ソーシャルゲームの世界市場:企業、アプリケーション、プラットフォーム...市場調査レポートについてご紹介

【英文タイトル】Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

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【レポートの概要(一部)】

1.0 EXECUTIVE SUMMARY 21
2.0 SOCIAL GAMING MARKET OVERVIEW & TREND ANALYSIS 23
2.1 WHAT IS SOCIAL GAMING AND BUILDING BLOCKS OF A GOOD & SUCCESSFUL SOCIAL GAME? 23
2.2 MEANINGFUL GAMES AND GAMIFICATION: HOW IS IT IMPORTANT FOR SOCIAL GAMING? 24
2.2.1 BEJEWELED VS. LAYOFF GAME CASE: FUN VS. MEANING 25
2.2.2 KABUL KABOOM GAME CASE: LEARNING VS. INSPIRATIONAL VALUE 26
2.3 SOCIAL GAMING MARKET TREND AND FUTURE HOLDS 26
2.3.1 MALE DOMINANCE AS HARDCORE SOCIAL GAMERS 26
2.3.2 SOCIAL GAMING SHIFT TO MOBILE SPACE 27
2.3.3 GROWING DEMAND FOR LOCAL CONTENT 27
2.3.4 RISE OF CROSS-PLATFORM GAMING 29
2.3.5 CHANGING MONETIZATION METHOD 30
2.3.6 SUCCESS OF FRANCHISING BUSINESS MODEL 31
2.3.7 MERGER & ACQUISITION FOSTERING GROWTH IN EMERGING MARKET 32
2.4 DEFINING SOCIAL GAMING MARKET: A 2015 LANDSCAPE REVIEW 32
2.4.1 FACEBOOK SOCIAL NETWORKING PLATFORM 33
2.4.2 NON-FACEBOOK SOCIAL NETWORKS 33
2.4.3 MOBILE SOCIAL NETWORK GAMES 34
3.0 SOCIAL GAMING MARKET PROJECTTIONS 35
3.1 REVENUE PROJECTION AND ANALYSIS 2015 – 2020 35
3.1.1 SOCIAL GAMING MARKET REVENUE GLOBAL VS. DEVICE PLATFROMS 2014 – 2020 35
3.1.2 PC, MOBILE AND WEARABLE DEVICE PLATFORMS IN SOCIAL GAMING 35
3.1.3 FACEBOOK VS. NON-FACEBOOK PLATFORM SOCIAL GAMING MARKET 2015 – 2020 36
3.1.4 SOCIAL GAMING MARKET BY GEOGRAPHIC REGIONS 2015 – 2020 36
3.1.5 SOCIAL GAMING MARKET BY TOP 15 COUNTRIES 2015 – 2020 37
3.2 SOCIAL GAMER PROJECTIONS AND ANALYSIS 2015 – 2020 38
3.2.1 GLOBAL SOCIAL GAMERS VS. DEVICE PLATFORMS FORECAST 2014 – 2020 38
3.2.2 FACEBOOK VS. NON-FACEBOOK PLATFORMS GAMERS 2015 – 2020 39
3.2.3 SOCIAL GAMERS BY GEOGRAPHIC REGION 2015 – 2020 40
3.2.4 SOCIAL GAMERS BY TOP 15 COUNTRIES 2015 – 2020 41
3.3 SOCIAL GAMING MONETIZATION AND ANALYSIS 42
3.3.1 SOCIAL GAMING REVENUE BY MONETIZATION SOURCES 42
3.3.2 SOCIAL GAMING ARPU 2015 – 2020 43
3.3.3 SOCIAL GAMING ARPPU 2015 – 2020 44
3.3.4 SOCIAL GAMING PLAYER TYPE AND REVENUE CHART 44
3.3.5 SOCIAL GAMING WHALES: 5TH PLANET GAMES VS. BLITZOO CASE ANALYSIS 46
3.3.6 BEHAVIOR ANALYSIS OF WHALES 46
3.3.7 SOCIAL GAMING REVENUE BY ECOSYSTEM STAKEHOLDERS 47
3.3.8 STAKEHOLDER LISTS IN ECOSYSTEM AND REVENUE SHARING PERCENT 49
3.3.9 LIST OF FEES FOR ECOSYSTEM STAKEHOLDERS 50
3.4 SOCIAL GAMER DEMOGRAPHICS 50
3.4.1 SOCIAL GAMER BY MALE VS. FEMALE 50
3.4.2 AVERAGE SOCIAL GAMERS’ AGE: COMMON VS. MALE VS. FEMALE 51
3.4.3 CONTRIBUTION TO SOCIAL GAMING: GAMING TIME, MONEY, AND FEMALE EARN VIRTUAL CURRENY 52
3.4.4 SOCIAL GAME-PLAY FREQUENCY AND COMMUNITY BY GENDER 52
3.4.5 SOCIAL GAMER PERCENTAGE UNDER DIFFERENT AGE BRACKETS 53
3.4.6 SOCIAL GAMER PERCENTAGE UNDER YEARLY INCOME BRACKETS 53
3.4.7 SOCIAL GAMER PERCENT BY EDUCATIONAL LEVEL 54
3.4.8 SOCIAL GAMER PERCENTAGE BY MARITAL AND FAMILY STATUS 54
3.4.9 SOCIAL GAMER PERCENTAGE BY EMPLOYMENT CONDITION 55
3.4.10 SOCIAL GAME ACCESS BY DEVICE PLATFORM 55
3.4.11 VIDEO GAME PLAY BEHAVIOR OF SOCIAL GAMER 56
3.4.12 REASON FOR PLAYING SOCIAL GAMES 56
3.4.13 VIRTUAL PURCHASE BEHAVIOR OF SOCIAL GAMER 57
3.4.14 SOCIAL GAME PLAY LOCATION VS. TIME SPEND VS. SOCIAL FRIENDS 57
3.4.15 POPULAR SOCIAL GAME PLAY NETWORK 58
3.4.16 IN-GAME ADVERTISEMENT VS. PURCHASE RESPONSE OF SOCIAL GAMER 58
3.4.17 SOCIAL GAMERS IN-GAME REWARD BEHAVIOR 59
3.4.18 SOCIAL GAME-PLAY FREQUENCY: DAY VS. WEEK VS. MONTH 59
3.4.19 SOCIAL GAMER BY DAU VS. WAU VS. MAU 60
3.4.20 MOST ADDICTED SOCIAL GAMER PROFILES 61
3.4.21 IN-GAME PURCHASE BEHAVIOR BY POPULAR TYPES OF SOCIAL GAME 61
3.4.22 REASON FOR SPENDING REAL-WORLD MONEY IN SOCIAL GAMES 62
3.4.23 TYPES VIRTUAL ITEMS THAT SOCIAL GAMER PURCHASE 62
3.5 SOCIAL GAMING ECOSYSTEM ANALYSIS 63
3.5.1 SOCIAL GAMING VALUE CHAIN PARTNERSHIP MODEL 63
3.5.2 PERCENT OF REVENUE SHARING AMONG VALUE CHAIN PARTNERS 64
3.5.3 ECONOMIC DRIVERS OF SOCIAL GAMING 65
3.5.4 SNS PORTAL PUBLISHING FRAMEWORK 65
3.5.5 SOCIAL GAMING ECOSYSTEM: TASK FLOW FOR SOCIAL CHANGE 66
3.5.6 SOCIAL GAMING KNOWLEDGE ECONOMY: A MAPPING FRAMEWORK 67
3.5.7 ROLE OF NEW ENTRANTS IN SOCIAL GAMING ECOSYSTEM 67
3.5.8 SOCIAL GAMING BUSINESS MODEL ANALYSIS 69
3.5.9 TIPS FOR APPLYING ECONOMIC & GAMIFICATION IN BUSINESS MODEL 72
3.5.10 SOCIAL GAMING PRICING MODEL ANALYSIS 73
3.5.11 MARKET CHALLENGE AND GAME BALANCING METHOD IN VIRTUAL GOODS BASED ECONOMY MODEL 75
3.6 SOCIAL GAME MONETIZATION METRICS AND ANALYSIS 77
3.6.1 A TYPICAL SOCIAL GAMING METRICS 77
3.6.2 SOCIAL GAMER CONVERSION FUNNEL 78
3.6.3 SOCIAL GAME LIFE CYCLE & KPI MANAGEMENT METRICS 80
3.6.4 GAME ANALYTICS: VIRALITY VS. RETENTION, ACQUISITION AND BUSINESS MONETIZATION METRICS 81
3.6.5 BRAND MONETIZATION METRICS OF SOCIAL GAME 84
3.6.6 GAME MONETIZATION STRATEGIES 86
3.6.7 SOCIAL GAME DESIGN FRAMEWORK AND DILEMMA 88
3.6.8 SELF PUBLISHING OR INDIE PREFERENCE VS. PLATFORM CHOICE OF GAME DEVELOPERS IN 2015 91
3.6.9 GAME MARKETING IN 2015: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL 93
3.6.10 SOCIAL GAMER ENGAGEMENT PANORAMA 99
3.6.11 EMPATHY GAME: NEW WAVE OF ENGAGEMENT 101
3.7 SOCIAL GAMING MARKET ENTRY AND SUCCESS STRATEGIES 102
3.7.1 CORE CHOICES FOR SOCIAL GAMING ENTRANTS 102
3.7.2 SOCIAL GAMING IP ISSUES 103
3.7.3 MARKET ENTRY COST CONSIDERATION 104
3.7.4 RISK ASSOCIATED WITH SOCIAL GAMING SUCCESS 105
3.7.5 SUCCESSFUL IP LINE CREATION 105
3.7.6 MINIMIZING MARKETING AND USER ACQUISITION COST 106
3.7.7 MONETIZATION STRATEGIES FOR SOCIAL GAME ENTRANTS 107
3.7.8 STRONG DEVELOPMENT CHAIN 108
3.8 SOCIAL GAMING MARKET VS. OPPORTUNISTIC APPROACH ANALYSIS 109
3.8.1 GAMING INDUSTRY PEAK VS. NON-PEAK: A COMPARATIVE ANALYSIS 109
3.8.2 USER ACQUISITION APPROACH: WESTERN VS. JAPANESE & ASIAN APPROACH 111
3.8.3 REVENUE BATTLE BETWEEN DEVELOPERS VS. PUBLISHERS AND IMPACT ON SOCIAL GAMER 111
3.8.4 IMPORTANCE OF APPLE AS CHANNEL PARTNER 112
3.8.5 GOOGLE & APPLE NAILS OVER CONNECTED CONSOLE AND WEARABLE DEVICES 112
3.8.6 INTEGRATED GOOGLE PLAY GAME SERVICE 113
3.8.7 MICROSOFT FOR INDIE SELF-PUBLISHER 113
3.8.8 DISNEY WITH VIDEO GAMING PLATFORM “INFINITY” 114
3.8.9 ZYNGA PLATFORM (ZYNGA.COM) 114
3.8.10 FACEBOOK MOBILE GAME PUBLISHING APPROACH 115
3.8.11 SOCIAL GAMIFICATION TREND AND BLUEBOX VS. GOPLAY CASE 115
3.8.12 CIVIC LEARNING: SATIRICAL PRISM GAME DATA DEALER CASE BY CUTEACUTE 116
3.8.13 MOBILE STRATEGY BLENDED WITH MOBILE SOCIAL GAME, SMS, & QR CODE: RED BULL CASE 117
3.8.14 MICROSOFT BUZZ WITH AR GAMING GLASSES 118
3.9 NEXT GEN SOCIAL GAME: TREND TO BLEND WITH REAL-WORLD GOOD DEED 118
3.9.1 VIRTUAL TO REAL-WORLD DONATION AND SOCIAL ACTION: HALF THE SKY MOVEMENT: THE GAME 118
3.9.2 RESEARCH FOR MANKIND & COMMUNITY PATENT: FOLDIT 119
3.9.3 COMMUNITY AWARENESS: RECYCLEBANK 120
3.9.4 EDUCATION & LITERACY: MILLEE LITERACY GAME 121
3.9.5 POVERTY ALLEVIATION: SPENT 122
3.9.6 CONSTRUCTING VILLAGE: RAISE THE VILLAGE 122
3.9.7 CHARITIES FOR CHILDREN: WETOPIA 123
3.9.8 CHARITIES FOR ANIMAL: JOY KINGDOM 124
3.9.9 SOCIAL-GOOD FOCUSED GAMING: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, & BUDGE 125
3.10 SOCIAL GAMING INVESTMENT TREND AND ANALYSIS 126
3.10.1 SECOND SCREEN INCLUDING MOBILE DEVICES AND TV 126
3.10.2 SOCIAL VS. GAME NETWORK 126
3.10.3 GAMING DEALS 126
3.10.4 POST ZYNGA ERA VS. VC IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION 127
3.10.5 GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS 127
3.10.6 GAMING SECTOR AND BUSINESS MODEL 130
3.10.7 VALUE VS. VOLUME REGIONS 134
3.10.8 MERGER AND ACQUISITION (M&A) TRENDS 137
3.10.9 GAMING VENTURE CAPITAL (VC) TREND 140
3.10.10 CROWD FUNDING TREND 141
3.10.11 CASE STUDY 142
3.11 SOCIAL GAMING REGULATION & SOCIAL FRAUD CHALLENGE ANALYSIS 146
3.11.1 SOCIAL GAMING CHEAT 146
3.11.2 MOBILE GAMING PIRACY & VIRTUAL CURRENCY SCAMMING CHALLENGE IN CHINA & RUSSIA 147
3.11.3 KOMPU GACHA STYLE IN-GAME SOCIAL GAMBLING BAN AND OPPORTUNITIES IN JAPAN 150
3.11.4 GEOGRAPHIC IMPLICATION OF ANTIPIRACY LAW: JAPAN, US, UK, RUSSIA & CHINA 152
3.11.5 ZYNGA WITH PRIVACYVILLE 153
3.11.6 CYBERCRIMINAL ATTACK ON SOCIAL MOBILE GAME 154
3.11.7 US ONLINE GAMING REGULATION AND FOREIGN CORRUPT PRACTICES ACT 156
3.11.8 IN-GAME SCAM DEBATE IN SOCIAL GAME 157
3.11.9 ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE 158
3.11.10 RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION: REGIONAL IMPLICATIONS 159
4.0 FACEBOOK SOCIAL GAMING ECOSYSTEM ANALYSIS 161
4.1 FACEBOOK USER REVIEW 161
4.1.1 FACEBOOK USER IN CONTINENTS 161
4.1.2 HOW USERS INSTALL APPS FROM FACEBOOK PLATFORM? 162
4.2 APP CENTER ANALYSIS FOR TOP-RATED SOCIAL GAME 163
4.2.1 GENRES VS. LEADING COMPANY VS. MAU AND COMPETITION ANALYSIS 163
4.2.2 GENRE VS. PER DAY ARPPU FROM FACEBOOK APP CENTRE 163
4.2.3 REGIONAL DISTRIBUTION OF TOP-RATED GAMES 164
4.2.4 REGIONAL DISTRIBUTION OF TOP-RATED GAMES 165
4.2.5 TRIVIA & WORLD GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 166
4.2.6 SPORTS GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 170
4.2.7 SIMULATION GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 174
4.2.8 STRATEGY GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 178
4.2.9 PUZZLE GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 181
4.2.10 HIDDEN OBJECT GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 184
4.2.11 FAMILY APPS GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 185
4.2.12 CARD GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 188
4.2.13 CASINO GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 190
4.2.14 ACTION GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 193
4.2.15 ADVENTURE & RPG GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 195
4.2.16 ARCADE GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 198
4.3 ZYNGA AND FACEBOOK INTERDEPENDENCY: A CRITICAL ANALYSIS 201
4.4 BUSINESS MODEL AND MARKET STRATEGY ANALYSIS 203
4.5 WHALES IN FACEBOOK GAME 204
4.6 LOCAL CURRENCY PAYMENTS API 204
4.7 ECOSYSTEM STATISTICS 205
4.8 GAMIFICATION TRAJECTORY 205
4.9 FACEBOOK IN MOBILE AND SOCIAL GAMING ERA 206
4.10 NEW MOBILE GAMING ADS IN FACEBOOK NOTIFICATION 208
4.11 FACEBOOK MOBILE PAYMENT SYSTEM “FACEBOOK BUY NOW” 209
5.0 NON-FACEBOOK SOCIAL NETWORKED GAMING ECOSYSTEM 210
5.1 WHAT IS BEYOND FACEBOOK SOCIAL GAMING? 210
5.2 LOCAL SOCIAL NETWORK IN EMEA 210
5.2.1 HYVES IN NETHERLAND 211
5.2.2 TUENTI IN SPAIN 212
5.2.3 VKONTAKTE IN RUSSIA 213
5.2.4 VZ.NET IN GERMANY AND EXPANSION NETWORK IN FRANCE, ITALY, SPAIN AND POLAND 213
5.2.5 YONJA IN TURKEY 214
5.2.6 NETLOG 214
5.2.7 NASZA-KLASA IN POLAND 215
5.3 LOCAL SOCIAL NETWORK IN AMERICAS 215
5.3.1 MEETME 215
5.3.2 ORKUT IN BRAZIL 215
5.3.3 SONICO 216
5.3.4 BLACKPLANET IN US 216
5.4 LOCAL SOCIAL NETWORK IN APAC 217
5.4.1 SINA WEIBO IN CHINA 217
5.4.2 TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU 217
5.4.3 RENREN IN CHINA 218
5.4.4 KAIXIN001 IN CHINA 218
5.4.5 51.COM IN CHINA 218
5.4.6 MIXI IN JAPAN 218
5.4.7 CYWORLD IN KOREA 220
5.4.8 IBIBO GAMES IN INDIA 220
5.4.9 MILLAT FACEBOOK IN PAKISTAN 220
5.4.10 YAHOO-MOBAGE IN JAPAN 221
5.4.11 AMEBA PIG IN JAPAN 221
5.5 SOCIAL NETWORK: GLOBAL IN NATURE 221
5.5.1 BEBO 221
5.5.2 TWITTER 221
5.5.3 AMAZON 222
5.5.4 ZORPIA 223
5.5.5 PERFSPOT 224
5.5.6 FRIENDSTER 224
5.5.7 GAIA ONLINE 225
5.5.8 BADOO 226
5.5.9 TAGGED 226
5.5.10 HI5 226
5.5.11 HABBO 226
5.5.12 COME2PLAY 227
5.5.13 VIXIMO GAME NETWORK 227
5.6 EMERGING MOBILE SOCIAL GAMING NETWORK ANALYSIS 228
5.6.1 CHILLINGO 228
5.6.2 WECHAT & QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM 229
5.6.3 KAKAOTALK 230
5.6.4 LINE 230
5.6.5 91 WIRELESS 231
5.6.6 WHATSAPP 231
5.6.7 TANGO 231
5.6.8 KIK MESSENGER 232
5.6.9 ZALO 232
5.6.10 QIHOO 360 PLATFORM 232
5.6.11 WANDOUJIA 232
5.6.12 BAIDU APP STORE 233
5.6.13 APPCHINA 233
5.6.14 D.CN GAMES CENTER 233
5.6.15 GFAN 234
5.6.16 MOBAGE IN JAPAN 234
5.6.17 HEYZAP 234
6.0 MOBILE SOCIAL & LOCATION (SOLOMO) GAMING 235
6.1 MARKET TREND ANALYSIS 235
6.1.1 ECO-SYSTEM METRICS OF CONSUMPTION-ENGAGEMENT-INTERACTION 235
6.1.2 MERGED SOCIAL, LOCAL SEARCH & MOBILE: WHAT INDICATES MARKET DATA 237
6.1.3 EMERGENCE OF LOCATIVE GAMING ON SOCIAL & MOBILE PLATFORM FOR DEEPER ENGAGEMENT 237
6.1.4 LOCATION CENTRIC MULTIPLAYER MOBILE SOCIAL & CASUAL GAMING TREND 238
6.1.5 COMBINING GAMERS PSYCH WITH LOCAL COMMUNITY-DRIVEN BRAND ENGAGEMENT METRICS 239
6.1.6 AUGMENTED UTILITY BEHAVIOR OF GAMER USING MOBILE AUGMENTED REALITY 241
6.1.7 IN-GAME TRANSACTION TREND AND VIRTUAL GOODS PLACEMENT BASED IN REAL TIME LOCATION 243
6.1.8 VIRTUAL GOODS EXPORT IN GAMING AND EXCHANGE TREND AMONG COMMUNITY 244
6.1.9 HTML5 & CLOUD BENEFIT IN GAMING 244
6.1.10 ANDROID VS. IOS GAMING MARKET & PROFIT SHARE TREND 247
6.1.11 EMERGING CLOUD AND HTML5 BROWSER BASED PUBLISHING 248
6.1.12 MOBILE APPSTORE TO SHARE HANDHELD GAMING CONSOLE MARKET 249
6.2 ECOSYSTEM ANALYSIS 250
6.2.1 OTI VS. OTA DISTRIBUTION: WHERE IS SOLOMO GAME? 250
6.2.2 OTI VS. OTA FRAGMENTATION AND APPSTORE, SNS PORTAL, HTML5 & CLOUD PLATFORM 250
6.2.3 GOOGLE PLAY VS. APPLE STORE: HOW APPLE WILL BE LOSING MONEY FROM SOLOMO GAME? 251
6.2.4 FRAGMENTED DIST CHALLENGE: BILLING, COST, MARKETING & CROSS-CHANNEL PUBLISHING 252
6.2.5 CONSUMER RESPONSE AND FUTURE OF OTI VS. OTA DISTRIBUTION 252
6.2.6 STRATEGY CONSIDERATION TO DESIGN RIGHT BUSINESS MODEL 253
6.2.7 PRICING MODEL: FACTORS INFLUENCE DECISION 254
6.2.8 REVENUE & COST ITEMS 255
6.2.9 NEW BUSINES MODEL FOR SOLOMO GAME 256
6.2.10 WHAT NEXT: NFC PAYMENT VS. AUTO LIFE LOGGING VS. MASS SOCIAL EXPERIENCE 257
6.2.11 IOS 7 GAMING: EMERGING SCOPE FOR DEVELOPERS & CONTROLLER MAKERS 258
6.3 MONETIZATION ANALYSIS 259
6.3.1 NEW ENTRANT VS. EXISTING PLAYER: WHO IS LOSING / GAINING MONEY? 259
6.3.2 AVERAGE VIRTUAL GOODS PRICING TREND IN SOLOMO GAME 260
6.3.3 BRANDED GAMES VS. LOCATION TRAILED IN-GAME AD VS. BRANDED VIRTUAL GOODS 260
6.3.4 GAMERS PREFERENCE OVER BRANDED GAME VS. IN-GAME ADS VS. BRANDED VIRTUAL GOODS 261
6.3.5 BIG BRAND VS. SMBS PREFERENCE OVER BRANDED, LOCATION, AND IN-GAME AD 261
6.3.6 LOCATION TRAILED IN-GAME ADS: IMPRESSIONS VS. CTR VS. REPEAT 262
6.3.7 SOCIAL ADS IN COMMUNITY / CASINO CLUB BASED GAME 262
6.4 DEMOGRAPHY ANALYSIS 262
6.4.1 SOLOMO GAMER PREDICTION IN REGIONS 262
6.4.2 TOP 10 SOLOMO AND LOCATION GAMER COUNTRIES 263
6.4.3 CASUAL VS. REGULAR SOLOMO GAMER 263
6.4.4 MICRO TRANSACTION GAMER VS. WORLDWIDE MOBILE GAMER 264
6.4.5 ADULT VS. TEEN RATIO 264
6.4.6 DAU AND MAU 265
6.4.7 GAMER SPENDING OVER REVENUE SOURCES 265
6.4.8 VIRTUAL GOODS CATEGORY 266
6.4.9 SOLOMO GAMER SPENDING PREFERENCE OVER PAID VS. VIRTUAL GOODS GAME 266
6.4.10 SOLOMO GAMERS AGE BRACKET WISE SPENDING HABIT ON TRADING VIRTUAL GOODS 267
6.4.11 MALE VS. FEMALE YEARLY SPENDING ON VIRTUAL GOODS 267
6.4.12 TOP PREFERRED SOLOMO GAMING GENRE 268
6.4.13 SOLOMO GAME REACH VS. GAME PLAY ENGAGEMENT BY POPULAR GENRE 268
6.4.14 MALE VS. FEMALE SOLOMO GAME GENRE PREFERENCE 269
6.4.15 MOBILE VS. TABLET DEVICE PREFERENCE UNDER DIFFERENT AGE BRACKET 269
6.4.16 SOLOMO GAMER PREFERENCE OVER MOBILE OS 270
6.4.17 TIME SPEND VS. SESSION OF SOLOMO GAMER DURING DAY TIME 270
6.4.18 SOLOMO & LOCATIVE GAME PLAY LOCATION 271
6.4.19 GAME PLAY LOCATION INSIDE HOME 271
6.4.20 REASON FOR PLAYING SOLOMO GAME 272
6.4.21 FACTORS INFLUENCING POSITIVE SOLOMO GAME PLAY 272
6.4.22 BENEFIT EXPERIENCED FROM SOLOMO GAME PLAY 273
6.4.23 VIRALITY / COMMUNITY FACTORS INFLUENCE SOLOMO GAME PLAY 273
6.4.24 GAME FEATURES THAT INFLUENCE SOLOMO GAMER RECOMMENDING TO OTHERS 274
7.0 APP STORE ANALYSIS 275
7.1 BUSINESS MODEL GOOLE PLAY VS. APPLE STORE 275
7.2 APPLE APP STORE 275
7.2.1 TOP GROSSING IOS GAME AND DAILY REVENUE 275
7.2.2 NON-GAMING APP RATIO 2012 – 2014 276
7.2.3 SHARE OF REVENUE BY APP CATEGORY 276
7.2.4 TOP 5 APP CATEGORIES 2014 277
7.3 GOOGLE PLAY 277
7.3.1 “GOOGLE GAMES” – UNIFIED GAMING PLATFORM TREND 277
7.3.2 SUCCESS FACTORS IN ANDROID STORE 277
7.4 GEOGRAPHY AND LANGUAGE ANALYSIS 278
7.5 ALTERNATIVE APP STORE FOR ANDROID 281
7.5.1 SLIDE ME 281
7.5.2 GETJAR 281
7.5.3 SOC.IO MALL 281
7.5.4 CODENGO 281
7.5.5 APPSLIB 281
7.5.6 1MOBILE 281
7.5.7 CAMANGI MARKET 281
7.5.8 TEGRA STORE 282
7.5.9 MIKANDI 282
7.5.10 ANDROIDPIT 282
7.5.11 ANZI 282
7.5.12 HIAPK 282
7.5.13 N-DUO MARKET 282
7.5.14 F-DROID 282
7.6 ALTERNATIVE APPSTORE FOR IOS 282
7.6.1 CYDIA 282
7.6.2 LIMA 282
7.6.3 PREMIERAPPSHOP 282
7.6.4 SEXAPPSHOP 283
7.6.5 91 HIAPK 283
7.7 APPSTORE FOR BLACKBERRY OS 283
7.7.1 BLACKBERRY WORLD 283
7.7.2 CRACKBERRY STORE 283
7.7.3 BBNATION 283
7.8 CROSS-PLATFORM APP STORE 283
7.8.1 NOOK APP STORE 283
7.8.2 TAOBAO APP MARKET 284
7.8.3 HANDMARK & ONELOUDER 284
7.8.4 HANDSTER 284
7.8.5 PHOLOAD 284
7.8.6 MOBANGO 284
7.8.7 HANDANGO 284
7.8.8 BISKERO 285
7.8.9 OPERA MOBILE APP STORE 285
7.8.10 APPITALISM 285
7.8.11 NEXVA 285
7.8.12 KONGREGATE 285
7.8.13 MAOPAO 285
7.8.14 DJUZZ 286
7.8.15 APPCITY 286
7.8.16 ALTERNATIVE.TO 286
7.8.17 360 MARKET 286
7.8.18 APPOKE 286
7.9 OEMS APPSTORE 286
7.9.1 SAMSUNG APPS 286
7.9.2 LG SMART WORLD 286
7.9.3 DOCOMO MARKET 287
7.9.4 XIAOMI APPSTORE 287
7.10 MOBILE CARRIER APPSTORE 287
7.10.1 VERIZON SHOP AND DEVELOPER COMMUNITY 287
7.10.2 VODAFONE DEVELOPER 287
7.10.3 MOBILE MARKET OF CHINA MOBILE 288
7.10.4 T-MOBILE MALL 288
7.10.5 SPRINT DEVELOPER PROGRAM 288
7.10.6 AIRCEL POCKETAPPS 288
7.10.7 AIRTEL APP CENTRAL 288
7.10.8 MAXIS 1STORE 288
7.10.9 AT&T APPCENTRE 288
7.10.10 M1 APP STORE 289
7.10.11 T-STORE 289
7.10.12 TURKCELL T-MARKET 289
7.10.13 OMNITEL APP STORE 289
7.10.14 MTNPLAY 289
8.0 SOCIAL CASINO GAMING ANALYSIS 290
8.1 OVERVIEW OF SOCIAL CASINO GAMING 290
8.2 SOCIAL CASINO GAMING BUSINESS MODEL 291
8.3 NO REGULATION AND EMERGING RISK 291
8.4 REGIONAL MARKET APPROACH: WEST VS. EAST 291
8.4.1 GREE’S POKER CREATURE 292
8.4.2 DENA’S SECRET POKER 292
8.4.3 KONAMI’S DRACOLLE X POKER 292
8.4.4 CYBERAGENT’S BATTLE SLOT 292
8.4.5 SEGA’S DAGON COIN 292
8.5 FACEBOOK VS. MOBILE TREND 292
8.6 REVENUE FORECAST 293
8.6.1 SOCIAL CASINO GAMING REVENUE 2015 – 2020 293
8.6.2 REVENUE BY DEVICE PLATFORM 294
8.6.3 SOCIAL CASINO GAMING REVENUE BY FACEBOOK VS. NON-FACEBOOK PLATFORM 294
8.6.4 REVENUE BY TOP COUNTRIES 295
9.0 WEARABLE SOCIAL GAMING ANALYSIS 296
9.1 WHAT IS WEARABLE SOCIAL GAMING? 296
9.2 OVERVIEW OF WEARABLE GAMING MARKET 296
9.3 MARKET POTENTIAL 297
9.3.1 WEARABLE PHONES 297
9.3.2 WEARABLE ELECTRONICS 297
9.4 OPEN SOURCE VR GAMES AND SUCCESS MANTRA 298
9.5 WEARABLE GAMING MARKET TREND 298
9.5.1 AUGMENTED REALITY AND VIRTUAL REALITY (AR AND VR) 298
9.5.2 CONNECTED WEARABLE 299
9.5.3 MOTION SENSING TECHNOLOGY INCLUDING WEARABLE 3D 299
9.5.4 WEARABLE HEALTHCARE THROUGH GAMING 299
9.5.5 HAPTIC TECHNOLOGY 300
9.5.6 HEADWEAR OR HEAD MOUNTED DISPLAY (HMD) 300
9.5.7 SERIOUS GAME 300
9.5.8 GAMIFICATION 301
9.6 WEARABLE GAME GENRE ANALYSIS 301
9.7 GLOBAL WERABLE GAMING HARDWARE UNIT SALES 2015 – 2020 302
9.8 AVERAGE NUMBER OF GAMER PER DEVICE 2015 – 2020 303
9.9 AVERAGE RETAIL PRICE OF WEARABLE GAMING HARDWARE 2015 – 2020 303
9.10 WEARABLE GAMING REGIONAL MARKET SHARE 2020 304
9.11 WEARABLE GAMING PLATFORM ANALYSIS 305
9.11.1 SMARTWATCH AS PLATFORM 305
9.11.2 EYEWEAR AS PLATFORM 307
9.11.3 HEADWEAR AS PLATFORM 308
9.11.4 BODYWEAR AS PLATFORM 308
9.12 WEARABLE GAMING CASE STUDY 308
9.12.1 GRAND THEFT AUTO (GTA) 308
9.12.2 NIKE AND SPORTS GAME 309
9.12.3 FITBIT CASUAL GAMING 309
9.12.4 WEAR ORBITS 310
9.12.5 MYLAND GAME 311
9.13 OCULUS RIFT GAMES 311
9.13.1 NAISSANCEE 311
9.13.2 PIXEL RIFT 312
9.13.3 SURGEON SIMULATOR 312
9.13.4 DOLPHINVR 313
9.13.5 CLASSROOM AQUATIC 313
9.13.6 WINDLANDS 314
9.13.7 SUPERHOT 314
9.13.8 VANGUARD V 315
9.13.9 LASERFACE 315
9.13.10 HALF-LIFE 2/TEAM FORTRESS 2 316
9.13.11 AAAA! FOR THE AWESOME 316
9.13.12 AMONG THE SLEEP 317
9.13.13 LUCKY’S TALE 317
9.13.14 THE WITNESS 318
9.14 SUMSUNG GEAR VR GAMES 319
9.14.1 HEROBOUND: FIRST STEPS 319
9.14.2 TEMPLE RUN VR 319
9.14.3 VRSE/FOR CARDBOARD APPS 320
9.14.4 ESPER 320
9.14.5 IKARUS 321
9.14.6 DREADHALLS 321
9.14.7 OCULUS 360 TOURS – WORLD, ICELAND 322
9.14.8 MATTERPORT VR 322
9.14.9 ANSHAR WARS 323
9.14.10 PLAYHEAD 324
9.14.11 TITANS OF SPACE 324
9.14.12 CIRQUE DU SOLEIL ZARKANA 325
9.14.13 DARKNET 325
9.14.14 THEBLUVR 326
10.0 SOCIAL GAMING COMPANY ANALYSIS 327
10.1 ARKADIUM 327
10.2 DENA 327
10.2.1 KEY ACQUISITIONS 328
10.3 ELECTRONIC ARTS (EA) 328
10.3.1 KEY ACQUISITIONS 329
10.4 GREE 329
10.4.1 KEY ACQUISITIONS 329
10.5 KABAM 330
10.5.1 ANTI-ZYNGA STRATEGY 330
10.5.2 ALLIANCE WITH ROCKYOU 331
10.5.3 ALLIANCES WITH POKKI 331
10.5.4 KEY ACQUISITION 331
10.6 KING 331
10.6.1 KEY ACQUISITION 332
10.7 PEAK GAMES 332
10.8 PLAYDOM 332
10.9 PRETTYSIMPLE 333
10.10 SOCIALPOINT 333
10.10.1 MAAS 333
10.10.2 ASIA EXPANSION 334
10.11 SUPERCELL 334
10.11.1 ALLIANCE WITH SOFTBANK 334
10.12 WOOGA 335
10.12.1 HIT FILTER STRATEGY 335
10.13 ZYNGA 335
10.13.1 SOCIAL CONTRIBUTION APPROACH 335
10.13.2 KEY ACQUISITIONS 335
10.13.3 STRATEGY 2015 337
10.14 PAPAYA 337
10.15 CROWDSTAR 337
10.16 GAMESALAD 337
10.17 PLAYPHONE 338
10.18 338
10.19 SCORELOOP 338
10.20 SKILLPOD 338
10.21 SGN 338
10.22 GAMELOFT 338
10.22.1 GAMELOFT LIVE 338
10.23 GAMEVIL 339
10.24 CYBERAGENT 339
10.25 HANGAME 339
10.26 THE9 339
10.26.1 GAME ZONE 339
10.27 RENREN 339
10.28 GAMEINSIGHT 339
10.29 GLU 339
10.29.1 GLU NETWORK 339
10.30 UBISOFT 340
11.0 CONCLUSIONS AND RECOMMENDATIONS 341
11.1 RECOMMENDATION FOR SOCIAL NETWORKS AND EMERGING GAME NETWORKS 342
11.2 RECOMMENDATIONS FOR GAME DEVELOPERS AND PUBLISHERS 342
11.3 RECOMMENDATIONS FOR BRANDS 342


【レポート販売概要】

■ タイトル:ソーシャルゲームの世界市場:企業、アプリケーション、プラットフォーム
■ 英文:Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020
■ 発行日:2015年4月
■ 調査会社:Mind Commerce
■ 商品コード:MIND50408
■ 調査対象地域:グローバル
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