1. Market Research
  2. > Software
  3. > Video Game Market Trends
  4. > Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition

Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition

  • October 2014
  • -
  • Mind Commerce Publishing
  • -
  • 344 pages

Overview:

Profound changes are occurring throughout Asia with respect to how consumers interact with mobile media. For example, the mobile phone has leapfrogged the PC and video game consoles as smartphone users are now by far the most avid consumers of mobile games. Mobile gaming is a key VAS application in the Asian market where growth is expected at 21.5% CAGR to 2019 reaching at total of US $40.2 billion.

Mobile Gaming Asia: Market and Forecast Analysis, Third Edition is must have research for anyone focused on mobile gaming and/or VAS applications in Asia. This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities.

The report evaluates current and future mobile gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development studios, publishing companies including local app stores and social networks, gaming economy management companies, mobile gaming business model and drivers, and market analysis globally, by country, and Asia specifically.

This edition further expands upon the second edition to add the following:

Wearable influence on mobile gaming prospect
Local application stores and game network analysis
Mobile gaming investment outlook and projections for 2014 - 2019
Mobile gaming service and economy management provider analysis
In-depth analysis on mobile gaming market entry and success strategies
All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

Game Portal Companies
Mobile Network Operators
Game Exporter / Importers
Social Media Service Provider
Mobile Handset Manufacturers
Mobile Application Developers
Location-based Service Providers
Brand/Product/Service Advertiser
Game Distributors and Aggregators
M-commerce Application Developers
Mobile / Online Gambling Companies

Report Benefits:

Identify leading applications by category and OS
Learn strategies of leading app development companies
Effective mobile game monetization methods and metrics
Demographics and game play behavior of Asian mobile gamer
Recommended actions for mobile gaming value chain partners
Wearable technology influence on mobile gaming prospect in Asia
Strategies followed by Asian mobile carriers in response to mobile gaming
Mobile gaming Asia market trend including growth drivers and market forces
Strategies for successful gaming programs learned from country case analysis
Implications of Asian legal and social ecosystem on mobile game ecosystem and outlook
Market value and gaming projections over 2014 - 2019 split by region, country, and value chain partners
Learn monetization strategies including in-game transactions, advergaming, augmented reality, gamification, and more
Analysis of strategies of successful mobile game developers and publishers, emerging game networks, app store vs. Alternatives

Companies in Report:

3 - Hongkong
1mobile
360 Market
51.com
91 Hiapk
Agate Studio
Aircel
Airtel
AIS
Alchemy
Alegrium
Altermyth
Alternative.to
Amazon
Ameba Pig
Androidpit
Angry Birds
Anino Mobile
Anzi
Appchina
Appcity
Appgenius
Appia
Appitalism
Apple
Appoke
Appolicious
Appslib
Babilon Mobile
Badoo
Baidu
Batelco
BBNation
Bebo
Beeline
Biskero
Blackberry
B-Mobile
BMW
Budge
Camangi Market
Capcom
Ceasars Interactive
Cellcom
Chillingo
China Mobile
China Telecom
China Unicom
Chunghwa Telecom
Codengo
Colopula
Com2Us
Come2Play
CrackBerry
Creacle Studio
Cut the Rope
Cydia
CYTA Mobile
Cyworlds
D.CN Games
DENA
Dhiraagu
Dialog
Disney Mobile
Djuzz
Docomo
DSTCom
DTAC
EA Mobile
EDUCA Studio
Etisalat
Everplay
Facebook
F-Droid
Firemint
Fitbit
FOldIt
Friendster
Fruit Ninja
Gaia Online
Gamebrains
Gameprom
Games2Win
Gamevil
Getfunded.com
Getjar
Gfan
Globe Telecom
Golden Fingers
Google Play
Gramble
Grameenphone
Grand Theft Auto (GTA)
GREE
Gruda Games
Habbo
Half the Sky
Halfbrick
Handango
Handmark
Handster
Heyzap
Hi5
Hiapk
Hostess Club
Hungama
Ibibo
IBM
Idea
Indiegogo.com
Indosat
Inidagames
Iwin
Kairosoft
Kaixin001
KakaoTalk
Kamcord
K'Cell
KDDI
KickStarter
Kidalang
Kik Messenger
King.com
Konami
Kongregate
Lao Telecom
LG
Lima
Line
M1
Maopao
Maxis
MCI
Medium/Matchfuel
Megafon
Menara Games
Metfone
Mig33
Mikandi
Millat Facebook
Millee Literacy
Mind Pirate
Mixi
Mobage
Mobango
Mobicom
Mobifone
Mobilink
MPT
MTN Play
MTN Syria
MTS
Mximize Games Studio
Namco Bandai
Nazara
Ncell
N-Duo Market
NEXON Investment
Nexva
Nightspade
Nike
Nook
NTT DoCoMo
OBJE (Obscene Interactive)
Oculus Rift
Omantel
Omnitel
Oneapi
Onehaze
Onelouder
Opera
Optus Mobile
Own Games
Papaya Mobile
Pengyou
Perfspot
Phoload
Playdemic
POPPY
PremierAppShop
Pretty Simple
Qihoo 360
QQ Mobile
Q-Tel
Qzone
Raise the Village
RecycleBank
Reliance
Renren
Robotoki
Rock Gaming
Roshan
Runble Entertainment
Samsung
Secretnewco
SexAppShop
Shiver Entertainment
Sina Weibo
Singtel
SK Telecom
SlideMe
Smart Communications
Soc.Io Mall
Social Point
Sojo Studio
Sony
Spacetel Yemen
Spent
Sprint
Square Enix
STC
Supercell
Tagged
Tango
Taobao
Tegra Store
Telkomsel
Telstra
Tencent
Tinker Games
TMG
T-Mobile
Toge Production
Touchten
Turkcell
Twitch.TV
Twitter
Uzdunrobita
Vietel
Viximo Game
Vkontakte
Vodafone
Vodaphone
Wandoujia
Wechat
Wetopia
WhatsApp
Wildtangent
Xiaomi
Xsplit
Yahoo-Mobage
Yonja
Zain
Zalo
Zattikka
Zeptolab
Zorpia
Zynga

Table Of Contents

Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition
1.0 EXECUTIVE SUMMARY 27
2.0 INTRODUCTION 29
2.1 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT 30
3.0 MOBILE GAMING ASIA MARKET AND TREND ANALYSIS 31
3.1 2013 REVIEW 31
3.2 2014 - 2019 TRENDS 31
3.2.1 GAME-PLAY ON CROSS-SCREEN AND MOBILE SOCIAL GAMING 31
3.2.2 GROWING DEMAND OF LOCAL CONTENT 32
3.2.3 FREEMIUM MONETIZATION 32
3.2.4 GAMING OPTIMIZED DEVICES ALONG WITH SUPERIOR DATA NETWORK AND APPSTORE REVOLUTION 33
3.2.5 RISE OF MOBILE PLATFORM AS COMMON GAMING PLATFORM REGARDLESS DEVICE VARIATIONS 35
3.2.6 USER PREFERENCE OVER MMG, SOCIAL AND WORD OF MOUTH 35
3.2.7 LOCAL GAMING PLATFORMS 35
3.2.8 MERGER AND ACQUISITION FOSTERING GROWTH 35
3.2.9 WEARABLE GAMING 36
3.3 STRATEGIC IMPACT ANALYSIS 36
3.4 LIMITATIONS WITH ASIA MARKET 39
3.5 OS ANALYSIS 40
3.6 MARKET GROWTH DRIVER ANALYSIS 42
3.6.1 MULTIPLAYER MOBILE GAMING 42
3.6.2 MOBILE SOCIAL GAMING 43
3.6.3 MOBILE LOCATION BASED GAMING 44
3.6.4 MOBILE VIDEO GAMING 46
3.6.5 MOBILE CLOUD GAMING 47
3.6.6 MOBILE CASUAL GAMING 48
3.6.7 FREE-TO-PLAY DISTRIBUTION 50
3.6.8 CONNECTED CONSOLE AND MOBILE CLOUD 51
3.6.9 MOBILE CASINO GAMING 52
3.6.10 ADVERGAMING 53
3.6.11 IN-GAME TRANSACTION 54
3.6.12 VIRTUAL GO-TO COMMUNITY 54
3.6.13 GAMIFICATION 55
3.6.14 CROSS-PLATFORM PUBLISHING 56
3.6.15 EMERGING GAMING PLATFORM 57
3.7 FUNCTIONALITY DRIVER ANALYSIS 57
3.7.1 BLUETOOTH 57
3.7.2 GPRS 58
3.7.3 3G 58
3.7.4 MOBILE WI-FI 58
3.7.5 ARTIFICIAL INTELLIGENCE (AI) 58
3.7.6 3D 59
3.7.7 4G 59
3.7.8 MOBILE CLOUD 60
3.7.9 HTML5 - MOBILE WEB'S FUTURE 60
3.7.10 MOBILE SOCNET 60
3.8 GAME GENRE ANALYSIS 60
3.8.1 ARCADE-STYLE GAME 60
3.8.2 ACTION/ADVENTURE GAME 61
3.8.3 SPORTS GAME 62
3.8.4 RACING GAME 63
3.8.5 STRATEGY/PUZZLE GAME 63
3.8.6 MOVIE GAMES 64
3.8.7 CASINO GAMES 65
3.8.8 BOARD GAMES 65
3.8.9 SIMULATION GAMES 66
3.8.10 MOTION DETECTION GAMES 67
3.9 REGULATION AND FRAUD ANALYSIS 67
3.9.1 MOBILE GAME PIRACY AND VIRTUAL CURRENCY SCAM 67
3.9.2 KOMPU (COMPLETE) GACHA STYLE IN-GAME SOCIAL GAMBLING BAN AND NEW OPPORTUNITIES IN JAPAN 72
3.9.3 GEOGRAPHIC IMPLICATION OF ANTIPIRACY LAW 73
3.9.4 ZYNGA WITH PRIVACYVILLE 73
3.9.5 CYBERCRIMINAL ATTACK ON MOBILE SOCIAL GAME 74
3.9.6 IN-GAME SCAM DEBATE IN MOBILE SOCIAL GAME 76
3.9.7 ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE 77
3.9.8 RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION: REGIONAL IMPLICATIONS 78
3.10 OFFSHORE OPPORTUNITY IN ASIA 79
4.0 MOBILE GAMING ASIA MARKET PROJECTIONS 80
4.1 MARKET VALUE / REVENUE PROJECTION 2014 - 2019 80
4.1.1 TOTAL MARKET VALUE / REVENUE IN US $BLN 80
4.1.2 MARKET VALUE SPLIT AMONG REGIONS IN US $BLN 80
4.1.3 EAST ASIA AND PACIFIC MARKET VALUE BY COUNTRY IN US $MLN 81
4.1.4 SOUTH EAST ASIA MARKET VALUE BY COUNTRY IN US $MLN 81
4.1.5 MIDDLE EAST MARKET VALUE BY COUNTRY IN US $MLN 81
4.1.6 CENTRAL ASIA MARKET VALUE BY COUNTRY IN US $MLN 82
4.1.7 SOUTH ASIA MARKET VALUE BY COUNTRY IN US $MLN 82
4.2 MOBILE GAMER PROJECTION 2014 - 2019 83
4.2.1 TOTAL MOBILE GAME PLAYER 83
4.2.2 MOBILE GAMER SPLIT BY EACH ASIAN REGION 83
4.2.3 EAST ASIA AND PACIFIC MOBILE GAMER BY COUNTRY 84
4.2.4 SOUTH EAST ASIA MOBILE GAMER BY COUNTRY 84
4.2.5 MIDDLE EAST COUNTRY WISE MOBILE GAMER IN MILLION 84
4.2.6 CENTRAL ASIA MOBILE GAMER BY COUNTRY 85
4.2.7 SOUTH ASIA MOBILE GAMER BY COUNTRY 85
4.2.8 MOBILE GAMER BY GAME CATEGORY 86
4.2.9 MOBILE GAMER BY GAME DEVICE 87
4.2.10 MOBILE GAMER BY GAME-PLAY NATURE 88
4.2.11 MOBILE GAMER BY PAYMENT TYPE 88
4.2.12 MOBILE GAMER BY OS PLATFORM 89
4.2.13 MOBILE GAMER BY DAU VS. WAU VS. MAU 90
4.3 MOBILE GAMING REVENUE ANALYSIS 2014 - 2019 90
4.3.1 MOBILE GAME ASIA REVENUE SOURCES 90
4.3.2 MOBILE GAMING REVENUE SOURCES BY REGIONS 91
4.3.3 MOBILE GAMING ASIA ARPU VS. ARPPU 92
4.3.4 MOBILE GAME ASIA REVENUE DISTRIBUTION AMONG ECOSYSTEM STAKEHOLDERS 92
4.3.5 MOBILE GAMING ECOSYSTEM STAKEHOLDER REVENUE BY REGION 93
4.3.6 MOBILE GAMING ASIA REVENUE BY MOBILE OS PLATFORM 95
4.3.7 MOBILE GAMING REVENUE BY OS PLATFORM IN ASIAN REGIONS 95
4.3.8 MOBILE GAME ASIA REVENUE BY GAME CATEGORY 96
4.3.9 MOBILE GAMING CATEGORY WISE REVENUE IN ASIAN REGIONS 97
4.3.10 MOBILE GAMING ASIA REVENUE BY PAYMENT NATURE 98
4.3.11 MOBILE GAMING REVENUE IN ASIAN REGIONS BY PAYMENT NATURE 99
4.4 MOBILE GAMING ASIA MARKET DEMOGRAPHY ANALYSIS 2014 - 2019 100
4.4.1 MOBILE GAMER ASIA BY GENDER 100
4.4.2 MOBILE GAMER ASIA BY AGE BRACKET 101
4.4.3 MOBILE GAMER ASIA BY INCOME BRACKET 103
4.4.4 MOBILE SOCIAL GAMER ASIA BY AGE BRACKET 104
4.4.5 CASUAL GAMER BY GENDER 104
4.4.6 RELATIVE TIME VS. MONEY SPENDING RATIO IN ASIA BY AGE BRACKET 104
4.4.7 GAMING DEVICE PREFERENCE IN ASIA BY AGE BRACKET 106
4.4.8 TABLE GAMER STATISTICS IN ASIA 107
4.4.9 IN-GAME VIRTUAL GOODS CONSUMPTION and SPENDING IN ASIA 107
4.4.10 GAME-PLAY FREQUENCY OF ASIA DIGITAL GAMER 109
4.4.11 SMARTPHONE VS. NON-SMARTPHONE and HANDHELD DEVICE USERS 110
4.4.12 MOBILE GAME GENRE PREFERENCE IN ASIA 113
4.4.13 GAMING TIME SPENDING RATIO IN ASIA 114
4.4.14 GAME PLAY DURATION 114
4.4.15 MOBILE TIME SPENDING RATIO ON MOBILE GAME PLAY 115
4.4.16 GAME PLAY ACTIVITY CHANGE 115
4.4.17 FACTORS CONTRIBUTING TO MOBILE GAME PLAY INCREASE 116
4.4.18 USER BENEFITS OF MOBILE GAME PLAY 116
4.4.19 SOURCES OF GAME PLAY INFLUENCE 117
4.4.20 GAME KEEPING RATIO BY DEVICES 117
4.4.21 DAU PERCENT OF MOBILE GAMER BY OS PLATFORM 118
4.4.22 TIME SPEND VS. DEDICATION BY OS PLATFORM 118
4.4.23 MOBILE GAME PLAY LOCATION 119
4.4.24 ON-THE-GO GAMING GENRE INTEREST 120
4.4.25 POPULAR GAME CATEGORY OR GENRE 120
4.4.26 GAME ACQUISITION METHOD 121
4.4.27 CROSS PLATFORM GAME PLAY 121
4.4.28 GAME GENRE DEPLOYMENT IN ASIAN COUNTRIES 122
4.5 MOBILE GAME DEVELOPER ASIA ANALYSIS 2014 - 2019 125
4.5.1 MOBILE GAME DEVELOPER ASIA REVENUE 125
4.5.2 MOBILE GAME DEVELOPER DEMOGRAPHY 126
4.5.3 DAY TIME CONSUMPTION ON WRITING MOBILE GAMING APPS 126
4.5.4 OS PREFERENCE 127
4.5.5 DISTRIBUTION PREFERENCE BY OS PLATFORM 127
4.5.6 BELIEF OVER BRAND VS. NON-BRAND GAME 128
4.6 MOBILE GAME DEMOGRAPHY and TREND ANALYSIS 2014 - 2019 128
4.6.1 GAMING APPS VS. OTHER APPS 128
4.6.2 MOBILE PHONE USER USE MOBILE APPS 129
4.6.3 SOCIAL GAMING ARPU 130
4.6.4 GAME VS. OTHER MOBILE APPS USAGE 131
4.6.5 SPENDING ON GAMING APPS BY OS PLATFORM 132
4.6.6 MOBILE GAME TREND BY GAME CATEGORY 133
4.6.7 GPS ADOPTION 133
4.6.8 GAMING FEATURE ADOPTION 134
4.6.9 GAME CHARACTERISTICS THAT HAVE PROFOUND INFLUENCE 134
4.6.10 FREE VS. PAID MOBILE GAME 135
4.6.11 MOBILE GAME PRICE 136
4.6.12 OTI VS. OTA 136
4.6.13 MOBILE GAME DOWNLOAD BY OS PLATFORM 137
4.6.14 MOBILE GAME DOWNLOAD BY INDIVIDUAL GAMER 138
4.6.15 PROFITABLE VS. NON-PROFITABLE MOBILE GAME 138
5.0 ECOSYSTEM AND BUSINESS MODEL ANALYSIS 139
5.1 MOBILE GAMING ECOSYSTEM 139
5.1.1 ACTIVITIES IN ECOSYSTEM STRUCTURE 139
5.1.2 APPSTORE FRAMEWORK 140
5.1.3 SNS PORTAL FRAMEWORK 140
5.1.4 ECONOMIC DRIVERS 141
5.1.5 VALUE CHAIN FRAMEWORK 141
5.1.6 REVENUE SHARE ACROSS VALUE CHAIN STAKEHOLDERS 142
5.1.7 ROLE OF NEW ENTRANTS IN MOBILE GAMING VALUE CHAIN 142
5.1.8 OTI VS. OTA DISTRIBUTION FRAMEWORK TO CROSS PLATFORM 144
5.1.9 DISTRIBUTION FRAGMENTATION OTA VS. OTI (APPSTORE, SNS and BROWSER BASED) 145
5.1.10 MAJOR CHALLENGES IN FRAGMENTED DISTRIBUTION 145
5.2 MONETIZATION METRICS 147
5.2.1 CONVERTING MOBILE GAMING METRICS TO CONVERSION FUNNEL 147
5.2.2 GAME LIFE CYCLE and KPI MANAGEMENT METRICS 149
5.2.3 ANALYTIC APPROACH 150
5.2.4 BRAND MONETIZATION METRICS 153
5.2.5 GAME MONETIZATION 155
5.2.6 MOBILE SOCIAL GAME DESIGN FRAMEWORK and DILEMMA 157
5.2.7 GAME MARKETING IN 2013: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL 161
5.2.8 MOBILE SOCIAL GAMER ENGAGEMENT PANORAMA 167
5.2.9 EMPATHY GAME: NEW WAVE OF ENGAGEMENT 170
5.3 BUSINESS MODEL ANALYSIS 171
5.3.1 KEY MOBILE GAMING STRATEGIES 171
5.3.2 KEY REVENUE SOURCES and COST ITEMS 173
5.3.3 TRENDY BUSINESS MODEL 173
5.3.4 TIPS FOR APPLYING ECONOMIC and GAMIFICATION IN BUSINESS MODEL 176
5.3.5 CURRENT TREND IN PRICING MODEL 178
5.3.6 ADVERTISING MODEL 178
5.3.7 MARKET CHALLENGE and GAME BALANCING METHOD IN VIRTUAL GOODS BASED GAME 180
5.3.8 BENEFITS OF CROSS-PLATFORM MODEL 182
6.0 MARKET ENTRY AND SUCCESS STRATEGY ANALYSIS 183
6.1 FEATURES THAT NEED TO INCORPORATE 183
6.2 POPULAR VS. NEW GAMING IP: WHAT TO FOLLOW? 184
6.3 COSTS TABLE 185
6.4 HOW TO CREATE SUCCESSFUL GAMING IP LINE? 186
6.5 HOW TO MINIMIZE MARKETING AND USER ACQUISITION COST? 187
6.6 HOW TO USE MONETIZATION STRATEGIES? 188
6.7 CASE STUDY 189
6.7.1 PRETTY SIMPLE'S CRIMINAL CASE LESSON 189
6.7.2 SOJO STUDIO'S WETOPIA AND JOY KINGDOM LESSON 190
6.7.3 KING.COM LESSON 193
6.7.4 ZYNGA LESSON 193
7.0 INVESTMENT TREND ANALYSIS 195
7.1 SECOND SCREEN INCLUDING MOBILE DEVICES AND TV 195
7.2 SOCIAL VS. GAME NETWORK 195
7.3 GAMING DEALS 195
7.4 POST ZYNGA ERA VS. VENTURE CAPITAL (VC) IN MIDDLEWARE GAMIFICATION and SOCIAL ELEMENTS INTEGRATION 196
7.5 GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS 196
7.6 GAMING SECTOR AND BUSINESS MODEL 199
7.7 VALUE VS. VOLUME REGIONS 203
7.8 MERGER and ACQUISITION (MandA) TREND 206
7.9 GAMING VENTURE CAPITAL (VC) TREND 209
7.10 CROWD FUNDING TREND 211
7.10.1 KICKSTARTER PERFORMANCE 211
7.10.2 APPGENIUS WITH GETFUNDED.COM 212
7.10.3 POPPY WITH KICKSTARTER FOR AR GAMES 212
7.10.4 GOLDEN FINGERS WITH INDIEGOGO.COM FOR WRITEON GAME 213
7.11 INVESTMENT CASE 213
7.11.1 IBM FOUNDER FAMILY ON PLAYDEMIC FOR SOCIAL GAME 213
7.11.2 ZATTIKKA ACQUISITION OF HATTRICK, CONCEPT ART HOUSE AND SNEAKY GAMES 213
7.11.3 SUPERCELL FUNDING AND TREND AROUND FREEMIUM MODEL 214
7.11.4 IMI.VC INVESTMENT FOR GAME INSIGHT 214
7.11.5 ROCK GAMING INTEREST ON CAESARS INTERACTIVE 214
7.11.6 NEXON INVESTMENT TO RUMBLE ENTERTAINMENT, ROBOTOKI, SHIVER ENTERTAINMENT, AND SECRETNEWCO 214
7.11.7 OPPORTUNITY CHART BY GAMING SECTORS 216
8.0 WEARABLE GAMING 217
8.1 SMARTWATCH AS WEARABLE GAMING PLATFORM 217
8.2 POTENTIAL PLATFORM ANALYSIS 218
8.2.1 MIND PIRATE 218
8.2.2 OBJE (OBSCENE INTERACTIVE) 218
8.2.3 OCULUS RIFT 218
8.2.4 SONY 218
8.3 PRIVACY CONCERNS 218
8.4 CASE STUDY 219
8.4.1 GRAND THEFT AUTO (GTA) 219
8.4.2 NIKE AND SPORTS GAME 219
8.4.3 FITBIT CASUAL GAMING 220
9.0 MOBILE GAME DEVELOPER and PUBLISHER ANALYSIS 221
9.1 FIREMINT: AUSTRALIA 221
9.2 HALFBRICK: AUSTRALIA 221
9.3 CAPCOM: JAPAN 221
9.4 EA MOBILE: JAPAN 221
9.5 NAMCO BANDAI: JAPAN 222
9.6 GAMEVIL: KOREA 222
9.7 COM2US: KOREA 222
9.8 ZEPTOLAB: RUSSIA 222
9.9 SQUARE ENIX: JAPAN 222
9.10 GAMEPROM: RUSSIA 223
9.11 KAIROSOFT: JAPAN 223
9.12 KONAMI: JAPAN 223
9.13 DISNEY MOBILE: JAPAN 223
9.14 GREE: JAPAN 224
9.15 DENA: JAPAN 224
9.16 TENCENT: CHINA 224
9.17 MIG33: CHINA 225
9.18 SINA WEIBO: CHINA 225
9.19 PAPAYA MOBILE: CHINA 225
9.20 TMG: SINGAPORE and INDONESIA 226
9.21 IBIBO: INDIA 226
9.22 INIDAGAMES: INDIA 226
9.23 GAMES2WIN: INDIA 226
9.24 HUNGAMA: INDIA 226
9.25 NAZARA: INDIA 227
9.26 ANINO MOBILE: PHILIPPINES 227
9.27 GAMEBRAINS: MALAYSIA 227
9.28 SOCIAL POINT WITH MASS GAME 228
9.29 SOUTH EAST ASIA START-UP 228
9.29.1 GARUDA GAMES: INDONESIA 228
9.29.2 AGATE STUDIO: INDONESIA 228
9.29.3 TOGE PRODUCTIONS: INDONESIA 228
9.29.4 CREACLE STUDIO: INDONESIA 228
9.29.5 TOUCHTEN GAMES: INDONESIA 229
9.29.6 MAXIMIZE GAMES STUDIO: INDONESIA 229
9.29.7 TINKER GAMES: INDONESIA 229
9.29.8 EDUCA STUDIO: INDONESIA 229
9.29.9 ALTERMYTH: INDONESIA 229
9.29.10 SQUARE ENIX SMILEWORKS: INDONESIA 229
9.29.11 NIGHTSPADE: INDONESIA 229
9.29.12 ALEGRIUM 230
9.29.13 KIDALANG 230
9.29.14 MENARA GAMES 230
9.29.15 OWN GAMES 230
10.0 EMERGING PLATFORM ANALYSIS 231
10.1 SINA WEIBO IN CHINA 231
10.2 TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU 231
10.3 RENREN IN CHINA 232
10.4 KAIXIN001 IN CHINA 232
10.5 51.COM IN CHINA 232
10.6 MIXI IN JAPAN 232
10.7 CYWORLD IN KOREA 233
10.8 IBIBO GAMES IN INDIA 234
10.9 MILLAT FACEBOOK IN PAKISTAN 234
10.10 YAHOO-MOBAGE IN JAPAN 234
10.11 AMEBA PIG IN JAPAN 235
10.12 BEBO 235
10.13 TWITTER 235
10.14 AMAZON 236
10.15 ZORPIA 237
10.16 PERFSPOT 237
10.17 FRIENDSTER 237
10.18 GAIA ONLINE 238
10.19 BADOO 239
10.20 TAGGED 239
10.21 HI5 239
10.22 HABBO 239
10.23 COME2PLAY 240
10.24 VIXIMO GAME NETWORK 240
10.25 CHILLINGO 241
10.26 WECHAT and QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM 241
10.27 KAKAOTALK 242
10.28 LINE 243
10.29 91 WIRELESS 243
10.30 WHATSAPP 244
10.31 TANGO 244
10.32 KIK MESSENGER 244
10.33 ZALO 244
10.34 QIHOO 360 PLATFORM 245
10.35 WANDOUJIA 245
10.36 BAIDU APP STORE 245
10.37 APPCHINA 246
10.38 D.CN GAMES CENTER 246
10.39 GFAN 246
10.40 MOBAGE IN JAPAN 246
10.41 HEYZAP 246
10.42 VKONTAKTE IN RUSSIA 247
10.43 YONJA IN TURKEY 247
11.0 APP STORE ANALYSIS: GOOGLE PLAY VS. IOS 248
11.1 "GOOGLE GAMES" - UNIFIED GAMING PLATFORM TREND 248
11.2 FACEBOOK'S MOBILE-PLUS-OPEN-GRAPH COMBINATION 248
11.3 TREND ANALYSIS 2013 248
11.4 APPSTORE PERFORMANCE 2013 250
11.5 TOP 5 COUNTRIES BY DOWNLOAD VS. REVENUE Q2 2013 250
11.6 TOP 5 CATEGORIES BY DOWNLOAD VS. REVENUE Q2 2013 251
11.7 TOP TEN PUBLISHERS BY DOWNLOAD VS. REVENUE 252
11.8 TOP TEN GAME APPS BY DOWNLOAD VS. REVENUE 254
11.9 TOP FIVE REVENUE GENERATING APPS 256
11.10 TOP FIVE PAID DOWNLOAD APPS 257
11.11 TOP 5 FREE DOWNLOAD APPS IN JULY 2013 257
12.0 ALTERNATIVE APP STORE ANALYSIS 258
12.1 ALTERNATIVE STORE FOR ANDROID 258
12.1.1 SLIDE ME 258
12.1.2 GETJAR 258
12.1.3 SOC.IO MALL 258
12.1.4 CODENGO 258
12.1.5 APPSLIB 258
12.1.6 1MOBILE 258
12.1.7 CAMANGI MARKET 258
12.1.8 TEGRA STORE 258
12.1.9 MIKANDI 259
12.1.10 ANDROIDPIT 259
12.1.11 ANZI 259
12.1.12 HIAPK 259
12.1.13 N-DUO MARKET 259
12.1.14 F-DROID 259
12.2 ALTERNATIVE STORE FOR IOS 259
12.2.1 CYDIA 259
12.2.2 LIMA 259
12.2.3 PREMIERAPPSHOP 259
12.2.4 SEXAPPSHOP 259
12.2.5 91 HIAPK 259
12.3 APP STORE FOR BLACKBERRY OS 260
12.3.1 BLACKBERRY WORLD 260
12.3.2 CRACKBERRY STORE 260
12.3.3 BBNATION 260
12.4 CROSS-PLATFORM APP STORE 260
12.4.1 NOOK APP STORE 260
12.4.2 TAOBAO APP MARKET 260
12.4.3 HANDMARK and ONELOUDER 260
12.4.4 HANDSTER 260
12.4.5 PHOLOAD 261
12.4.6 MOBANGO 261
12.4.7 HANDANGO 261
12.4.8 BISKERO 261
12.4.9 OPERA MOBILE APP STORE 261
12.4.10 APPITALISM 261
12.4.11 NEXVA 261
12.4.12 KONGREGATE 262
12.4.13 MAOPAO 262
12.4.14 DJUZZ 262
12.4.15 APPCITY 262
12.4.16 ALTERNATIVE.TO 262
12.4.17 360 MARKET 262
12.4.18 APPOKE 262
12.5 OEMS APPSTORE 262
12.5.1 SAMSUNG APPS 262
12.5.2 LG SMART WORLD 262
12.5.3 DOCOMO MARKET 263
12.5.4 XIAOMI APP STORE 263
12.6 MOBILE CARRIER APPSTORE 263
12.6.1 VODAFONE DEVELOPER 263
12.6.2 MOBILE MARKET OF CHINA MOBILE 263
12.6.3 SPRINT DEVELOPER PROGRAM 263
12.6.4 AIRCEL POCKETAPPS 263
12.6.5 AIRTEL APP CENTRAL 264
12.6.6 MAXIS 1STORE 264
12.6.7 M1 APP STORE 264
12.6.8 T-STORE 264
12.6.9 TURKCELL T-MARKET 264
12.6.10 OMNITEL APP STORE 264
12.6.11 MTNPLAY 264
13.0 SERVICE and ECONOMY MANAGEMENT PROVIDER 265
13.1 VIXIMO GAME NETWORK 265
13.2 WILDTANGENT 265
13.3 IWIN 266
13.4 KAMCORD 266
13.5 EVERYPLAY 267
13.6 TWITCH.TV 267
13.7 MEDIUM / MATCHFUEL 268
13.8 ONEAPI 268
13.9 APPOLICIOUS 268
13.10 APPIA 268
13.11 XSPLIT 268
14.0 CARRIER ANALYSIS 270
14.1 NTT DOCOMO - JAPAN 270
14.2 KDDI AU - JAPAN 270
14.3 CHINA MOBILE - CHINA 271
14.4 CHINA UNICOM - CHINA 271
14.5 CHINA TELECOM - CHINA 272
14.6 AIRTEL (BHARTI) - INDIA 272
14.7 RELIANCE COMMUNICATIONS - INDIA 272
14.8 VODAPHONE ESSAR - INDIA 273
14.9 IDEA/SPICE - INDIA 273
14.10 SK TELECOM - KOREA 273
14.11 TELSTRA MOBILE - AUSTRALIA 274
14.12 OPTUS MOBILE - AUSTRALIA 274
14.13 VODAPHONE - NEW ZEALAND 275
14.14 MTS - RUSSIA 275
14.15 MEGAFON - RUSSIA 276
14.16 BEELINE - RUSSIA 276
14.17 CHUNGHWA TELECOM - TAIWAN 277
14.18 3 - HONGKONG and MACAU 277
14.19 MOBICOM - MONGOLIA 278
14.20 TELKOMSEL - INDONESIA 279
14.21 INDOSAT - INDONESIA 279
14.22 VIETTEL - VIETNAM 280
14.23 MOBIFONE - VIETNAM 280
14.24 SMART COMMUNICATIONS - PHILIPPINE 281
14.25 GLOBE TELECOM - PHILIPPINE 281
14.26 MAXIS - MALAYSIA 282
14.27 SINGTEL MOBILE - SINGAPORE 282
14.28 AIS - THAILAND 283
14.29 DTAC - THAILAND 283
14.30 DSTCOM - BRUNEI 284
14.31 MPT - MYANMAR 284
14.32 LAO-TELECOM - LAOS 285
14.33 METFONE - CAMBODIA 285
14.34 TURKCELL - TURKEY 286
14.35 MOBILE TELECOMMUNICATION COMPANY OF IRAN (MCI) - IRAN 286
14.36 STC - SAUDI ARABIA 287
14.37 ETISALAT - UAE 287
14.38 MTN SYRIA - SYRIA 288
14.39 CELLCOM - ISRAEL 288
14.40 ROSHAN - AFGHANISTAN 289
14.41 MTN/SPACETEL YEMEN - YEMEN 289
14.42 BATELCO - BAHRAIN 289
14.43 CYTA MOBILE-VODAFONE - CYPRUS 290
14.44 VODAPHONE - EGYPT 290
14.45 ZAIN - IRAQ 291
14.46 ZAIN - JORDAN 291
14.47 ZAIN - KUWAIT 292
14.48 TOUCH - LEBANON 293
14.49 Q-TEL - QATAR 293
14.50 OMANTEL - OMAN 294
14.51 K'CELL - KAZAKHSTAN 294
14.52 BEELINE - KYRGYZSTAN 295
14.53 BABILON MOBILE - TAJIKISTAN 295
14.54 UZDUNROBITA - UZBEKISTAN 296
14.55 MTS - TURKMENISTAN 296
14.56 GRAMEENPHONE - BANGLADESH 297
14.57 DIALOG - SRILANKA 297
14.58 MOBILINK - PAKISTAN 298
14.59 NCELL - NEPAL 298
14.60 DHIRAAGU - MALDIVES 299
14.61 B-MOBILE / BHUTAN TELECOM - BHUTAN 299
15.0 COUNTRY ANALYSIS 300
15.1 JAPAN 300
15.2 CHINA 300
15.3 KOREA 301
15.4 INDIA 302
15.5 AUSTRALIA 302
15.6 RUSSIA 303
15.7 NEW ZEALAND 303
15.8 HONG KONG 304
15.9 TAIWAN 304
15.10 INDONESIA 305
15.11 THAILAND 305
15.12 PHILIPPINES 306
15.13 MALAYSIA 307
15.14 SINGAPORE 307
15.15 VIETNAM 308
15.16 BRUNEI 308
15.17 TURKEY 309
15.18 UAE 309
15.19 SAUDI ARABIA 310
15.20 ISRAEL 311
15.21 EGYPT 311
15.22 KAZAKHSTAN 312
15.23 KYRGYZSTAN 312
15.24 TAJIKISTAN 313
15.25 BANGLADESH 313
15.26 SRI LANKA 314
15.27 PAKISTAN 315
16.0 CASE STUDIES 316
16.1 BMW ULTIMATE DRIVE APP 316
16.2 ANGRY BIRDS 317
16.3 FRUIT NINJA: $1 MLN BUSINESS VS. CHINA SUCCESS 318
16.4 CUT THE ROPE 319
16.5 KOMPU (COMPLETE) GACHA GAMES 321
16.6 COLOPULA 322
16.7 HOSTESS CLUB SOCIAL GAME (KOI SHITE KYABA JO) 324
16.8 SOCIAL HORSE-RACING GAME 325
16.9 SMURF VILLAGE: THE REAL VIRTUAL ECONOMY SUCCESS 325
16.10 ALCHEMY: ANDRIOD TITLE SUCCESS CASE IN KOREA 327
16.11 THE HUMAN ELEMENT 328
16.12 MOBILE SOCIAL NETWORK GAME 329
16.12.1 HALF THE SKY MOVEMENT 329
16.12.2 FOLDIT: RESEARCH FOR MANKIND and COMMUNITY PATENT 330
16.12.3 RECYCLEBANK: COMMUNITY AWARENESS 331
16.12.4 MILLEE LITERACY GAME: EDUCATION and LITERACY 332
16.12.5 SPENT: POVERTY ALLEVIATION 333
16.12.6 RAISE THE VILLAGE: CONSTRUCTING VILLAGE 333
16.12.7 WETOPIA CASE: CHARITIES FOR CHILDREN 334
16.12.8 CHARITIES FOR ANIMAL: JOY KINGDOM CASE 335
16.12.9 SOCIAL-GOOD FOCUSED GAMING COMPANY OR NETWORK: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, and BUDGE 336
16.13 JAPAN and KOREA SUCCESS STORY 337
17.0 CONCLUSIONS AND RECOMMENDATIONS 338
17.1 RECOMMENDED CONSIDERATION FOR ASIA MARKET 339
17.2 RECOMMENDATIONS FOR GAME DEVELOPER and PUBLISHER 339
17.3 RECOMMENDATIONS FOR GAME NETWORK INCLUDING MOBILE SOCIAL NETWORK 340
17.4 RECOMMENDATIONS FOR CONTENT AGGREGATOR 340
17.5 RECOMMENDATIONS FOR PAYMENT SOLUTION PROVIDER 341
17.6 RECOMMENDATIONS FOR OEM and MNO 342
17.7 RECOMMENDATIONS FOR INVESTORS 342
17.8 RECOMMENDATIONS FOR BRANDS 343

Figures

Figure 1: McDonald Features Special Events on Firmville 32
Figure 2: Nokia'a Single Player Primitive Snake Game vs. GREE's Mobile Social Game Screen 33
Figure 3: Top 5 Smartphone Market Share 2013 40
Figure 4: Tablet Market Share by OS 2013 41
Figure 5: MMG : N.O.V.A. 3 - Near Orbit Vanguard Alliance 42
Figure 6: My Town 2: Location Based City Building Mobile Social Game 43
Figure 7: Game Pattern follow by Gamer while Playing Mobile Location Based Gaming 44
Figure 8: Sample Trail-Map of Gamer in a Mobile Location Based Gaming 44
Figure 9: Life is Crime: Social Location based Mobile Game for iOS and Android 45
Figure 10: Fruit Ninja: a Popular Mobile Video Game 46
Figure 11: Mobile Cloud Gaming Network Ecosystem 47
Figure 12: G-Cloud on Docomo Tablet 47
Figure 13: Mobile Casual Game Flow where Most Casual Gamer Belongs 48
Figure 14: Angry Birds Mobile Casual Game 49
Figure 15: Snoopy Street: Free-to-Play Game on iOS 50
Figure 16: Onlive Mobile: Cloud Gaming App on Android Played on PC, Console, Tablet and Smartphone 51
Figure 17: Casino Games for Nokia E90 Mobile 52
Figure 18: AMEX Social Currency Promotion in FarmVille 53
Figure 19: Triple Town: Micro-transaction Social Games

View This Report »

Get Industry Insights. Simply.

  • Latest reports & slideshows with insights from top research analysts
  • 24 Million searchable statistics with tables, figures & datasets
  • More than 10,000 trusted sources
24/7 Customer Support

Talk to Ahmad

+1 718 618 4302

Purchase Reports From Reputable Market Research Publishers
Mechanical Keyboard Market: Global Industry Analysis and Opportunity Assessment 2016-2026

Mechanical Keyboard Market: Global Industry Analysis and Opportunity Assessment 2016-2026

  • $ 5000
  • Industry report
  • August 2016
  • by Future Market Insight Global & Consulting Pvt Ltd

Future Market Insights offers a four-year forecast for the global mechanical keyboard market between 2016 and 2020. In terms of value, the global mechanical keyboard market is expected to register a CAGR ...

Global Video Games Industry

Global Video Games Industry

  • $ 4950
  • Industry report
  • August 2016
  • by Global Industry Analysts

This report analyzes the worldwide markets for Video Games Software in US$ Million by the following Platforms: Console Games, Handheld Games, PC Games (Digital and Boxed), Casual Web Games, and Mobile ...

Global and Chinese Video Game Console Industry, 2016 Market Research Report

Global and Chinese Video Game Console Industry, 2016 Market Research Report

  • $ 3000
  • Industry report
  • November 2016
  • by Prof Research

The ’Global and Chinese Video Game Console Industry, 2011-2021 Market Research Report’ is a professional and in-depth study on the current state of the global Video Game Console industry with a focus ...

Global Gaming Market 2016-2020

September 2016 $ 2500

ref:plp2014

Reportlinker.com © Copyright 2016. All rights reserved.

ReportLinker simplifies how Analysts and Decision Makers get industry data for their business.