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Global Social Gaming Market 2018: Key Players – Social Point, Gameloft SE, Zynga, CrowdStar, Behaviour Interactive, Aeria Games

03-06-2018 03:10 PM CET | IT, New Media & Software

Press release from: WISE GUY RESEARCH CONSULTANTS PVT LTD

/ PR Agency: WISE GUY RESEARCH CONSULTANTS PVT LTD
Social Gaming Market

Social Gaming Market

Summary

WiseGuyReports.com adds “Social Gaming Market 2018 Global Analysis, Growth, Trends and Opportunities Research Report Forecasting to 2023” reports to its database.

This report provides in depth study of “Social Gaming Market” using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organization. The Social Gaming Market report also provides an in-depth survey of key players in the market which is based on the various objectives of an organization such as profiling, the product outline, the quantity of production, required raw material, and the financial health of the organization.

This report studies the global Social Gaming market, analyzes and researches the Social Gaming development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like 
Rovio Entertainment, Ltd 
Social Point S.L. 
Gameloft SE 
King Digital Entertainment 
Zynga 
Electronic Arts Inc 
Wooga GmbH 
CrowdStar 
Behaviour Interactive, Inc 
Aeria Games GmbH

Market segment by Regions/Countries, this report covers 
United States 
EU 
Japan 
China 
India 
Southeast Asia

Market segment by Type, the product can be split into 
Advertisements 
Virtual Goods 
Other

Market segment by Application, Social Gaming can be split into 
13-18 Years 
19-25 Years 
26-35 Years 
36-45 Years 
46 and Above Years

Request a Sample Report @ https://www.wiseguyreports.com/sample-request/3042277-global-social-gaming-market-size-status-and-forecast-2025

Table of Contents

Global Social Gaming Market Size, Status and Forecast 2025 
1 Industry Overview of Social Gaming 
1.1 Social Gaming Market Overview 
1.1.1 Social Gaming Product Scope 
1.1.2 Market Status and Outlook 
1.2 Global Social Gaming Market Size and Analysis by Regions (2013-2018) 
1.2.1 United States 
1.2.2 EU 
1.2.3 Japan 
1.2.4 China 
1.2.5 India 
1.2.6 Southeast Asia 
1.3 Social Gaming Market by Type 
1.3.1 Advertisements 
1.3.2 Virtual Goods 
1.3.3 Other 
1.4 Social Gaming Market by End Users/Application 
1.4.1 13-18 Years 
1.4.2 19-25 Years 
1.4.3 26-35 Years 
1.4.4 36-45 Years 
1.4.5 46 and Above Years

2 Global Social Gaming Competition Analysis by Players 
2.1 Social Gaming Market Size (Value) by Players (2013-2018) 
2.2 Competitive Status and Trend 
2.2.1 Market Concentration Rate 
2.2.2 Product/Service Differences 
2.2.3 New Entrants 
2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles 
3.1 Rovio Entertainment, Ltd 
3.1.1 Company Profile 
3.1.2 Main Business/Business Overview 
3.1.3 Products, Services and Solutions 
3.1.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.1.5 Recent Developments 
3.2 Social Point S.L. 
3.2.1 Company Profile 
3.2.2 Main Business/Business Overview 
3.2.3 Products, Services and Solutions 
3.2.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.2.5 Recent Developments 
3.3 Gameloft SE 
3.3.1 Company Profile 
3.3.2 Main Business/Business Overview 
3.3.3 Products, Services and Solutions 
3.3.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.3.5 Recent Developments 
3.4 King Digital Entertainment 
3.4.1 Company Profile 
3.4.2 Main Business/Business Overview 
3.4.3 Products, Services and Solutions 
3.4.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.4.5 Recent Developments 
3.5 Zynga 
3.5.1 Company Profile 
3.5.2 Main Business/Business Overview 
3.5.3 Products, Services and Solutions 
3.5.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.5.5 Recent Developments 
3.6 Electronic Arts Inc 
3.6.1 Company Profile 
3.6.2 Main Business/Business Overview 
3.6.3 Products, Services and Solutions 
3.6.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.6.5 Recent Developments 
3.7 Wooga GmbH 
3.7.1 Company Profile 
3.7.2 Main Business/Business Overview 
3.7.3 Products, Services and Solutions 
3.7.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.7.5 Recent Developments 
3.8 CrowdStar 
3.8.1 Company Profile 
3.8.2 Main Business/Business Overview 
3.8.3 Products, Services and Solutions 
3.8.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.8.5 Recent Developments 
3.9 Behaviour Interactive, Inc 
3.9.1 Company Profile 
3.9.2 Main Business/Business Overview 
3.9.3 Products, Services and Solutions 
3.9.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.9.5 Recent Developments 
3.10 Aeria Games GmbH 
3.10.1 Company Profile 
3.10.2 Main Business/Business Overview 
3.10.3 Products, Services and Solutions 
3.10.4 Social Gaming Revenue (Million USD) (2013-2018) 
3.10.5 Recent Developments

4 Global Social Gaming Market Size by Type and Application (2013-2018) 
4.1 Global Social Gaming Market Size by Type (2013-2018) 
4.2 Global Social Gaming Market Size by Application (2013-2018) 
4.3 Potential Application of Social Gaming in Future 
4.4 Top Consumer/End Users of Social Gaming

At any Query @ https://www.wiseguyreports.com/enquiry/3042277-global-social-gaming-market-size-status-and-forecast-2025

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ABOUT US:
Wise Guy Reports is part of the Wise Guy Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe. Wise Guy Reports features an exhaustive list of market research reports from hundreds of publishers worldwide. We boast a database spanning virtually every market category and an even more comprehensive collection of market research reports under these categories and sub-categories.

ADDRESS:
WISE GUY RESEARCH CONSULTANTS PVT LTD
Office No. 528, Amanora Chambers
Magarpatta Road, Hadapsar
Pune - 411028
Maharashtra, India

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