The latest research study released by Market IntelliX evaluates market size and forecasts of Social-network Game Service in Global, including the following market information:
Global Social-network Game Service Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global Social-network Game Service market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Casual Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of Social-network Game Service include Zynga, Wooga, Gameforge, Bigpoint Games, Goodgame Studios, Plinga, Kabam and RockYou, etc. In 2021, the global top five players have a share approximately % in terms of revenue.
MI has surveyed the Social-network Game Service companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Market Segmentations:
Global Social-network Game Service Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global Social-network Game Service Market Segment Percentages, by Type, 2021 (%)
Casual
Adventure
Competitive
Others
Global Social-network Game Service Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global Social-network Game Service Market Segment Percentages, by Application, 2021 (%)
Applications
Websites
Others
Global Social-network Game Service Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global Social-network Game Service Market Segment Percentages, By Region and Country, 2021 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Social-network Game Service revenues in global market, 2017-2022 (estimated), ($ millions)
Key companies Social-network Game Service revenues share in global market, 2021 (%)
The report presents profiles of competitors in the market, Some of the prominent key players covered:
Zynga
Wooga
Gameforge
Bigpoint Games
Goodgame Studios
Plinga
Kabam
RockYou
Key Takeaways from this Report
Evaluate market potential through analyzing growth rates (CAGR %), Volume (Units) and Value ($M) data given at country level – for product types, end use applications and by different industry verticals.
Understand the different dynamics influencing the market – key driving factors, challenges and hidden opportunities.
Get in-depth insights on your competitor performance – market shares, strategies, financial benchmarking, product benchmarking, SWOT and more.
Analyze the sales and distribution channels across key geographies to improve top-line revenues.
Understand the industry supply chain with a deep-dive on the value augmentation at each step, in order to optimize value and bring efficiencies in your processes.
Get a quick outlook on the market entropy – M&A’s, deals, partnerships, product launches of all key players for the past 4 years.
Evaluate the supply-demand gaps, import-export statistics and regulatory landscape for more than top 20 countries globally for the market.
1 Introduction to Research & Analysis Reports
1.1 Social-network Game Service Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Social-network Game Service Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Social-network Game Service Overall Market Size
2.1 Global Social-network Game Service Market Size: 2021 VS 2028
2.2 Global Social-network Game Service Market Size, Prospects & Forecasts: 2017-2028
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Social-network Game Service Players in Global Market
3.2 Top Global Social-network Game Service Companies Ranked by Revenue
3.3 Global Social-network Game Service Revenue by Companies
3.4 Top 3 and Top 5 Social-network Game Service Companies in Global Market, by Revenue in 2021
3.5 Global Companies Social-network Game Service Product Type
3.6 Tier 1, Tier 2 and Tier 3 Social-network Game Service Players in Global Market
3.6.1 List of Global Tier 1 Social-network Game Service Companies
3.6.2 List of Global Tier 2 and Tier 3 Social-network Game Service Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global Social-network Game Service Market Size Markets, 2021 & 2028
4.1.2 Casual
4.1.3 Adventure
4.1.4 Competitive
4.1.5 Others
4.2 By Type - Global Social-network Game Service Revenue & Forecasts
4.2.1 By Type - Global Social-network Game Service Revenue, 2017-2022
4.2.2 By Type - Global Social-network Game Service Revenue, 2023-2028
4.2.3 By Type - Global Social-network Game Service Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Social-network Game Service Market Size, 2021 & 2028
5.1.2 Applications
5.1.3 Websites
5.1.4 Others
5.2 By Application - Global Social-network Game Service Revenue & Forecasts
5.2.1 By Application - Global Social-network Game Service Revenue, 2017-2022
5.2.2 By Application - Global Social-network Game Service Revenue, 2023-2028
5.2.3 By Application - Global Social-network Game Service Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global Social-network Game Service Market Size, 2021 & 2028
6.2 By Region - Global Social-network Game Service Revenue & Forecasts
6.2.1 By Region - Global Social-network Game Service Revenue, 2017-2022
6.2.2 By Region - Global Social-network Game Service Revenue, 2023-2028
6.2.3 By Region - Global Social-network Game Service Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America Social-network Game Service Revenue, 2017-2028
6.3.2 US Social-network Game Service Market Size, 2017-2028
6.3.3 Canada Social-network Game Service Market Size, 2017-2028
6.3.4 Mexico Social-network Game Service Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe Social-network Game Service Revenue, 2017-2028
6.4.2 Germany Social-network Game Service Market Size, 2017-2028
6.4.3 France Social-network Game Service Market Size, 2017-2028
6.4.4 U.K. Social-network Game Service Market Size, 2017-2028
6.4.5 Italy Social-network Game Service Market Size, 2017-2028
6.4.6 Russia Social-network Game Service Market Size, 2017-2028
6.4.7 Nordic Countries Social-network Game Service Market Size, 2017-2028
6.4.8 Benelux Social-network Game Service Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia Social-network Game Service Revenue, 2017-2028
6.5.2 China Social-network Game Service Market Size, 2017-2028
6.5.3 Japan Social-network Game Service Market Size, 2017-2028
6.5.4 South Korea Social-network Game Service Market Size, 2017-2028
6.5.5 Southeast Asia Social-network Game Service Market Size, 2017-2028
6.5.6 India Social-network Game Service Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America Social-network Game Service Revenue, 2017-2028
6.6.2 Brazil Social-network Game Service Market Size, 2017-2028
6.6.3 Argentina Social-network Game Service Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Social-network Game Service Revenue, 2017-2028
6.7.2 Turkey Social-network Game Service Market Size, 2017-2028
6.7.3 Israel Social-network Game Service Market Size, 2017-2028
6.7.4 Saudi Arabia Social-network Game Service Market Size, 2017-2028
6.7.5 UAE Social-network Game Service Market Size, 2017-2028
7 Players Profiles
7.1 Zynga
7.1.1 Zynga Corporate Summary
7.1.2 Zynga Business Overview
7.1.3 Zynga Social-network Game Service Major Product Offerings
7.1.4 Zynga Social-network Game Service Revenue in Global Market (2017-2022)
7.1.5 Zynga Key News
7.2 Wooga
7.2.1 Wooga Corporate Summary
7.2.2 Wooga Business Overview
7.2.3 Wooga Social-network Game Service Major Product Offerings
7.2.4 Wooga Social-network Game Service Revenue in Global Market (2017-2022)
7.2.5 Wooga Key News
7.3 Gameforge
7.3.1 Gameforge Corporate Summary
7.3.2 Gameforge Business Overview
7.3.3 Gameforge Social-network Game Service Major Product Offerings
7.3.4 Gameforge Social-network Game Service Revenue in Global Market (2017-2022)
7.3.5 Gameforge Key News
7.4 Bigpoint Games
7.4.1 Bigpoint Games Corporate Summary
7.4.2 Bigpoint Games Business Overview
7.4.3 Bigpoint Games Social-network Game Service Major Product Offerings
7.4.4 Bigpoint Games Social-network Game Service Revenue in Global Market (2017-2022)
7.4.5 Bigpoint Games Key News
7.5 Goodgame Studios
7.5.1 Goodgame Studios Corporate Summary
7.5.2 Goodgame Studios Business Overview
7.5.3 Goodgame Studios Social-network Game Service Major Product Offerings
7.5.4 Goodgame Studios Social-network Game Service Revenue in Global Market (2017-2022)
7.5.5 Goodgame Studios Key News
7.6 Plinga
7.6.1 Plinga Corporate Summary
7.6.2 Plinga Business Overview
7.6.3 Plinga Social-network Game Service Major Product Offerings
7.6.4 Plinga Social-network Game Service Revenue in Global Market (2017-2022)
7.6.5 Plinga Key News
7.7 Kabam
7.7.1 Kabam Corporate Summary
7.7.2 Kabam Business Overview
7.7.3 Kabam Social-network Game Service Major Product Offerings
7.7.4 Kabam Social-network Game Service Revenue in Global Market (2017-2022)
7.7.5 Kabam Key News
7.8 RockYou
7.8.1 RockYou Corporate Summary
7.8.2 RockYou Business Overview
7.8.3 RockYou Social-network Game Service Major Product Offerings
7.8.4 RockYou Social-network Game Service Revenue in Global Market (2017-2022)
7.8.5 RockYou Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Influencing Factors |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
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