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Virtual Goods Segment Dominate the Social Gaming Market in the U.S Says TechNavio Latest Report - Key buying criteria include price, features, online community and performance - TechNavio.com
Virtual Goods Segment Dominate the Social Gaming Market in the U.S Says TechNavio Latest Report

 

PRZOOM - /newswire/ - London, United Kingdom, 2013/11/14 - Key buying criteria include price, features, online community and performance - TechNavio.com.

   
 
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According to the latest research findings by the independent London-based global research firm TechNavio, virtual goods segment dominate the Social Gaming market in the US. The findings are for the forecast period 2012-2016.

Speaking on this occasion, one of the senior analysts and co-author of this report said,“The virtual goods segment dominates the Social Gaming market in the US holds a market share of 58-60 percent. Gamers' curiosity and passion is one of the key drivers of the growth of this segment. In addition, the high demand for virtual currency is propelling the demand for virtual goods. The Advertising segment and the Lead Generation segment closely follow this with a large number of vendors offering games to suit various gaming profiles.”

The top five vendors include Zynga, Midasplayer (commonly known as King), wooga, Social Point, and Electronic Arts (also known as EA). However, they are increasingly facing competition from new vendors entering the market, offering games on advanced mobile devices such as smartphones and tablets, to address the needs of changing gamer profiles.

To determine the scenario for these vendors in the next 3-4 years, TechNavio analysts have conducted in-depth analysis of the impact of market drivers, challenges and trends featuring data on product segmentations, vendor shares, growth rate by revenue and an evaluation of the different buying criteria in order of importance.

About TechNavio
TechNavio is a leading technology research and advisory company with a global coverage. We focus on emerging technology trends that can shape the market. We identify and explain these trends to our customers to help them take better decisions.

TechNavio models the trends using a mix of quantitative and qualitative tools in its proprietary research methodologies. We build forecasts across market segments and geographies based on the trends identified. These forecasts and analysis are used to help our customers identify new and existing opportunities in their markets. We also help customers assess their competitive position in a changing market scenario.

TechNavio analysts employ primary as well as secondary research techniques to ascertain the size and vendor landscape of the Social Gaming Market in the US. Our analysts obtain the information using a combination of the bottom-up and top-down approaches, besides using in-house market modeling tools. They corroborate this data with the data obtained from various market participants and stakeholders across the value chain, including vendors, service providers, distributors, re-sellers, and end-users.

Decision makers and influencers in sales & marketing, strategy, product and R&D teams rely on research from TechNavio. We have a large and growing base of happy customers worldwide. Our customers include technology suppliers, end users, consulting companies, investment firms and research institutes.

Founded in 2003, TechNavio (technavio.com) has about 200 analysts globally. We cover more than 500 technologies across 80 countries. Our analysts are closely monitoring the market every day by talking to all the industry participants. We have proprietary databases that provide us with a complete perspective of the market. TechNavio develops over 2000 pieces of research deliverables every year.

 
 
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Virtual Goods Segment Dominate the Social Gaming Market in the U.S Says TechNavio Latest Report

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