The Future of Social Gaming

Date: January 22, 2011
Pages: 124
Price:
US$ 2,875.00
Publisher: Business Insights
Report type: Strategic Report
Delivery: E-mail Delivery (PDF)
ID: F486C7A3DA0EN
Leaflet:

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The Future of Social Gaming
Representing a third of total social networking direct revenues, there is a substantial growth opportunity in the still fragmented social gaming market. Various players including major entertainment companies are becoming more involved in the space. This report profiles the online social gaming market, explaining current positioning, historical development, drivers and inhibitors, and future opportunities. It contains detailed data on the current and forecast market size globally, by user numbers and revenue generated, with data breakdowns by region and for key countries. It analyzes the competitive landscape across the value chain.

Scope of this research
  • Access current and forecast data covering the global number of online social gamers, by region and demographic group.
  • Quantify current and forecast data covering online social gaming revenue by region and major country.
  • Assess the structure of the global online social gaming market, including key drivers and inhibitors at all levels.
  • Understand the competitive environment among developers and service providers, and analyze key player's competing strategies.
  • Find out what major players in related media and games categories are doing to gain from the social gaming opportunity.
Research and analysis highlights

As of 2010, there are almost 600m social gamers – and we expect this number to continue rising, albeit at a progressively slower rate. China made the greatest contribution to total player numbers in 2010, with 109m players – the US was second, with 95m. We expect these numbers to rise to 273m and 150m respectively by 2015.

The global social gaming market was worth just under $1.5bn in 2010, and is forecast to reach almost $4bn in 2015. The most important market is the US, with revenues of $670m expected to grow to $1.2bn in 2015. Japan is in second place, with a $180m market that is forecast to reach $570m in 2015.

The Big Four leading games developers – Zynga, EA, CrowdStar and Playdom – have tended to dominate the Facebook social games rankings. However, fifth-placed Digital Chocolate is only a few million users behind CrowdStar. Zynga is far larger than its competitors, with 195m active users across its titles, compared to second-placed EA’s 39m users.

Key reasons to purchase this research
  • Who are social gamers? What will the social gaming market be worth in 2015 and how will it break down?
  • What does the social gaming industry value chain look like? What are the USPs of a successful social game?
  • Which countries/regions present the best opportunities for social gaming investment?
  • How can media /gaming companies use their skills to benefit from the social opportunity?
  • How much does the social gaming market depend on Facebook’s goodwill? What is the future of the social gaming market?

John Band
Disclaimer
Executive summary
Introduction
Social gaming market context
Social gaming consumer analysis
Social gaming revenue analysis
Social gaming competitive environment
Stakeholder profiles
Future areas in social gaming

CHAPTER 1 INTRODUCTION

Summary
Introduction
Who is this report for and what is it about?
Defining social gaming
Notes on data and sources

CHAPTER 2 THE SOCIAL GAMING MARKET CONTEXT

Summary
Introduction
Development of the social gaming market
Historical background
Platforms
Value chain
What makes a successful social game?
Factors promoting and restricting the growth of social gaming
Drivers
Social network growth
Demographic trends
Heavy promotion from content providers
Emerging platform opportunities
Inhibitors
Concerns over trust and security
Social networking fatigue
Highly
Restrictions on viral opportunities

CHAPTER 3 SOCIAL GAMING CONSUMER ANALYSIS

Summary
Introduction
Number of users by region
Number of users by demographic group
Networks for older consumers represent an opportunity
Demographic breakdowns by geography
Australia
Brazil
Canada
China
France
Germany
India
Indonesia
Italy
Japan
Mexico
Russia
South Korea
Spain
UK
USA

CHAPTER 4 SOCIAL GAMING REVENUE ANALYSIS

Summary
Introduction
How social games generate revenue
Advertising and sponsorship
Virtual goods
Pay-to-play/subscriptions
Social gaming market value
Revenue and growth
Growth as a proportion of total social networking revenues
ARPU growth

CHAPTER 5 THE SOCIAL GAMING COMPETITIVE ENVIRONMENT

Summary
Introduction
Platform environment
Social network users by platform and region
Platform analysis
Developer environment
Payment solutions environment
Implications for existing gaming and media companies

CHAPTER 6 STAKEHOLDER PROFILES

Summary
Introduction
Social networking platforms’ gaming positioning
Facebook
QQ.com (Tencent)
RenRen
Friendster
Twitter
Orkut
MySpace
Hi5
Kiaxin001
CyWorld
Mixi
Social gaming developers
Zynga
Playdom (Disney)
Playfish (Electronic Arts)
CrowdStar
SGN
Booyah
DeNA
Media and gaming companies
Activision
Apple
Google
Ubisoft
Other media players

CHAPTER 7 FUTURE GROWTH AREAS IN SOCIAL GAMING

Summary
Introduction
New directions in desktop social gaming
Emerging social networking platforms and geographies
Impact of technology changes and HTML5
Involvement of major media companies
Developments in mobile social gaming
The evolution of smartphone gaming
How the iPad and future clones affect social games
Home TV and console social gaming
Console networks and their applicability to non-traditional gamers
Connected TVs

APPENDIX

Scope
Methodology
Primary research
Secondary research

TABLE OF FIGURES

Figure 1: The recent evolution of online social network games
Figure 2: Social gaming users by country (m), 2010-15
Figure 3: Top 10 countries’ share of all global social gaming users (%), 2010-15
Figure 4: Global number of online social gamers by age group (% population), 2010
Figure 5: Global number of online social gamers by gender, 2010
Figure 6: Value, value growth and user growth in major social gaming markets, 2010-15
Figure 7: Global social gaming revenues by top 10 countries, 2010-15 ($m)
Figure 8: Social gaming ARPU by top 10 countries ($), 2010-15
Figure 9: Global users (m) of major social networking platforms by platform and geography, 2010
Figure 10: Regional social network user share (%) by platform, 2010
Figure 11: Global top 10 Facebook game developers by monthly active users (m), Nov 2010

TABLE OF TABLES

Table 1: Number of players of online social games by country (m), 2010-15
Table 2: % growth in number of online social gamers, by country, 2011-15
Table 3: Online social gamers as % of total population, by country, 2010-15
Table 4: Global number of online social gamers by age group, 2010
Table 5: Global number of online social gamers by gender, 2010
Table 6: Estimated average age of social network site users in the US, 2010
Table 7: Number of online social gamers by key demographic groups in Australia, 2010
Table 8: Number of online social gamers by key demographic groups in Brazil, 2010
Table 9: Number of online social gamers by key demographic groups in Canada, 2010
Table 10: Number of online social gamers by key demographic groups in China, 2010
Table 11: Number of online social gamers by key demographic groups in France, 2010
Table 12: Number of online social gamers by key demographic groups in Germany, 2010
Table 13: Number of online social gamers by key demographic groups in India, 2010
Table 14: Number of online social gamers by key demographic groups in Indonesia, 2010
Table 15: Number of online social gamers by key demographic groups in Italy, 2010
Table 16: Number of online social gamers by key demographic groups in Japan, 2010
Table 17: Number of online social gamers by key demographic groups in Mexico, 2010
Table 18: Number of online social gamers by key demographic groups in Russia, 2010
Table 19: Number of online social gamers by key demographic groups in South Korea, 2010
Table 20: Number of online social gamers by key demographic groups in Spain, 2010
Table 21: Number of online social gamers by key demographic groups in the UK, 2010
Table 22: Number of online social gamers by key demographic groups in the USA, 2010
Table 23: Global social gaming revenues by country ($m), 2010-15
Table 24: Global social gaming revenue growth by country (%), 2011-15
Table 25: Global social gaming revenue as a % of total social networking revenue, by country, 2010-15
Table 26: Global social gaming ARPU by country ($), 2010-15
Table 27: Global users of major social networking platforms by platform and geography (m), 2010
Table 28: Social networking platforms user share by geography, 2010 (% of social networking users)
Table 29: Global top 20 Facebook game developers by monthly active users (m), Nov 2010
Table 30: Global top 25 Facebook games, by title, publisher and monthly active users (m), Nov 2010
Table 31: Facebook key facts & gaming strategy
Table 32: QQ.com/Tencent key facts & gaming strategy
Table 33: RenRen key facts & gaming strategy
Table 34: Friendster key facts & gaming strategy
Table 35: Twitter key facts & gaming strategy
Table 36: Orkut key facts & gaming strategy
Table 37: MySpace key facts & gaming strategy
Table 38: Hi5 key facts & gaming strategy
Table 39: Kiaxin001 key facts & gaming strategy
Table 40: CyWorld key facts & gaming strategy
Table 41: Mixi key facts & gaming strategy
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