DescriptionThe social gaming market, a video game market segment which is entering the maturity phase, is estimated worth of EUR 5.4 billion in 2012 and is expected to reach EUR 10.7 billion in 2016. This insight, part of our Video Game Watch, provides an overview of the social gaming market key industry trends for the period 2012-2016.
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Video Game Insight 1 - Social Gaming
Published on February 2013
Report Summary
Description
The social gaming market, a video game market segment which is entering the maturity phase, is estimated worth of EUR 5.4 billion
in 2012 and is expected to reach EUR 10.7 billion in 2016. This insight, part of our Video Game Watch, provides an overview of the
social gaming market key industry trends for the period 2012-2016.
Table of Content
Table of Contents
1. Executive Summary 5
2. Contours of social gaming and its market .6
2.1. Definition .6
2.2. Business models 7
2.2.1. The revenue models of publishers .7
2.2.2. Revenue sharing with social networks .7
2.3. Snapshot of the market .8
2.3.1. Number of gamers 8
2.3.2. Revenue generated .10
3. Seven key trends in social gaming 12
3.1. A new generation of social games 12
3.2. A more controlled use of virality and rising costs of recruiting players . 13
3.3. Advertising: social games ' a new means of conquering and building loyalty among consumers . 14
3.4. Introducing the subscription business model 15
3.5. The convergence of social gaming and mobile gaming . 16
3.6. The major publishers seek to emancipate themselves from Facebook 17
3.7. The major players in the video game industry have been slow to enter the social games fray 17
4. Industry challenges of social gaming 19
4.1. Deciding whether to emancipate from social networks in an age of multiple
screens and game ubiquity 19
4.2. The social networks can counter competition from mobile platforms through
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software innovation 20
4.3. The traditional development and publishing stakeholders and the 'socialisation' of
their games . 20
4.4. The rise of mobile game stakeholders in the social gaming space . 21
5. Market forecasts 22
5.1. World video game market . 22
5.2. The online gaming market . 23
5.2.1. Number of gamers 23
5.2.2. ARPU of online gamers .24
5.2.3. Marché 24
5.3. The social gaming market . 24
5.3.1. Number of gamers 24
5.3.2. ARPU of social game players 25
5.3.3. Market .25
Tables
Table 1: Commissions paid by social game publishers to the major social networks .7
Table 2: Total social gaming revenues in 2011 10
Table 3: Top 10 social game publishers on Facebook in terms of DAU .11
Table 4: Presence on Facebook of the major 'traditional' video game publishers .18
Table 5: World Video Game Market, 2012-2016 23
Table 6: Number of online game players, by geographical area 23
Table 7: Average annual ARPU of online gamers, by geographical area 24
Table 8: Online game market, by geographical area 24
Table 9: Number of social game players, by geographical area 25
Table 10: Average annual ARPU of social gamers, by geographical area 25
Table 11: Social gaming market, by geographical area 25
Figures
Figure 1: Typical life cycle of a virtual world game 8
Figure 2: Estimated life cycle of FarmVille, FarmVille 2 and CityVille (Zynga) .9
Figure 3: Typical life cycle of an action game, an arcade game, a card and/or casino game .9
Figure 4: Estimated life cycles of Zynga Poker (Zynga), Bejeweled Blitz (PopCap) and Diamond
Dash (Wooga) 9
Figure 5: Godfather: Five families (Kabam) 13
Figure 6: Kompany .15
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