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Facebook vs Non-Facebook Social Network Gaming Ecosystem and Market Analysis 2013 - 2018

Published

October 2013

Pages

131

Pricing

Single-user License: $ 1,995 USD
Company-wide License: $ 4,995 USD
Team License (Up to 5 Users): $ 2,995 USD

Keywords

Social Gaming, Facebook Gaming, Local Social Gaming, Mobile Social Gaming, Social Gaming Outlook, Social Gaming Forecasts

Overview

Social network-based gaming has exploded within the last few years, led by the dramatic rise of Facebook with hundreds of millions of users. Social gaming is increasingly becoming a key focal point within the gaming community due in large part to the higher average revenue per unit through monetization of global social networks, local social networks, mobile social networks, and second screen social gaming.

At present, the fragmented nature of the industry is due largely to a lack of industry recognition that the biggest change driver is user consumption preferences rather than the specific games or platforms. We anticipate that the current trend of bite-size game-play will transform to an ecosystem of hard-core social gamers consisting of free-to-play, "freemium", and pure-paid models. Similarly local contents along with niche market approach will be the key monetization and growth factors.

This research evaluates industry developments in social gaming, company and solution analysis for major players, ecosystem assessment, global vs. regional market strategy evaluation, and market projections. The report provides a comparative analysis between Facebook vs. Non-Facebook social gaming as well as a breakdown of sub-categories including local social networks and mobile social network gaming.

See Table of Contents for complete list of areas covered.

Key Findings

  • By 2018, the Facebook gaming market is expected to reach $ 5.6 B USD globally on a 554 M gaming customer base whereas Non-Facebook social networking gaming market is anticipated to represent a global $ 9.6 B USD market based on 692 M gamers
  • The Social casino genre and second-screen gaming on mobile social networks will be key growth driver of the industry
  • APAC will remain the market leader during the period followed by Latin America and Europe

Report Benefits

  • Identify which social gaming genres will be most successful at going mainstream
  • Learn why local social networks including mobile platform will be key growth drivers
  • Market sizing for Facebook vs Non-Facebook over key regions during the period 2013-2018
  • Learn about the market for social network gaming across the regions driven by gamer preferences over genres
  • Learn how traditional video games are going to merge with socially playable features and create market disruption
  • Identify trends in emerging business models in social network gaming and the impacts on mobile gaming development
  • In-depth analysis of Facebook ecosystem, genres, business models, LTV generation and initiatives for second screen space

Companies in Report

51.com, 91 Wireless, Amazon, Ameba Pig, AppChina, Apple, Badoo, Baidu, Bebo, BlackPlanet, BlueBat Games, Chillingo, Come2Play, Crowdstar, Cuteacute, D.Cn Games, DeNA Mobage, Digital Chocolate, Disney, EA, Facebook, Fold.it, Friendster, Gaia Online, Gfan, Glu, Google, GoPlay, GREE, Habbo, Half the Sky Movement, HeyZap, Hi5, Hyves, Kaixin, KakaoTalk, Kik Messenger, Line, MeetMe, Microsoft, Millat, Millee Literacy Game, Mixi, MySpace, Nasza-Klasa, Netlog, Orkut, Perfspot, Playdom, PopCap Games, Qihoo 360, QQ Mobile, Raise the Village, RecycleBank, Renren, SinaWeibo, Sojo Studios, Sonico, SPENT, Tagged, Tango, Tencent, Tiltfactor Lab, Tuenti, Twitter, Ubisoft, Viximo, Vkontakte, VZ.Net, Wandoujia, WeChat, WhatsApp, Yahoo-Mobage, Yonja, Zalo, Zorpia, Zynga

Audience

  • Social network companies
  • Mobile application developers
  • Wireless infrastructure suppliers
  • OTT application and service providers
  • Social entertainment application developers
  • Wireless carriers and other service providers
  • Online, mobile, casual, and console game companies

Table of Contents

  • Executive Summary
  • Social Network Gaming Overview and Trend Analysis
  • Social Network Gaming Landscape Review 2013 and Beyond
  • Facebook Social Networking Platform
  • Non-Facebook Social Networks
  • Mobile Social Network Games
  • Social Network Gaming and Building Blocks of Successful Social Network Game
  • Importance of Meaningful Games in Social Network Gaming
  • Bejeweled vs Layoff Game Case: Fun vs Meaning
  • Kabul Kaboom Game Case: Learning vs Inspirational Value
  • Market Trend Analysis
  • Male Dominance as Hardcore Social Gamers
  • Game-Play Shifting to Mobile Space
  • Growing Demand for Local Content
  • Social Network Battle and Emerging Cross-Platform Gaming
  • Changing Monetization Methods
  • Success of Franchising Business Model
  • Merger and Acquisition Fostering Growth in Emerging Market
  • Social Network Gaming Business Model Analysis
  • Virtual Items and Micro Transactions
  • In-Game Ad/Branded Games
  • Subscription/Bundle Pack with Virtual Items Trading
  • In-Game Ad/Branded Game with In-Store Benefits
  • Premium Game with In-Store Benefits
  • Casino/Club Gambling Model
  • User Generated Model
  • Research and Gamification Centric Model
  • Social Network Gaming Market vs Opportunistic Approach Analysis
  • Gaming Industry Peak vs Non-Peak: A Comparative Analysis
  • User Acquisition Approach: Western vs Japanese and Asian Approach
  • Revenue Battle between Developers vs Publishers and Impact on Social Gamer
  • Importance of Apple as Channel Partner
  • Google and Apple Nails over Connected Console and Wearable Devices
  • Integrated Google Play Game Service
  • Microsoft for Indie Self-Publisher
  • Disney with Video Gaming Platform “Infinity”
  • Zynga Platform (zynga.com)
  • Facebook Mobikle Game Publishing Approach
  • Social Gamification Trend and Bluebox vs GoPlay Case
  • Civic Learning: Satirical Prism Game Data Dealer Case by Cuteacute
  • Mobile Strategy Blended with Mobile Social Game, SMS or QR Code: Red Bull Case
  • Microsoft Buzz with AR Gaming Glasses
  • Next Gen Social Network Game: Blending with Real-World Good Deed
  • Virtual to Real-World Donation and Social Action: Half The Sky Movement
  • Research for Mankind and Community Patent: Fold.it Cas
  • Community Awareness: Recyclebank Case
  • Education and Literacy: Millee Literacy Game Case
  • Poverty Allegiation: Spent Case
  • Constructing Village: Raise the Village Case
  • Charities for Children: Wetopia Case
  • Charities for Animals: Joy Kingdom Case
  • Social-Goods Focused Gaming: Zyunga, Sojo Studios, Gramble, Onehaze and Budge
  • Facebook vs Non-Facebook Market Projections 2013-2018
  • Facebook vs Non-Facebook Social Network Gaming Global Market Value
  • Facebook vs Non-Facebook Social Network Gaming Market Share
  • Social Network Gaming Market Value in Regions
  • Social Network Gaming Market Value of Top 15 Countries vs Rest of the World
  • Facebook vs Non-Facebook Social Network Gamer Global Projections
  • Facebook vs Non-Facebook Social Network Gamer Market Share
  • Social Network Gamer Projection in Regions
  • Social Network Gamer of Top 15 Countries vs Rest of the World
  • Social Network Gaming Real ARPU
  • Facebook Social Gaming Ecosystem Analysis
  • Facebook MAU Split over Top 15 Countries
  • Facebook User Share in Seven Continents
  • Facebook User Numbers in Seven Continents
  • Facebook Penetration Rate by Continent
  • How Users Install Apps from Facebook Platform?
  • Growth Trend of Facebook Game Genre
  • App Centre Analysis for Top-Rated Social Game
  • Genres vs Leading Company vs MAU and Competition Analysis
  • Genre vs Per Day ARPU from Facebook App Centre
  • Regional Distribution of Top-Rated Games
  • Trivia and World Genre Games by Region vs Country vs Developer
  • Sports Genre Games by Region vs Country vs Developer
  • Simulation Genre Games by Region vs Country vs Developer
  • Strategy Genre Games by Region vs Country vs Developer
  • Puzzle Genre Games by Region vs Country vs Developer
  • Hidden Object Genre Games by Region vs Country vs Developer
  • Family Apps Genre Games by Region vs Country vs Developer
  • Card Genre Games by Region vs Country vs Developer
  • Casino Genre Games by Region vs Country vs Developer
  • Aciton Genre Games by Region vs Country vs Developer
  • Adventure and RPG Genre Games by Region vs Country vs Developer
  • Arcade Genre Games by Region vs Country vs Developer
  • Zynga and Facebook Interdependency: a Critical Analysis
  • Business Model and Market Strategy Analysis
  • Whales in Facebook Game
  • Local Currency Payments API
  • Ecosystem Statistics
  • Gamification Trajectory
  • Facebook in Mobile and Social Gaming Era
  • New Mobile Gaming Ads in Facebook Notification
  • Facebook Mobile Payment System “Facebook Buy Now”
  • Non-Facebook Social Network Gaming Ecosystem Analysis
  • What is Beyond Facebook Social Gaming?
  • Local Social Network in EMEA
  • Hyves in Netherlands
  • Tuenti in Spain
  • Vkontakte in Russia
  • VZ.net in Germany and Expansion Network in France, Italy, Spain and Poland
  • Yonja in Turkey
  • Netlog
  • Naska-Klasa in Poland
  • Local Social Network in Americas
  • Meetme
  • Orkut in Brazil
  • Sonico
  • Blackplanet in US
  • Local Social Network in APAC
  • Sina Weibo in China
  • Tencent Network in China: Weibo, Qzone and Pengyou
  • Renren in China
  • Kaixin001 in China
  • 51.com in China
  • Mixi in Japan
  • Cyworld in Korea
  • Ibibo Games in India
  • Millat Facebook in Pakistan
  • Yahoo-Mobage in Japan
  • Ameba Pig in Japan
  • Social Network: Global in Nature
  • Bebo
  • Twitter
  • Amazon
  • Zorpia
  • Perfspot
  • Friendster
  • Gaia Online
  • Badoo
  • Tagged
  • Hi5
  • Habbo
  • Come2Play
  • Viximo Game Network
  • Emerging Mobile Social Gaming Network Analysis
  • Chillingo
  • WeChat and QQ Mobile: Integrated Mobile Gaming Platform
  • Kakaotalk
  • Line
  • 91 Wireless
  • WhatsApp
  • Tango
  • Kik Messenger
  • Zalo
  • Qihoo 360 Platform
  • Wandoujia
  • Baidu App Store
  • AppChina
  • D.cn Games Centre
  • Gfan
  • Mobage in Japan
  • HeyZap
  • Conclusions and Recommendations
  • Recommendations for Facebook and Non-Facebook Social Networks
  • Recommendations for Game Developers and/or Publishers
  • Recommendations for Brands

List of Graphs

  • Figure 1: GUI of Bejeweled
  • Figure 2: GUI of Layoff
  • Figure 3: GUI of Kabul Kaboom
  • Figure 4: Facebook MAU by Top 14 Languages
  • Figure 5: McDonald Features Special Events on Firmville
  • Figure 6: CSI Franchise Adaptation on Facebook
  • Figure 7: User Interface of Data Dealer Game
  • Figure 8: Leaked Image of AR Gaming Glasses
  • Figure 9: In-Game Donation Opportunity for Brands and Gamers
    Figure 10: Protein Puzzle and Social Ranking
  • Figure 11: Recycle - Redeem - Reward Quest
  • Figure 12: Literacy Game vs Community Engagement
  • Figure 13: Money Flow in the Game
  • Figure 14: African Village Quest in the Game
  • Figure 15: Contribution for Children Education in WeTopia
  • Figure 16: Contribution for Animals in Joy Kingdom
  • Figure 17: Facebook vs Non-Facebook Social Network Gaming Global Market Value 2013-2018
  • Figure 18: Facebook vs Non-Facebook Social Network Gaming Market Share among Total Social Gaming Market Value
  • Figure 19: Social Network Gaming Market Value in Regions: APAC vs North America vs Europe vs South America vs Africa 2013-2018
    Figure 20: Facebook vs Non-Facebook Social Network Gamer Global Projections 2013-2018
    Figure 21: Facebook vs Non-Facebook Social Network Gamer Market Share among Global Social Network Gamers
    Figure 22: Social Network Gamer Projection in Regions: APAC vs North America vs Europe vs Latin America vs Africa 2013-2018
  • Figure 23: Social Network Gaming Real ARPU 2013-2018
  • Figure 24: Facebook MAU by Top 15 Countries vs % of Total MAU 2013
  • Figure 25: Facebook User Share by Seven Continents 2013
  • Figure 26: Facebook User Number in Seven Continents 2013
  • Figure 27: Facebook Penetration Rate by Seven Continents 2013
  • Figure 28: App Install Percent by Viral vs Cross Promo vs Paid 2013
    Figure 29: Growth Trend of Facebook Game Genre 2011-2013
  • Figure 30: Ranking of Leading Social Gaming Company and their MAU against 12 Genre Categories on Facebook as of March 2013
  • Figure 31: Top-rated games by Studios in Regions as on March 2013: NA vs Europe vs Asia vs ME vs SA vs Australia
  • Figure 32: Payments and Other Revenue for Facebook Q3 2010-Q3 2012
  • Figure 33: Distribution of Facebook's Payment Revenue in Regions 2011-2013
  • Figure 34: Facebook Gaming ARPU from Regions 2011-2013
  • Figure 35: Zynga DAU Trajectory
  • Figure 36: Connected Smartphone Statistics vs Facebook
  • Figure 37: SongPop Cross-Platform Game Display
  • Figure 38: Facebook Notification Ads for Game
  • Figure 39: Hyves Game Portal
  • Figure 40: Mixi Park with 3D Avatar Facility
  • Figure 41: Top 5 Free vs Paid Downloaded Applications
  • Figure 42: Game on Zorpia Group Section
  • Figure 43: Games and Reward on Friendster
  • Figure 44: WE-LINK Mobile Social Game on Android
  • Figure 45: Accumulated Kakao Game Subscription

List of Tables

  • Table 1: Social Network Gaming Market Value by Top Countries 2013-2018
  • Table 2: Social Network Gamer Projection of Top 15 Countries vs Rest of the World 2013-2018
  • Table 3: Per Day ARPPU by Genre from Facebook App Centre
  • Table 4: Number of Gaming Apps in Facebook by Genres and Distribution in Asia vs NA vs Europe vs Australia vs ME vs SA
  • Table 5: Trivia and World Games by Region, Country and Industry Leader
  • Table 6: Trivia and World Games by Developer and Country
  • Table 7: Number of Sports Games by Region, Country and Industry Leader
  • Table 8: Sports Games by Developer and Country
  • Table 9: Simulation Games by Region, Country and Industry Leader
  • Table 10: Simulation Games by Developer and Country
  • Table 11: Strategy Games by Region, Country and Industry Leader
  • Table 12: Strategy Games by Developer and Country
  • Table 13: Puzzle Games by Region, Country and Industry Leader
  • Table 14: Puzzle Games by Developer and Country
  • Table 15: Hidden Object Games by Region, Country and Industry Leader
  • Table 16: Hidden Object Games by Developer and Country
  • Table 17: Number of Family Apps Games by Region, Country and Industry Leader
  • Table 18: Family Apps Games by Developer and Country
  • Table 19: Card Games by Region, Country and Industry Leader
  • Table 20: Card Games by Developer and Country
  • Table 21: Casino Games by Region, Country and Industry Leader
  • Table 22: Casino Games by Developer and Country
  • Table 23: Action Games by Region, Country and Industry Leader
  • Table 24: Action Games by Developer and Country
  • Table 25: RPG Games by Region, Country and Industry Leader
  • Table 26: Adventure and RPG Games by Developer and Country
  • Table 27: Games by Region, Country and Industry Leader
  • Table 28: Arcade Games by Developer and Country