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Global Social-network Game Service Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 9/1/2022
  • NO OF PAGES
  • 283
  • CATEGORY
  • Others
The Social-network Game Service market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Social-network Game Service market. On the basis of historic growth analysis and current scenario of Social-network Game Service market place, the report intends to offer actionable insights on global market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tools that facilitate deeper understanding of multiple aspects of global Social-network Game Service market. This further helps user with their developmental strategy.

This report examines all the key factors influencing growth of global Social-network Game Service market, including demand-supply scenario, pricing structure, profit margins, production and value chain analysis. Regional assessment of global Social-network Game Service market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.

Global Social-network Game Service Market: Major Players
Social Poin
Arkadium
Peak Games
PopCap Studios
EA
Wooga
GREE
Blizzard Entertainment
Supercell
King
DeNA
Zynga
Playtech
Pretty Simple

Global Social-network Game Service Market: Types
Casual
Adventure
Competitive
Others

Global Social-network Game Service Market: Applications
Applications
Websites
Others

Global Social-network Game Service Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Social-network Game Service market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.


Key Points:
Define, describe and forecast Social-network Game Service product market by type, application, end user and region.
Provide enterprise external environment analysis and PEST analysis.
Provide strategies for company to deal with the impact of COVID-19.
Provide market dynamic analysis, including market driving factors, market development constraints.
Provide market entry strategy analysis for new players or players who are ready to enter the market, including market segment definition, client analysis, distribution model, product messaging and positioning, and price strategy analysis.
Keep up with international market trends and provide analysis of the impact of the COVID-19 epidemic on major regions of the world.
Analyze the market opportunities of stakeholders and provide market leaders with details of the competitive landscape.

Years considered for this report:
Historical Years: 2016-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2030
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Social-network Game Service Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Social-network Game Service
1.3 Social-network Game Service Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Social-network Game Service
1.4.2 Applications of Social-network Game Service
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 Social Poin Market Performance Analysis
3.1.1 Social Poin Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 Social Poin Sales, Value, Price, Gross Margin 2016-2021
3.2 Arkadium Market Performance Analysis
3.2.1 Arkadium Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 Arkadium Sales, Value, Price, Gross Margin 2016-2021
3.3 Peak Games Market Performance Analysis
3.3.1 Peak Games Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 Peak Games Sales, Value, Price, Gross Margin 2016-2021
3.4 PopCap Studios Market Performance Analysis
3.4.1 PopCap Studios Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 PopCap Studios Sales, Value, Price, Gross Margin 2016-2021
3.5 EA Market Performance Analysis
3.5.1 EA Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 EA Sales, Value, Price, Gross Margin 2016-2021
3.6 Wooga Market Performance Analysis
3.6.1 Wooga Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 Wooga Sales, Value, Price, Gross Margin 2016-2021
3.7 GREE Market Performance Analysis
3.7.1 GREE Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 GREE Sales, Value, Price, Gross Margin 2016-2021
3.8 Blizzard Entertainment Market Performance Analysis
3.8.1 Blizzard Entertainment Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 Blizzard Entertainment Sales, Value, Price, Gross Margin 2016-2021
3.9 Supercell Market Performance Analysis
3.9.1 Supercell Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 Supercell Sales, Value, Price, Gross Margin 2016-2021
3.10 King Market Performance Analysis
3.10.1 King Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 King Sales, Value, Price, Gross Margin 2016-2021
3.11 DeNA Market Performance Analysis
3.11.1 DeNA Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 DeNA Sales, Value, Price, Gross Margin 2016-2021
3.12 Zynga Market Performance Analysis
3.12.1 Zynga Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Zynga Sales, Value, Price, Gross Margin 2016-2021
3.13 Playtech Market Performance Analysis
3.13.1 Playtech Basic Information
3.13.2 Product and Service Analysis
3.13.3 Strategies for Company to Deal with the Impact of COVID-19
3.13.4 Playtech Sales, Value, Price, Gross Margin 2016-2021
3.14 Pretty Simple Market Performance Analysis
3.14.1 Pretty Simple Basic Information
3.14.2 Product and Service Analysis
3.14.3 Strategies for Company to Deal with the Impact of COVID-19
3.14.4 Pretty Simple Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Social-network Game Service Production and Value by Type
4.1.1 Global Social-network Game Service Production by Type 2016-2021
4.1.2 Global Social-network Game Service Market Value by Type 2016-2021
4.2 Global Social-network Game Service Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Casual Market Production, Value and Growth Rate
4.2.2 Adventure Market Production, Value and Growth Rate
4.2.3 Competitive Market Production, Value and Growth Rate
4.2.4 Others Market Production, Value and Growth Rate
4.3 Global Social-network Game Service Production and Value Forecast by Type
4.3.1 Global Social-network Game Service Production Forecast by Type 2021-2026
4.3.2 Global Social-network Game Service Market Value Forecast by Type 2021-2026
4.4 Global Social-network Game Service Market Production, Value and Growth Rate by Type Forecast 2021-2026
4.4.1 Casual Market Production, Value and Growth Rate Forecast
4.4.2 Adventure Market Production, Value and Growth Rate Forecast
4.4.3 Competitive Market Production, Value and Growth Rate Forecast
4.4.4 Others Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Social-network Game Service Consumption and Value by Application
5.1.1 Global Social-network Game Service Consumption by Application 2016-2021
5.1.2 Global Social-network Game Service Market Value by Application 2016-2021
5.2 Global Social-network Game Service Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 Applications Market Consumption, Value and Growth Rate
5.2.2 Websites Market Consumption, Value and Growth Rate
5.2.3 Others Market Consumption, Value and Growth Rate
5.3 Global Social-network Game Service Consumption and Value Forecast by Application
5.3.1 Global Social-network Game Service Consumption Forecast by Application 2021-2026
5.3.2 Global Social-network Game Service Market Value Forecast by Application 2021-2026
5.4 Global Social-network Game Service Market Consumption, Value and Growth Rate by Application Forecast 2021-2026
5.4.1 Applications Market Consumption, Value and Growth Rate Forecast
5.4.2 Websites Market Consumption, Value and Growth Rate Forecast
5.4.3 Others Market Consumption, Value and Growth Rate Forecast

6 Global Social-network Game Service by Region, Historical Data and Market Forecasts
6.1 Global Social-network Game Service Sales by Region 2016-2021
6.2 Global Social-network Game Service Market Value by Region 2016-2021
6.3 Global Social-network Game Service Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global Social-network Game Service Sales Forecast by Region 2021-2026
6.5 Global Social-network Game Service Market Value Forecast by Region 2021-2026
6.6 Global Social-network Game Service Market Sales, Value and Growth Rate Forecast by Region 2021-2026
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa

7 United State Market Size Analysis 2016-2026
7.1 United State Social-network Game Service Value and Market Growth 2016-2021
7.2 United State Social-network Game Service Sales and Market Growth 2016-2021
7.3 United State Social-network Game Service Market Value Forecast 2021-2026

8 Canada Market Size Analysis 2016-2026
8.1 Canada Social-network Game Service Value and Market Growth 2016-2021
8.2 Canada Social-network Game Service Sales and Market Growth 2016-2021
8.3 Canada Social-network Game Service Market Value Forecast 2021-2026

9 Germany Market Size Analysis 2016-2026
9.1 Germany Social-network Game Service Value and Market Growth 2016-2021
9.2 Germany Social-network Game Service Sales and Market Growth 2016-2021
9.3 Germany Social-network Game Service Market Value Forecast 2021-2026

10 UK Market Size Analysis 2016-2026
10.1 UK Social-network Game Service Value and Market Growth 2016-2021
10.2 UK Social-network Game Service Sales and Market Growth 2016-2021
10.3 UK Social-network Game Service Market Value Forecast 2021-2026

11 France Market Size Analysis 2016-2026
11.1 France Social-network Game Service Value and Market Growth 2016-2021
11.2 France Social-network Game Service Sales and Market Growth 2016-2021
11.3 France Social-network Game Service Market Value Forecast 2021-2026

12 Italy Market Size Analysis 2016-2026
12.1 Italy Social-network Game Service Value and Market Growth 2016-2021
12.2 Italy Social-network Game Service Sales and Market Growth 2016-2021
12.3 Italy Social-network Game Service Market Value Forecast 2021-2026

13 Spain Market Size Analysis 2016-2026
13.1 Spain Social-network Game Service Value and Market Growth 2016-2021
13.2 Spain Social-network Game Service Sales and Market Growth 2016-2021
13.3 Spain Social-network Game Service Market Value Forecast 2021-2026

14 Russia Market Size Analysis 2016-2026
14.1 Russia Social-network Game Service Value and Market Growth 2016-2021
14.2 Russia Social-network Game Service Sales and Market Growth 2016-2021
14.3 Russia Social-network Game Service Market Value Forecast 2021-2026

15 China Market Size Analysis 2016-2026
15.1 China Social-network Game Service Value and Market Growth 2016-2021
15.2 China Social-network Game Service Sales and Market Growth 2016-2021
15.3 China Social-network Game Service Market Value Forecast 2021-2026

16 Japan Market Size Analysis 2016-2026
16.1 Japan Social-network Game Service Value and Market Growth 2016-2021
16.2 Japan Social-network Game Service Sales and Market Growth 2016-2021
16.3 Japan Social-network Game Service Market Value Forecast 2021-2026

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea Social-network Game Service Value and Market Growth 2016-2021
17.2 South Korea Social-network Game Service Sales and Market Growth 2016-2021
17.3 South Korea Social-network Game Service Market Value Forecast 2021-2026

18 Australia Market Size Analysis 2016-2026
18.1 Australia Social-network Game Service Value and Market Growth 2016-2021
18.2 Australia Social-network Game Service Sales and Market Growth 2016-2021
18.3 Australia Social-network Game Service Market Value Forecast 2021-2026

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand Social-network Game Service Value and Market Growth 2016-2021
19.2 Thailand Social-network Game Service Sales and Market Growth 2016-2021
19.3 Thailand Social-network Game Service Market Value Forecast 2021-2026

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil Social-network Game Service Value and Market Growth 2016-2021
20.2 Brazil Social-network Game Service Sales and Market Growth 2016-2021
20.3 Brazil Social-network Game Service Market Value Forecast 2021-2026

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina Social-network Game Service Value and Market Growth 2016-2021
21.2 Argentina Social-network Game Service Sales and Market Growth 2016-2021
21.3 Argentina Social-network Game Service Market Value Forecast 2021-2026

22 Chile Market Size Analysis 2016-2026
22.1 Chile Social-network Game Service Value and Market Growth 2016-2021
22.2 Chile Social-network Game Service Sales and Market Growth 2016-2021
22.3 Chile Social-network Game Service Market Value Forecast 2021-2026

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa Social-network Game Service Value and Market Growth 2016-2021
23.2 South Africa Social-network Game Service Sales and Market Growth 2016-2021
23.3 South Africa Social-network Game Service Market Value Forecast 2021-2026

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt Social-network Game Service Value and Market Growth 2016-2021
24.2 Egypt Social-network Game Service Sales and Market Growth 2016-2021
24.3 Egypt Social-network Game Service Market Value Forecast 2021-2026

25 UAE Market Size Analysis 2016-2026
25.1 UAE Social-network Game Service Value and Market Growth 2016-2021
25.2 UAE Social-network Game Service Sales and Market Growth 2016-2021
25.3 UAE Social-network Game Service Market Value Forecast 2021-2026

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia Social-network Game Service Value and Market Growth 2016-2021
26.2 Saudi Arabia Social-network Game Service Sales and Market Growth 2016-2021
26.3 Saudi Arabia Social-network Game Service Market Value Forecast 2021-2026

27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market

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Market Research Process




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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

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Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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