip
      NYX Gaming Group Inks Agreement with 888 Holdings
      BitRush Inks Joint Venture Agreement with Airwin
      Blue Crystal Labs Launches New Skill-based Slot Machine Game
      Amaya Forays into Regulated Online Gaming Market in the US
      Blizzard Extends Online Gaming Partnership with NetEase
      Ruby Seven Studios Forms Strategic Partnership with Delaware North Companies
      Playphone Inks Distribution Agreement with Cyanogen
      Scientific Games Signs Agreement with Fantasy Springs Resort Casino
      Viber Unveils New Social Games

      4. FOCUS ON SELECT GLOBAL PLAYERS
      Aeria Games GmbH (Germany)
      Activision Blizzard, Inc. (USA)
      Blizzard Entertainment, Inc. (USA)
      King Digital Entertainment plc (UK)
      Behaviour Interactive, Inc. (Canada)
      DeNA Co., Ltd. (Japan)
      Electronic Arts, Inc. (USA)
      PopCap Games, Inc. (USA)
      Etermax (Argentina)
      GREE, Inc. (Japan)
      Miniclip SA (Switzerland)
      Peak Games (Turkey)
      Playtech plc (Isle of Man, UK)
      Pretty Simple (France)
      Social Point (Spain)
      Supercell (Finland)
      SYBO Games (Denmark)
      Wooga GmbH (Germany)
      Zynga, Inc. (USA)

      5. GLOBAL MARKET PERSPECTIVE

      Total Companies Profiled: 92 (including Divisions/Subsidiaries 99)

      • The United States (40)
      • Canada (5)
      • Japan (6)
      • Europe (32)
        • France (4)
        • Germany (6)
        • The United Kingdom (4)
        • Spain (1)
        • Rest of Europe (17)
      • Asia-Pacific (Excluding Japan) (15)
      • Latin America (1)

      For more information about this report visit https://www.researchandmarkets.com/research/wm37d6/social_gaming

      Media Contact:

      Laura Wood, Senior Manager
      press@researchandmarkets.com  

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