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

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.

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

1.0. EXECUTIVE SUMMARY

2.0. INTRODUCTION

  • 2.1. MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT

3.0. MOBILE GAMING ASIA MARKET AND TREND ANALYSIS

  • 3.1. 2013 REVIEW
  • 3.2. 2014 - 2019 TRENDS
    • 3.2.1. GAME-PLAY ON CROSS-SCREEN AND MOBILE SOCIAL GAMING
    • 3.2.2. GROWING DEMAND OF LOCAL CONTENT
    • 3.2.3. FREEMIUM MONETIZATION
    • 3.2.4. GAMING OPTIMIZED DEVICES ALONG WITH SUPERIOR DATA NETWORK AND APPSTORE REVOLUTION
    • 3.2.5. RISE OF MOBILE PLATFORM AS COMMON GAMING PLATFORM REGARDLESS DEVICE VARIATIONS
    • 3.2.6. USER PREFERENCE OVER MMG, SOCIAL AND WORD OF MOUTH
    • 3.2.7. LOCAL GAMING PLATFORMS
    • 3.2.8. MERGER AND ACQUISITION FOSTERING GROWTH
    • 3.2.9. WEARABLE GAMING
  • 3.3. STRATEGIC IMPACT ANALYSIS
  • 3.4. LIMITATIONS WITH ASIA MARKET
  • 3.5. OS ANALYSIS
  • 3.6. MARKET GROWTH DRIVER ANALYSIS
    • 3.6.1. MULTIPLAYER MOBILE GAMING
    • 3.6.2. MOBILE SOCIAL GAMING
    • 3.6.3. MOBILE LOCATION BASED GAMING
    • 3.6.4. MOBILE VIDEO GAMING
    • 3.6.5. MOBILE CLOUD GAMING
    • 3.6.6. MOBILE CASUAL GAMING
    • 3.6.7. FREE-TO-PLAY DISTRIBUTION
    • 3.6.8. CONNECTED CONSOLE AND MOBILE CLOUD
    • 3.6.9. MOBILE CASINO GAMING
    • 3.6.10. ADVERGAMING
    • 3.6.11. IN-GAME TRANSACTION
    • 3.6.12. VIRTUAL GO-TO COMMUNITY
    • 3.6.13. GAMIFICATION
    • 3.6.14. CROSS-PLATFORM PUBLISHING
    • 3.6.15. EMERGING GAMING PLATFORM
  • 3.7. FUNCTIONALITY DRIVER ANALYSIS
    • 3.7.1. BLUETOOTH
    • 3.7.2. GPRS
    • 3.7.3. 3G
    • 3.7.4. MOBILE WI-FI
    • 3.7.5. ARTIFICIAL INTELLIGENCE (AI)
    • 3.7.6. 3D
    • 3.7.7. 4G
    • 3.7.8. MOBILE CLOUD
    • 3.7.9. HTML5 - MOBILE WEB'S FUTURE
    • 3.7.10. MOBILE SOCNET
  • 3.8. GAME GENRE ANALYSIS
    • 3.8.1. ARCADE-STYLE GAME
    • 3.8.2. ACTION/ADVENTURE GAME
    • 3.8.3. SPORTS GAME
    • 3.8.4. RACING GAME
    • 3.8.5. STRATEGY/PUZZLE GAME
    • 3.8.6. MOVIE GAMES
    • 3.8.7. CASINO GAMES
    • 3.8.8. BOARD GAMES
    • 3.8.9. SIMULATION GAMES
    • 3.8.10. MOTION DETECTION GAMES
  • 3.9. REGULATION AND FRAUD ANALYSIS
    • 3.9.1. MOBILE GAME PIRACY AND VIRTUAL CURRENCY SCAM
    • 3.9.2. KOMPU (COMPLETE) GACHA STYLE IN-GAME SOCIAL GAMBLING BAN AND NEW OPPORTUNITIES IN JAPAN
    • 3.9.3. GEOGRAPHIC IMPLICATION OF ANTIPIRACY LAW
    • 3.9.4. ZYNGA WITH PRIVACYVILLE
    • 3.9.5. CYBERCRIMINAL ATTACK ON MOBILE SOCIAL GAME
    • 3.9.6. IN-GAME SCAM DEBATE IN MOBILE SOCIAL GAME
    • 3.9.7. ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE
    • 3.9.8. RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION: REGIONAL IMPLICATIONS
  • 3.10. OFFSHORE OPPORTUNITY IN ASIA

4.0. MOBILE GAMING ASIA MARKET PROJECTIONS

  • 4.1. MARKET VALUE / REVENUE PROJECTION 2014 - 2019
    • 4.1.1. TOTAL MARKET VALUE / REVENUE IN US $BLN
    • 4.1.2. MARKET VALUE SPLIT AMONG REGIONS IN US $BLN
    • 4.1.3. EAST ASIA AND PACIFIC MARKET VALUE BY COUNTRY IN US $MLN
    • 4.1.4. SOUTH EAST ASIA MARKET VALUE BY COUNTRY IN US $MLN
    • 4.1.5. MIDDLE EAST MARKET VALUE BY COUNTRY IN US $MLN
    • 4.1.6. CENTRAL ASIA MARKET VALUE BY COUNTRY IN US $MLN
    • 4.1.7. SOUTH ASIA MARKET VALUE BY COUNTRY IN US $MLN
  • 4.2. MOBILE GAMER PROJECTION 2014 - 2019
    • 4.2.1. TOTAL MOBILE GAME PLAYER
    • 4.2.2. MOBILE GAMER SPLIT BY EACH ASIAN REGION
    • 4.2.3. EAST ASIA AND PACIFIC MOBILE GAMER BY COUNTRY
    • 4.2.4. SOUTH EAST ASIA MOBILE GAMER BY COUNTRY
    • 4.2.5. MIDDLE EAST COUNTRY WISE MOBILE GAMER IN MILLION
    • 4.2.6. CENTRAL ASIA MOBILE GAMER BY COUNTRY
    • 4.2.7. SOUTH ASIA MOBILE GAMER BY COUNTRY
    • 4.2.8. MOBILE GAMER BY GAME CATEGORY
    • 4.2.9. MOBILE GAMER BY GAME DEVICE
    • 4.2.10. MOBILE GAMER BY GAME-PLAY NATURE
    • 4.2.11. MOBILE GAMER BY PAYMENT TYPE
    • 4.2.12. MOBILE GAMER BY OS PLATFORM
    • 4.2.13. MOBILE GAMER BY DAU VS. WAU VS. MAU
  • 4.3. MOBILE GAMING REVENUE ANALYSIS 2014 - 2019
    • 4.3.1. MOBILE GAME ASIA REVENUE SOURCES
    • 4.3.2. MOBILE GAMING REVENUE SOURCES BY REGIONS
    • 4.3.3. MOBILE GAMING ASIA ARPU VS. ARPPU
    • 4.3.4. MOBILE GAME ASIA REVENUE DISTRIBUTION AMONG ECOSYSTEM STAKEHOLDERS
    • 4.3.5. MOBILE GAMING ECOSYSTEM STAKEHOLDER REVENUE BY REGION
    • 4.3.6. MOBILE GAMING ASIA REVENUE BY MOBILE OS PLATFORM
    • 4.3.7. MOBILE GAMING REVENUE BY OS PLATFORM IN ASIAN REGIONS
    • 4.3.8. MOBILE GAME ASIA REVENUE BY GAME CATEGORY
    • 4.3.9. MOBILE GAMING CATEGORY WISE REVENUE IN ASIAN REGIONS
    • 4.3.10. MOBILE GAMING ASIA REVENUE BY PAYMENT NATURE
    • 4.3.11. MOBILE GAMING REVENUE IN ASIAN REGIONS BY PAYMENT NATURE
  • 4.4. MOBILE GAMING ASIA MARKET DEMOGRAPHY ANALYSIS 2014 - 2019
    • 4.4.1. MOBILE GAMER ASIA BY GENDER
    • 4.4.2. MOBILE GAMER ASIA BY AGE BRACKET
    • 4.4.3. MOBILE GAMER ASIA BY INCOME BRACKET
    • 4.4.4. MOBILE SOCIAL GAMER ASIA BY AGE BRACKET
    • 4.4.5. CASUAL GAMER BY GENDER
    • 4.4.6. RELATIVE TIME VS. MONEY SPENDING RATIO IN ASIA BY AGE BRACKET
    • 4.4.7. GAMING DEVICE PREFERENCE IN ASIA BY AGE BRACKET
    • 4.4.8. TABLE GAMER STATISTICS IN ASIA
    • 4.4.9. IN-GAME VIRTUAL GOODS CONSUMPTION & SPENDING IN ASIA
    • 4.4.10. GAME-PLAY FREQUENCY OF ASIA DIGITAL GAMER
    • 4.4.11. SMARTPHONE VS. NON-SMARTPHONE & HANDHELD DEVICE USERS
    • 4.4.12. MOBILE GAME GENRE PREFERENCE IN ASIA
    • 4.4.13. GAMING TIME SPENDING RATIO IN ASIA
    • 4.4.14. GAME PLAY DURATION
    • 4.4.15. MOBILE TIME SPENDING RATIO ON MOBILE GAME PLAY
    • 4.4.16. GAME PLAY ACTIVITY CHANGE
    • 4.4.17. FACTORS CONTRIBUTING TO MOBILE GAME PLAY INCREASE
    • 4.4.18. USER BENEFITS OF MOBILE GAME PLAY
    • 4.4.19. SOURCES OF GAME PLAY INFLUENCE
    • 4.4.20. GAME KEEPING RATIO BY DEVICES
    • 4.4.21. DAU PERCENT OF MOBILE GAMER BY OS PLATFORM
    • 4.4.22. TIME SPEND VS. DEDICATION BY OS PLATFORM
    • 4.4.23. MOBILE GAME PLAY LOCATION
    • 4.4.24. ON-THE-GO GAMING GENRE INTEREST
    • 4.4.25. POPULAR GAME CATEGORY OR GENRE
    • 4.4.26. GAME ACQUISITION METHOD
    • 4.4.27. CROSS PLATFORM GAME PLAY
    • 4.4.28. GAME GENRE DEPLOYMENT IN ASIAN COUNTRIES
  • 4.5. MOBILE GAME DEVELOPER ASIA ANALYSIS 2014 - 2019
    • 4.5.1. MOBILE GAME DEVELOPER ASIA REVENUE
    • 4.5.2. MOBILE GAME DEVELOPER DEMOGRAPHY
    • 4.5.3. DAY TIME CONSUMPTION ON WRITING MOBILE GAMING APPS
    • 4.5.4. OS PREFERENCE
    • 4.5.5. DISTRIBUTION PREFERENCE BY OS PLATFORM
    • 4.5.6. BELIEF OVER BRAND VS. NON-BRAND GAME
  • 4.6. MOBILE GAME DEMOGRAPHY & TREND ANALYSIS 2014 - 2019
    • 4.6.1. GAMING APPS VS. OTHER APPS
    • 4.6.2. MOBILE PHONE USER USE MOBILE APPS
    • 4.6.3. SOCIAL GAMING ARPU
    • 4.6.4. GAME VS. OTHER MOBILE APPS USAGE
    • 4.6.5. SPENDING ON GAMING APPS BY OS PLATFORM
    • 4.6.6. MOBILE GAME TREND BY GAME CATEGORY
    • 4.6.7. GPS ADOPTION
    • 4.6.8. GAMING FEATURE ADOPTION
    • 4.6.9. GAME CHARACTERISTICS THAT HAVE PROFOUND INFLUENCE
    • 4.6.10. FREE VS. PAID MOBILE GAME
    • 4.6.11. MOBILE GAME PRICE
    • 4.6.12. OTI VS. OTA
    • 4.6.13. MOBILE GAME DOWNLOAD BY OS PLATFORM
    • 4.6.14. MOBILE GAME DOWNLOAD BY INDIVIDUAL GAMER
    • 4.6.15. PROFITABLE VS. NON-PROFITABLE MOBILE GAME

5.0. ECOSYSTEM AND BUSINESS MODEL ANALYSIS

  • 5.1. MOBILE GAMING ECOSYSTEM
    • 5.1.1. ACTIVITIES IN ECOSYSTEM STRUCTURE
    • 5.1.2. APPSTORE FRAMEWORK
    • 5.1.3. SNS PORTAL FRAMEWORK
    • 5.1.4. ECONOMIC DRIVERS
    • 5.1.5. VALUE CHAIN FRAMEWORK
    • 5.1.6. REVENUE SHARE ACROSS VALUE CHAIN STAKEHOLDERS
    • 5.1.7. ROLE OF NEW ENTRANTS IN MOBILE GAMING VALUE CHAIN
    • 5.1.8. OTI VS. OTA DISTRIBUTION FRAMEWORK TO CROSS PLATFORM
    • 5.1.9. DISTRIBUTION FRAGMENTATION OTA VS. OTI (APPSTORE, SNS & BROWSER BASED)
    • 5.1.10. MAJOR CHALLENGES IN FRAGMENTED DISTRIBUTION
  • 5.2. MONETIZATION METRICS
    • 5.2.1. CONVERTING MOBILE GAMING METRICS TO CONVERSION FUNNEL
    • 5.2.2. GAME LIFE CYCLE & KPI MANAGEMENT METRICS
    • 5.2.3. ANALYTIC APPROACH
    • 5.2.4. BRAND MONETIZATION METRICS
    • 5.2.5. GAME MONETIZATION
    • 5.2.6. MOBILE SOCIAL GAME DESIGN FRAMEWORK & DILEMMA
    • 5.2.7. GAME MARKETING IN 2013: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL
    • 5.2.8. MOBILE SOCIAL GAMER ENGAGEMENT PANORAMA
    • 5.2.9. EMPATHY GAME: NEW WAVE OF ENGAGEMENT
  • 5.3. BUSINESS MODEL ANALYSIS
    • 5.3.1. KEY MOBILE GAMING STRATEGIES
    • 5.3.2. KEY REVENUE SOURCES & COST ITEMS
    • 5.3.3. TRENDY BUSINESS MODEL
    • 5.3.4. TIPS FOR APPLYING ECONOMIC & GAMIFICATION IN BUSINESS MODEL
    • 5.3.5. CURRENT TREND IN PRICING MODEL
    • 5.3.6. ADVERTISING MODEL
    • 5.3.7. MARKET CHALLENGE & GAME BALANCING METHOD IN VIRTUAL GOODS BASED GAME
    • 5.3.8. BENEFITS OF CROSS-PLATFORM MODEL

6.0. MARKET ENTRY AND SUCCESS STRATEGY ANALYSIS

  • 6.1. FEATURES THAT NEED TO INCORPORATE
  • 6.2. POPULAR VS. NEW GAMING IP: WHAT TO FOLLOW?
  • 6.3. COSTS TABLE
  • 6.4. HOW TO CREATE SUCCESSFUL GAMING IP LINE?
  • 6.5. HOW TO MINIMIZE MARKETING AND USER ACQUISITION COST?
  • 6.6. HOW TO USE MONETIZATION STRATEGIES?
  • 6.7. CASE STUDY
    • 6.7.1. PRETTY SIMPLE'S CRIMINAL CASE LESSON
    • 6.7.2. SOJO STUDIO'S WETOPIA AND JOY KINGDOM LESSON
    • 6.7.3. KING.COM LESSON
    • 6.7.4. ZYNGA LESSON

7.0. INVESTMENT TREND ANALYSIS

  • 7.1. SECOND SCREEN INCLUDING MOBILE DEVICES AND TV
  • 7.2. SOCIAL VS. GAME NETWORK
  • 7.3. GAMING DEALS
  • 7.4. POST ZYNGA ERA VS. VENTURE CAPITAL (VC) IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION
  • 7.5. GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS
  • 7.6. GAMING SECTOR AND BUSINESS MODEL
  • 7.7. VALUE VS. VOLUME REGIONS
  • 7.8. MERGER & ACQUISITION (M&A) TREND
  • 7.9. GAMING VENTURE CAPITAL (VC) TREND
  • 7.10. CROWD FUNDING TREND
    • 7.10.1. KICKSTARTER PERFORMANCE
    • 7.10.2. APPGENIUS WITH GETFUNDED.COM
    • 7.10.3. POPPY WITH KICKSTARTER FOR AR GAMES
    • 7.10.4. GOLDEN FINGERS WITH INDIEGOGO.COM FOR WRITEON GAME
  • 7.11. INVESTMENT CASE
    • 7.11.1. IBM FOUNDER FAMILY ON PLAYDEMIC FOR SOCIAL GAME
    • 7.11.2. ZATTIKKA ACQUISITION OF HATTRICK, CONCEPT ART HOUSE AND SNEAKY GAMES
    • 7.11.3. SUPERCELL FUNDING AND TREND AROUND FREEMIUM MODEL
    • 7.11.4. IMI.VC INVESTMENT FOR GAME INSIGHT
    • 7.11.5. ROCK GAMING INTEREST ON CAESARS INTERACTIVE
    • 7.11.6. NEXON INVESTMENT TO RUMBLE ENTERTAINMENT, ROBOTOKI, SHIVER ENTERTAINMENT, AND SECRETNEWCO
    • 7.11.7. OPPORTUNITY CHART BY GAMING SECTORS

8.0. WEARABLE GAMING

  • 8.1. SMARTWATCH AS WEARABLE GAMING PLATFORM
  • 8.2. POTENTIAL PLATFORM ANALYSIS
    • 8.2.1. MIND PIRATE
    • 8.2.2. OBJE (OBSCENE INTERACTIVE)
    • 8.2.3. OCULUS RIFT
    • 8.2.4. SONY
  • 8.3. PRIVACY CONCERNS
  • 8.4. CASE STUDY
    • 8.4.1. GRAND THEFT AUTO (GTA)
    • 8.4.2. NIKE AND SPORTS GAME
    • 8.4.3. FITBIT CASUAL GAMING

9.0. MOBILE GAME DEVELOPER & PUBLISHER ANALYSIS

  • 9.1. FIREMINT: AUSTRALIA
  • 9.2. HALFBRICK: AUSTRALIA
  • 9.3. CAPCOM: JAPAN
  • 9.4. EA MOBILE: JAPAN
  • 9.5. NAMCO BANDAI: JAPAN
  • 9.6. GAMEVIL: KOREA
  • 9.7. COM2US: KOREA
  • 9.8. ZEPTOLAB: RUSSIA
  • 9.9. SQUARE ENIX: JAPAN
  • 9.10. GAMEPROM: RUSSIA
  • 9.11. KAIROSOFT: JAPAN
  • 9.12. KONAMI: JAPAN
  • 9.13. DISNEY MOBILE: JAPAN
  • 9.14. GREE: JAPAN
  • 9.15. DENA: JAPAN
  • 9.16. TENCENT: CHINA
  • 9.17. MIG33: CHINA
  • 9.18. SINA WEIBO: CHINA
  • 9.19. PAPAYA MOBILE: CHINA
  • 9.20. TMG: SINGAPORE & INDONESIA
  • 9.21. IBIBO: INDIA
  • 9.22. INIDAGAMES: INDIA
  • 9.23. GAMES2WIN: INDIA
  • 9.24. HUNGAMA: INDIA
  • 9.25. NAZARA: INDIA
  • 9.26. ANINO MOBILE: PHILIPPINES
  • 9.27. GAMEBRAINS: MALAYSIA
  • 9.28. SOCIAL POINT WITH MASS GAME
  • 9.29. SOUTH EAST ASIA START-UP
    • 9.29.1. GARUDA GAMES: INDONESIA
    • 9.29.2. AGATE STUDIO: INDONESIA
    • 9.29.3. TOGE PRODUCTIONS: INDONESIA
    • 9.29.4. CREACLE STUDIO: INDONESIA
    • 9.29.5. TOUCHTEN GAMES: INDONESIA
    • 9.29.6. MAXIMIZE GAMES STUDIO: INDONESIA
    • 9.29.7. TINKER GAMES: INDONESIA
    • 9.29.8. EDUCA STUDIO: INDONESIA
    • 9.29.9. ALTERMYTH: INDONESIA
    • 9.29.10. SQUARE ENIX SMILEWORKS: INDONESIA
    • 9.29.11. NIGHTSPADE: INDONESIA
    • 9.29.12. ALEGRIUM
    • 9.29.13. KIDALANG
    • 9.29.14. MENARA GAMES
    • 9.29.15. OWN GAMES

10.0. EMERGING PLATFORM ANALYSIS

  • 10.1. SINA WEIBO IN CHINA
  • 10.2. TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU
  • 10.3. RENREN IN CHINA
  • 10.4. KAIXIN001 IN CHINA
  • 10.5. 51.COM IN CHINA
  • 10.6. MIXI IN JAPAN
  • 10.7. CYWORLD IN KOREA
  • 10.8. IBIBO GAMES IN INDIA
  • 10.9. MILLAT FACEBOOK IN PAKISTAN
  • 10.10. YAHOO-MOBAGE IN JAPAN
  • 10.11. AMEBA PIG IN JAPAN
  • 10.12. BEBO
  • 10.13. TWITTER
  • 10.14. AMAZON
  • 10.15. ZORPIA
  • 10.16. PERFSPOT
  • 10.17. FRIENDSTER
  • 10.18. GAIA ONLINE
  • 10.19. BADOO
  • 10.20. TAGGED
  • 10.21. HI5
  • 10.22. HABBO
  • 10.23. COME2PLAY
  • 10.24. VIXIMO GAME NETWORK
  • 10.25. CHILLINGO
  • 10.26. WECHAT & QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM
  • 10.27. KAKAOTALK
  • 10.28. LINE
  • 10.29. 91 WIRELESS
  • 10.30. WHATSAPP
  • 10.31. TANGO
  • 10.32. KIK MESSENGER
  • 10.33. ZALO
  • 10.34. QIHOO 360 PLATFORM
  • 10.35. WANDOUJIA
  • 10.36. BAIDU APP STORE
  • 10.37. APPCHINA
  • 10.38. D.CN GAMES CENTER
  • 10.39. GFAN
  • 10.40. MOBAGE IN JAPAN
  • 10.41. HEYZAP
  • 10.42. VKONTAKTE IN RUSSIA
  • 10.43. YONJA IN TURKEY

11.0. APP STORE ANALYSIS: GOOGLE PLAY VS. IOS

  • 11.1. "GOOGLE GAMES" - UNIFIED GAMING PLATFORM TREND
  • 11.2. FACEBOOK'S MOBILE-PLUS-OPEN-GRAPH COMBINATION
  • 11.3. TREND ANALYSIS 2013
  • 11.4. APPSTORE PERFORMANCE 2013
  • 11.5. TOP 5 COUNTRIES BY DOWNLOAD VS. REVENUE Q2 2013
  • 11.6. TOP 5 CATEGORIES BY DOWNLOAD VS. REVENUE Q2 2013
  • 11.7. TOP TEN PUBLISHERS BY DOWNLOAD VS. REVENUE
  • 11.8. TOP TEN GAME APPS BY DOWNLOAD VS. REVENUE
  • 11.9. TOP FIVE REVENUE GENERATING APPS
  • 11.10. TOP FIVE PAID DOWNLOAD APPS
  • 11.11. TOP 5 FREE DOWNLOAD APPS IN JULY 2013

12.0. ALTERNATIVE APP STORE ANALYSIS

  • 12.1. ALTERNATIVE STORE FOR ANDROID
    • 12.1.1. SLIDE ME
    • 12.1.2. GETJAR
    • 12.1.3. SOC.IO MALL
    • 12.1.4. CODENGO
    • 12.1.5. APPSLIB
    • 12.1.6. 1MOBILE
    • 12.1.7. CAMANGI MARKET
    • 12.1.8. TEGRA STORE
    • 12.1.9. MIKANDI
    • 12.1.10. ANDROIDPIT
    • 12.1.11. ANZI
    • 12.1.12. HIAPK
    • 12.1.13. N-DUO MARKET
    • 12.1.14. F-DROID
  • 12.2. ALTERNATIVE STORE FOR IOS
    • 12.2.1. CYDIA
    • 12.2.2. LIMA
    • 12.2.3. PREMIERAPPSHOP
    • 12.2.4. SEXAPPSHOP
    • 12.2.5. 91 HIAPK
  • 12.3. APP STORE FOR BLACKBERRY OS
    • 12.3.1. BLACKBERRY WORLD
    • 12.3.2. CRACKBERRY STORE
    • 12.3.3. BBNATION
  • 12.4. CROSS-PLATFORM APP STORE
    • 12.4.1. NOOK APP STORE
    • 12.4.2. TAOBAO APP MARKET
    • 12.4.3. HANDMARK & ONELOUDER
    • 12.4.4. HANDSTER
    • 12.4.5. PHOLOAD
    • 12.4.6. MOBANGO
    • 12.4.7. HANDANGO
    • 12.4.8. BISKERO
    • 12.4.9. OPERA MOBILE APP STORE
    • 12.4.10. APPITALISM
    • 12.4.11. NEXVA
    • 12.4.12. KONGREGATE
    • 12.4.13. MAOPAO
    • 12.4.14. DJUZZ
    • 12.4.15. APPCITY
    • 12.4.16. ALTERNATIVE.TO
    • 12.4.17. 360 MARKET
    • 12.4.18. APPOKE
  • 12.5. OEMS APPSTORE
    • 12.5.1. SAMSUNG APPS
    • 12.5.2. LG SMART WORLD
    • 12.5.3. DOCOMO MARKET
    • 12.5.4. XIAOMI APP STORE
  • 12.6. MOBILE CARRIER APPSTORE
    • 12.6.1. VODAFONE DEVELOPER
    • 12.6.2. MOBILE MARKET OF CHINA MOBILE
    • 12.6.3. SPRINT DEVELOPER PROGRAM
    • 12.6.4. AIRCEL POCKETAPPS
    • 12.6.5. AIRTEL APP CENTRAL
    • 12.6.6. MAXIS 1STORE
    • 12.6.7. M1 APP STORE
    • 12.6.8. T-STORE
    • 12.6.9. TURKCELL T-MARKET
    • 12.6.10. OMNITEL APP STORE
    • 12.6.11. MTNPLAY

13.0. SERVICE & ECONOMY MANAGEMENT PROVIDER

  • 13.1. VIXIMO GAME NETWORK
  • 13.2. WILDTANGENT
  • 13.3. IWIN
  • 13.4. KAMCORD
  • 13.5. EVERYPLAY
  • 13.6. TWITCH.TV
  • 13.7. MEDIUM / MATCHFUEL
  • 13.8. ONEAPI
  • 13.9. APPOLICIOUS
  • 13.10. APPIA
  • 13.11. XSPLIT

14.0. CARRIER ANALYSIS

  • 14.1. NTT DOCOMO - JAPAN
  • 14.2. KDDI AU - JAPAN
  • 14.3. CHINA MOBILE - CHINA
  • 14.4. CHINA UNICOM - CHINA
  • 14.5. CHINA TELECOM - CHINA
  • 14.6. AIRTEL (BHARTI) - INDIA
  • 14.7. RELIANCE COMMUNICATIONS - INDIA
  • 14.8. VODAPHONE ESSAR - INDIA
  • 14.9. IDEA/SPICE - INDIA
  • 14.10. SK TELECOM - KOREA
  • 14.11. TELSTRA MOBILE - AUSTRALIA
  • 14.12. OPTUS MOBILE - AUSTRALIA
  • 14.13. VODAPHONE - NEW ZEALAND
  • 14.14. MTS - RUSSIA
  • 14.15. MEGAFON - RUSSIA
  • 14.16. BEELINE - RUSSIA
  • 14.17. CHUNGHWA TELECOM - TAIWAN
  • 14.18. 3 - HONGKONG & MACAU
  • 14.19. MOBICOM - MONGOLIA
  • 14.20. TELKOMSEL - INDONESIA
  • 14.21. INDOSAT - INDONESIA
  • 14.22. VIETTEL - VIETNAM
  • 14.23. MOBIFONE - VIETNAM
  • 14.24. SMART COMMUNICATIONS - PHILIPPINE
  • 14.25. GLOBE TELECOM - PHILIPPINE
  • 14.26. MAXIS - MALAYSIA
  • 14.27. SINGTEL MOBILE - SINGAPORE
  • 14.28. AIS - THAILAND
  • 14.29. DTAC - THAILAND
  • 14.30. DSTCOM - BRUNEI
  • 14.31. MPT - MYANMAR
  • 14.32. LAO-TELECOM - LAOS
  • 14.33. METFONE - CAMBODIA
  • 14.34. TURKCELL - TURKEY
  • 14.35. MOBILE TELECOMMUNICATION COMPANY OF IRAN (MCI) - IRAN
  • 14.36. STC - SAUDI ARABIA
  • 14.37. ETISALAT - UAE
  • 14.38. MTN SYRIA - SYRIA
  • 14.39. CELLCOM - ISRAEL
  • 14.40. ROSHAN - AFGHANISTAN
  • 14.41. MTN/SPACETEL YEMEN - YEMEN
  • 14.42. BATELCO - BAHRAIN
  • 14.43. CYTA MOBILE-VODAFONE - CYPRUS
  • 14.44. VODAPHONE - EGYPT
  • 14.45. ZAIN - IRAQ
  • 14.46. ZAIN - JORDAN
  • 14.47. ZAIN - KUWAIT
  • 14.48. TOUCH - LEBANON
  • 14.49. Q-TEL - QATAR
  • 14.50. OMANTEL - OMAN
  • 14.51. K'CELL - KAZAKHSTAN
  • 14.52. BEELINE - KYRGYZSTAN
  • 14.53. BABILON MOBILE - TAJIKISTAN
  • 14.54. UZDUNROBITA - UZBEKISTAN
  • 14.55. MTS - TURKMENISTAN
  • 14.56. GRAMEENPHONE - BANGLADESH
  • 14.57. DIALOG - SRILANKA
  • 14.58. MOBILINK - PAKISTAN
  • 14.59. NCELL - NEPAL
  • 14.60. DHIRAAGU - MALDIVES
  • 14.61. B-MOBILE / BHUTAN TELECOM - BHUTAN

15.0. COUNTRY ANALYSIS

  • 15.1. JAPAN
  • 15.2. CHINA
  • 15.3. KOREA
  • 15.4. INDIA
  • 15.5. AUSTRALIA
  • 15.6. RUSSIA
  • 15.7. NEW ZEALAND
  • 15.8. HONG KONG
  • 15.9. TAIWAN
  • 15.10. INDONESIA
  • 15.11. THAILAND
  • 15.12. PHILIPPINES
  • 15.13. MALAYSIA
  • 15.14. SINGAPORE
  • 15.15. VIETNAM
  • 15.16. BRUNEI
  • 15.17. TURKEY
  • 15.18. UAE
  • 15.19. SAUDI ARABIA
  • 15.20. ISRAEL
  • 15.21. EGYPT
  • 15.22. KAZAKHSTAN
  • 15.23. KYRGYZSTAN
  • 15.24. TAJIKISTAN
  • 15.25. BANGLADESH
  • 15.26. SRI LANKA
  • 15.27. PAKISTAN

16.0. CASE STUDIES

  • 16.1. BMW ULTIMATE DRIVE APP
  • 16.2. ANGRY BIRDS
  • 16.3. FRUIT NINJA: $1 MLN BUSINESS VS. CHINA SUCCESS
  • 16.4. CUT THE ROPE
  • 16.5. KOMPU (COMPLETE) GACHA GAMES
  • 16.6. COLOPULA
  • 16.7. HOSTESS CLUB SOCIAL GAME (KOI SHITE KYABA JO)
  • 16.8. SOCIAL HORSE-RACING GAME
  • 16.9. SMURF VILLAGE: THE REAL VIRTUAL ECONOMY SUCCESS
  • 16.10. ALCHEMY: ANDRIOD TITLE SUCCESS CASE IN KOREA
  • 16.11. THE HUMAN ELEMENT
  • 16.12. MOBILE SOCIAL NETWORK GAME
    • 16.12.1. HALF THE SKY MOVEMENT
    • 16.12.2. FOLDIT: RESEARCH FOR MANKIND & COMMUNITY PATENT
    • 16.12.3. RECYCLEBANK: COMMUNITY AWARENESS
    • 16.12.4. MILLEE LITERACY GAME: EDUCATION & LITERACY
    • 16.12.5. SPENT: POVERTY ALLEVIATION
    • 16.12.6. RAISE THE VILLAGE: CONSTRUCTING VILLAGE
    • 16.12.7. WETOPIA CASE: CHARITIES FOR CHILDREN
    • 16.12.8. CHARITIES FOR ANIMAL: JOY KINGDOM CASE
    • 16.12.9. SOCIAL-GOOD FOCUSED GAMING COMPANY OR NETWORK: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, & BUDGE
  • 16.13. JAPAN & KOREA SUCCESS STORY

17.0. CONCLUSIONS AND RECOMMENDATIONS

  • 17.1. RECOMMENDED CONSIDERATION FOR ASIA MARKET
  • 17.2. RECOMMENDATIONS FOR GAME DEVELOPER & PUBLISHER
  • 17.3. RECOMMENDATIONS FOR GAME NETWORK INCLUDING MOBILE SOCIAL NETWORK
  • 17.4. RECOMMENDATIONS FOR CONTENT AGGREGATOR
  • 17.5. RECOMMENDATIONS FOR PAYMENT SOLUTION PROVIDER
  • 17.6. RECOMMENDATIONS FOR OEM & MNO
  • 17.7. RECOMMENDATIONS FOR INVESTORS
  • 17.8. RECOMMENDATIONS FOR BRANDS

Figures

  • Figure 1: McDonald Features Special Events on Firmville
  • Figure 2: Nokia'a Single Player Primitive Snake Game vs. GREE's Mobile Social Game Screen
  • Figure 3: Top 5 Smartphone Market Share 2013
  • Figure 4: Tablet Market Share by OS 2013
  • Figure 5: MMG : N.O.V.A. 3 - Near Orbit Vanguard Alliance
  • Figure 6: My Town 2: Location Based City Building Mobile Social Game
  • Figure 7: Game Pattern follow by Gamer while Playing Mobile Location Based Gaming
  • Figure 8: Sample Trail-Map of Gamer in a Mobile Location Based Gaming
  • Figure 9: Life is Crime: Social Location based Mobile Game for iOS and Android
  • Figure 10: Fruit Ninja: a Popular Mobile Video Game
  • Figure 11: Mobile Cloud Gaming Network Ecosystem
  • Figure 12: G-Cloud on Docomo Tablet
  • Figure 13: Mobile Casual Game Flow where Most Casual Gamer Belongs
  • Figure 14: Angry Birds Mobile Casual Game
  • Figure 15: Snoopy Street: Free-to-Play Game on iOS
  • Figure 16: Onlive Mobile: Cloud Gaming App on Android Played on PC, Console, Tablet & Smartphone
  • Figure 17: Casino Games for Nokia E90 Mobile
  • Figure 18: AMEX Social Currency Promotion in FarmVille
  • Figure 19: Triple Town: Micro-transaction Social Games for iOS
  • Figure 20: BMW Ultimate Drive Apps on-go community
  • Figure 21: Simulation based Gamification Training Game
  • Figure 22: Dungeon Defenders: Second Wave- Cross Platform Game
  • Figure 23: Boom: Mobile Arcade Style War Game on Android
  • Figure 24: Dead Space: 3D Action-Adventure Dark and Hunting Game for Android
  • Figure 25: MADDEN NFL 12: Sports Game for Mobile
  • Figure 26: Racing Moto: Fast Paced Racing Game on Android
  • Figure 27: Angry Birds: Casual Strategy - Puzzle Game
  • Figure 28: The Adventures of Tintin: Movie Mobile Game
  • Figure 29: MyNuMo Blackjack: High Quality Mobile Casino Game for iPhone
  • Figure 30: Monopoly: Mobile Board Game
  • Figure 31: SimCity: City Building Mobile Simulation Game for iOS
  • Figure 32: Snowboard Super Extreme 3: Motion Censored Mobile Game
  • Figure 33: Fake Angry Birds Game in China
  • Figure 34: Fruit Ninja Pirated version on a Chinese Tablet
  • Figure 35: iPhone Smurf Village Piracy in China
  • Figure 36: iphone ipad Where is My water game Piracy
  • Figure 37: Kompu Gacha Game Example
  • Figure 38: Privacy Points on PrivacyVille
  • Figure 39: Number of Cyber-criminal Attack in Different Countries
  • Figure 40: How Malware Works in Game
  • Figure 41: A typical scam offering in-game currency
  • Figure 42: Lead-generation Scam
  • Figure 43: SLAP! - Original vs. Copy Version
  • Figure 44: Mobile Game Design Process and Offshore Opportunity in Asia
  • Figure 45: Total Mobile Gaming Market Value / Revenue in Asia 2014 - 2019
  • Figure 46: Total Mobile Game Player in Asia 2014 - 2019
  • Figure 47: Mobile Gamer Market Share by Game Category: Standalone vs. MMG vs. Mobile Social vs. Location vs. Wearable 2014 - 2019
  • Figure 48: Mobile Gamer Percent by Game Device: Featured Phone vs. Smartphone vs. Tablet vs. iPod vs. Connected console vs. Wearable Device vs. Multiple Device 2014 - 2019
  • Figure 49: Mobile Gamer Market Share by Game-play Nature: Casual vs. Regular 2014 - 2019
  • Figure 50: Mobile Gamer Market Share by Payment Pattern: Paying vs. Non-paying Users 2014 - 2019
  • Figure 51: Mobile Gamer Market Share by Payment Pattern: Premium vs. Freemium vs. Micro transaction vs. Free-to-play vs. Standalone downloads 2014 - 2019
  • Figure 52: Contribution in Total Mobile Gaming Asia Revenue by Mobile OS Platform 2014 - 2019
  • Figure 53: Percentage of Revenue Contribution among Total Mobile Gaming Asia Revenue by Game Category 2014 - 2019
  • Figure 54: Percentage Contribution of Premium, Freemium & Micro Transaction to Total Mobile Gaming Asia Revenue 2014 - 2019
  • Figure 55: Male vs. Female Mobile Gamer Ratio in Asia
  • Figure 56: Percent of Total Mobile Gamer in Asia by Income Bracket
  • Figure 57: Gaming Device Preference by Broadband Household and Age Brackets in Asia
  • Figure 58: Percent of Tablet Owner Play Game vs. Split as Adult & Teen Tablet Gamer 2014 - 2019
  • Figure 59: Yearly Spending on Virtual Goods by Male vs. Female while Playing MMG & Casual Game
  • Figure 60: Percent of Asia Mobile Gamer spends Real World Money on Virtual Goods by Daily vs. Once in a Month
  • Figure 61: Unique in-game Virtual Goods Payer in Asia
  • Figure 62: In-Game Virtual Goods Consumption Pattern by Share of Micro Transaction Gamer
  • Figure 63: Percent of Digital Gamer in Asia Played Mobile Game at least Once in a Month
  • Figure 64: Average Number of Game Purchase per Year by Smartphone User vs. Non-Smartphone User
  • Figure 65: Per Year Average Spending on Mobile Game by Smartphone Users vs. Non-Smartphone users
  • Figure 66: Percent of Asia Mobile Gamer Purchase & Plan to Purchase Mobile Game 2014 - 2019
  • Figure 67: Percent of Freemium Gamer Upgrade Game from Free to Paid Version 2014 -2019
  • Figure 68: Percent of Asia Mobile Gamer by Smartphone vs. Non-Smartphone Users Upgrade Game 2014 - 2019
  • Figure 69: Social Game Play Percent by Smartphone vs. Non-Smartphone & Handheld Device Users
  • Figure 70: DAU vs. WAU vs. MAU Percent among Total Gamer by Smartphone vs. Non-Smartphone & Handheld Device Users
  • Figure 71: Percent of Smartphone User vs. Non-Smartphone & Handheld Device user Recommend Mobile Game to Others
  • Figure 72: Gaming Time Spend by Percent of Smartphone vs. Non-Smartphone & Handheld Device User
  • Figure 73: Game Play Duration by Percent of Smartphone vs. Non-Smartphone & Handheld Device User
  • Figure 74: Percent of Mobile Time Spent (excluding voice call) Playing Mobile Game by Smartphone vs. Non-Smartphone & Handheld Device User
  • Figure 75: Percentage Increase vs. Decrease of Mobile Game Play in 2013 by Smartphone vs. Non-Smartphone & Handheld Device User
  • Figure 76: Factors contributing to Mobile Game Play Increase by Percent of Smartphone vs. Non-Smartphone & Handheld Device Users
  • Figure 77: Percent of Asia Digital Gamer Influenced from Different Sources
  • Figure 78: Percent of Different Mobile OS Gamer that Keep Games on Device
  • Figure 79: DAU Percent of Mobile Gamer by OS Platform
  • Figure 80: Average Hours in Month spend vs. Percent of Dedication by OS Platform on Mobile Gaming
  • Figure 81: Game Play Location by Percent of Mobile Gamer
  • Figure 82: Game Play Location in Home by Percent of Home Gamer
  • Figure 83: On-the Gaming Genre Interest by Percent of Mobile Phone vs. Other Portable Game Player
  • Figure 84: Popular Game Category or Genre by Percent of Mobile Gamer
  • Figure 85: Mobile Game Acquisition Method (Percent of Mobile Gamer) by OS Platform
  • Figure 86: Cross-Platform Game Play by Percent of Mobile Gamer 2014 - 2019
  • Figure 87: Game Genre Deployment Ratio by Percent of Asian Countries
  • Figure 88: Mobile Game Developer Revenue in Asia 2014 - 2019
  • Figure 89: Percent of Mobile Game Developer in Asia by Age Bracket
  • Figure 90: Percent of Asian Mobile Game Developer Time on Gaming Apps
  • Figure 91: Percent of Mobile Game Developer prefer OS Platform
  • Figure 92: Percent of Asia Game Developer prefer OS Platform for Mobile Game Distribution 2017 - 2019
  • Figure 93: Mobile Game Developer's Belief over Brand vs. Non-Brand Game for Success
  • Figure 94: Percent of Gaming Apps vs. Other Apps among Top 100 Grossing Apps in Asia
  • Figure 95: Percent of Gaming Apps vs. Other Apps generates Revenue 2014 - 2019
  • Figure 96: Percent of Mobile Phone User use Mobile Apps 2014 - 2019
  • Figure 97: Yearly Social Gaming ARPU in US $ by Top 6 Internet Companies / Social Gaming Portal
  • Figure 98: Percent of Mobile Apps User use Game vs. Other Apps
  • Figure 99: Percent of Mobile Apps User Spend on Gaming Apps vs. Other Apps
  • Figure 100: Average spending Per Year in US $ over Gaming Apps by OS Platform
  • Figure 101: Percent of Mobile Game by Standalone vs. MMG vs. Social vs. Location Based vs. Wearable Game 2014 - 2019
  • Figure 102: Percent of Mobile Handsets use GPS Feature in Asia 2014 - 2019
  • Figure 103: Percent Mobile Game would Use Local vs. Hyper Local vs. Gamification Feature in 2019
  • Figure 104: Percent of Mobile Game Users Recommend Mobile Game to Others by Different Features
  • Figure 105: Free vs. Paid Mobile Game Download Percent among Total Mobile in Asia 2014 - 2019
  • Figure 106: Free vs. Paid Game Title Percent among Total Mobile Game 2014 - 2019
  • Figure 107: Average Mobile Game Price in Asia among Total Mobile Game 2014 - 2019
  • Figure 108: Percent of Mobile Game Download by OTI vs. OTA vs. Peer-to-Peer 2014 - 2019
  • Figure 109: Percent of Mobile Game Distribution by OTI vs. OTA 2014 - 2019
  • Figure 110: Percent of Mobile Game Download by OS Platform 2014 - 2019
  • Figure 111: Number of Mobile Game Download Per Year by Individual Gamer 2014 - 2019
  • Figure 112: Profitable vs. Non-profitable Game Ratio among Total Grossing Mobile Games
  • Figure 113: Main Activities Listing in Mobile Gaming Ecosystem Structure
  • Figure 114: Mobile Game Publishing Framework for App store
  • Figure 115: Mobile Game Publishing Framework for SNS Portal
  • Figure 116: Economic Drivers of Mobile Gaming Ecosystem
  • Figure 117: Mobile Gaming Value Chain Framework
  • Figure 118: Revenue Sharing Percent across Mobile Gaming Value Chain
  • Figure 119: Mobile Game OTI vs. OTA Distribution
  • Figure 120: Cross Platform Distribution
  • Figure 121: Metrics to Connect Mobile Gamer
  • Figure 122: Conversion Funnel to Analyze Mobile Gamer
  • Figure 123: Life cycle of a Mobile game
  • Figure 124: KPI Framework including Direction to Manage Mobile Game Life Cycle
  • Figure 125: Steps to Develop Game Analytics Approach
  • Figure 126: Sample viral vs. retention metrics: what to focus?
  • Figure 127: Checklist to Develop Retention Metrics
  • Figure 128: Checklist to Measure Game Virility
  • Figure 129: Checklist for Managing Acquisition Metrics
  • Figure 130: Checklist for Business Monetization Metrics
  • Figure 131: Sample Custom Metrics for Actionable Insight
  • Figure 132: Sample Monitoring Metrics
  • Figure 133: F2P Mobile Social Game Design Framework
  • Figure 134: Framework to Identify the Psychology behind Fun
  • Figure 135: Game Developers Preference over Platforms in 2013
  • Figure 136: Developer Attitudes towards eCPM claims of App Marketing Agency 2013
  • Figure 137: Share of impression of Gaming Apps Marketing on 2012 vs. 2013
  • Figure 138: Result of Samsung's Angry Birds integrated Smart TV Promotion
  • Figure 139: Viral Marketing & Adverting Loop for Social Games
  • Figure 140: Best Viral Placement of Feeds Notifying Installation
  • Figure 141: Viral Feeds that can Increase Gamers Accomplishment
  • Figure 142: Viral Placement using Screenshot
  • Figure 143: Viral Placement in Direct Invitation
  • Figure 144: Mobile Social Gamer Engagement Percent during Day 1 - 11
  • Figure 145: Social Game: 7day + Engagement
  • Figure 146: The Presence of Monsters in Tourette's Quest
  • Figure 147: 5 Trendy Mobile Game Pricing Model in Asia
  • Figure 148: Framework to Deploy a Need Bragging Approach in Mobile Social Game
  • Figure 149: Key Business Benefits with Cross-platform Model
  • Figure 150: Nightclub City vs. Party Central Case
  • Figure 151: Retention Funnels to Monitor Game Performance
  • Figure 152: Objects in Criminal Case
  • Figure 153: Contribution for Children Education in WeTopia
  • Figure 154: Contribution for Animals in Joy Kingdom
  • Figure 155: Apps Category vs. Gaming Apps Usage 2013
  • Figure 156: Mobile Game vs. Non-Game Mobile App Revenue 2010 - 2013
  • Figure 157: Gaming Companies Spotted in the Market Fragmentation Chart
  • Figure 158: Communal Gameplay Trend 2013
  • Figure 159: Communal Game Revenue Trend 2013
  • Figure 160: Business Model Trend 2013 - 2016
  • Figure 161: Gaming Investment Trend in Sectors 2013
  • Figure 162: Selected Gaming Investment & Values 2013
  • Figure 163: Top Countries under Value vs. Volume Regions
  • Figure 164: Gaming Revenue Trend in Regions 2007 - 2016
  • Figure 165: Global Video Games Revnue Trend 2007 - 2016
  • Figure 166: Global Video Game Investment vs. M&A Volume (ex-IPOS) 2005 - 2013
  • Figure 167: Global Video Game Investment vs. M&A Volume (including-IPOs) 2005 - 2012
  • Figure 168: M&A Volume Trend in Gaming Sectors 2012
  • Figure 169: M&A Volume Trend in Gaming Sectors 2013
  • Figure 170: Selected M&A Deal Value 2013
  • Figure 171: Game Sector among Total Mobile VC Ecosystem Q1 2013
  • Figure 172: Mobile Game VC Investment 2010 - till Q3 2013
  • Figure 173: VC Investment in Social Gaming 2010 - till Q3 2013
  • Figure 174: Kickstarter Performance by Game Sector vs. Value Range 2012
  • Figure 175: Gaming Sectors in Consolidation and Investment Chart 2014 and Beyond
  • Figure 176: GTA Running Interface
  • Figure 177: Nike Sports Point
  • Figure 178: FitBit Lifestyle Marketing
  • Figure 179: Mixi Park with 3D avatar facility
  • Figure 180: Top 5 Free vs. Paid Downloaded Applications June 2013
  • Figure 181: Game on Zorpia group section
  • Figure 182: Games & Reward on Friendster
  • Figure 183: WE-LINK Mobile Social Game on Android
  • Figure 184: Accumulated Kakao Game Subscription
  • Figure 185: iOS App Store vs. Google Play App Downloads vs. Revenue in Q2 2013
  • Figure 186: Revenue growth of iOS vs. Google Play Q1 & 2, 2013
  • Figure 187: Google Play vs. iOS Revenue Proportion of Top 10 Countries
  • Figure 188: Top 5 countries by Download on iOS vs. Google Play
  • Figure 189: Top 5 countries by Revenue on iOS vs. Google Play
  • Figure 190: Top Five Categories by Download on iOS vs. Google Play
  • Figure 191: Top Five Categories by Revenue on iOS vs. Google Play
  • Figure 192: Top Ten Publishers on iOS vs. Google Play by Downloads
  • Figure 193: Top Ten Publishers on iOS vs. Google Play by Revenue
  • Figure 194: Top Ten Game Apps on iOS vs. Google Play by Downloads
  • Figure 195: Top Ten Game Apps on iOS vs. Google Play by Revenue
  • Figure 196: Top Five Revenue Generating Apps in iOS vs. Google Play
  • Figure 197: Top Five Paid Downloaded Apps in iOS vs. Google Play
  • Figure 198: Top Five Free Downloaded Apps in iOS vs. Google Play
  • Figure 199: Kamcord in-game Video Recorder and Social Sharing UI
  • Figure 200: In-game Recording & Sharing on Everyplay
  • Figure 201: BMW Ultimate Drive Apps: Mobile Social Gaming + Discount Promotion
  • Figure 202: Angry Birds Version to Play as Pig against Birds
  • Figure 203: Fruit Nina Frenzy Fruit Slicing
  • Figure 204: Om Nom Monster in Handy Candy update of Cut the Rope
  • Figure 205: Kompu Gacha Game Example
  • Figure 206: Colopula Territory Demo
  • Figure 207: Social Hostess Simulation on Mobage
  • Figure 208: One Million Winning Post of Horse Racing Social Games
  • Figure 209: Smurf Village Screenshot
  • Figure 210: Alchemy Genetics More Addtictive than Original Classic One
  • Figure 211: The Human Element -Future of LBS Mobile game
  • Figure 212: In-game Donation Opportunity for Brands and Gamers
  • Figure 213: Protein Puzzle and Social Ranking
  • Figure 214: Recycle - Redeem - Reward Quest
  • Figure 215: Literacy Game vs. Community Engagement
  • Figure 216: Money Flow in the Game
  • Figure 217: African Village Quest in the Game
  • Figure 218: Contribution for Children's Education in WeTopia
  • Figure 219: Contribution for Animals in Joy Kingdom

Tables

  • Table 1: Examples of Mobile Casual Game by iOS & Android
  • Table 2: Market Value by East Asia & Pacific, South East Asia, Middle East, Central Asia, and South Asia 2014 - 2019
  • Table 3: East Asia and Pacific (10 countries) Market Value 2014 - 2019
  • Table 4: South East Asia (10 countries) Market Value 2014 - 2019
  • Table 5: Middle East (17 countries) Market Value 2014 - 2019
  • Table 6: Central Asia Country wise (5 countries) Market Value 2014 - 2019
  • Table 7: South Asia (6 countries) Market Value 2014 - 2019
  • Table 8: Mobile Gamer by East Asia & Pacific, South East Asia, Middle East, Central Asia, and South Asia 2014 - 2019
  • Table 9: East Asia and Pacific (10 countries) Mobile Gamer 2014 - 2019
  • Table 10: South East Asia Country wise (10 countries) Mobile Gamer 2014 - 2019
  • Table 11: Middle East (17 countries) Mobile Gamer 2014 - 2019
  • Table 12: Central Asia (5 countries) Mobile Gamer 2014 - 2019
  • Table 13: South Asia (6 countries) Mobile Gamer 2014 - 2019
  • Table 14: Mobile Gamer by Game Category: Standalone vs. MMG vs. Mobile Social vs. Location vs. Wearable 2014 - 2019
  • Table 15: Mobile Gamer in million by Game Device: Featured Phone vs. Smartphone vs. Tablet vs. iPod vs. Connected Console vs. Wearable Device vs. Multiple Devices 2014 - 2019
  • Table 16: Mobile Gamer by Game-play Nature: Casual vs. Regular 2014 - 2019
  • Table 17: Mobile Gamer by Payment Pattern: Premium vs. Freemium vs. Micro Transaction vs. Free-to-play vs. Standalone Downloads 2014 - 2019
  • Table 18: Percent of Total Mobile Gamer Asia by OS Platform 2014 - 2019
  • Table 19: Mobile Gamer Asia by OS Platform 2014 - 2019
  • Table 20: Smartphone User vs. Non-Smartphone User by DAU vs. WAU vs. MAU
  • Table 21: Mobile Gamer Asia by Smartphone User vs. Non-Smartphone User DAU vs. WAU vs. MAU in mln 2014 - 2019
  • Table 22: Revenue (among total mobile gaming Asia revenue) by Consumer Spending vs. In-game Ad Funded 2014 - 2019
  • Table 23: Revenue in US $bln in Asia by Consumer Spending vs. In-game Ad Funded 2014 - 2019
  • Table 24: Revenue from Mobile Gaming End User in US $bln & Percentage of Total Revenue 2014 - 2019
  • Table 25: East Asia & Pacific Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 - 2019
  • Table 26: South East Asia Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 - 2019
  • Table 27: Middle East Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 - 2019
  • Table 28: Central Asia Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 - 2019
  • Table 29: South Asia Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 - 2019
  • Table 30: Mobile Gaming Asia ARPU & ARPPU in US $ 2014 - 2019
  • Table 31: Mobile Game Asia Revenue split among Ecosystem / Value chain Stakeholders by Percentage
  • Table 32: Mobile Gaming Ecosystem Stakeholder Revenue in US $bln 2014 - 2019
  • Table 33: East Asia & Pacific Stakeholder Revenue in US $mln 2014 - 2019
  • Table 34: South East Asia Stakeholder Revenue in US $mln 2014 - 2019
  • Table 35: Middle East Stakeholder Revenue in US $mln 2014 - 2019
  • Table 36: Central Asia Stakeholder Revenue in US $mln 2014 - 2019
  • Table 37: South Asia Stakeholder Revenue in US $mln 2014 - 2019
  • Table 38: Mobile Gaming Revenue by OS Platform in Asia in US $bln 2014 - 2019
  • Table 39: East Asia & Pacific Mobile Gaming Revenue by OS Platform in US $mln 2014 - 2019
  • Table 40: South East Asia Mobile Gaming Revenue by OS Platform in US $mln 2014 - 2019
  • Table 41: Middle East Mobile Gaming Revenue by OS Platform in US $mln 2014 - 2019
  • Table 42: Central Asia Mobile Gaming Revenue by OS Platform in US $mln 2014 - 2019
  • Table 43: South Asia Mobile Gaming Revenue by OS Platform in US $mln 2014 - 2019
  • Table 44: Mobile Gaming Asia Revenue by Standalone vs. MMG vs. Mobile Social vs. Mobile Location Based vs. Wearable Game in US $bln 2014 - 2019
  • Table 45: East Asia & Pacific Mobile Gaming Revenue by Standalone vs. MMG vs. Mobile Social vs. Mobile Location Based vs. Wearable Game in US $mln 2014 - 2019
  • Table 46: South East Asia Mobile Gaming Revenue by Standalone vs. MMG vs. Mobile Social vs. Mobile Location Based vs. Wearable Game in US $mln 2014 - 2019
  • Table 47: Middle East Mobile Gaming Revenue by Standalone vs. MMG vs. Mobile Social vs. Mobile Location Based vs. Wearable Game in US $mln 2014 - 2019
  • Table 48: Central Asia Mobile Gaming Revenue by Standalone vs. MMG vs. Mobile Social vs. Mobile Location Based vs. Wearable Game in US $mln 2014 - 2019
  • Table 49: South Asia Mobile Gaming Revenue by Standalone vs. MMG vs. Mobile Social vs. Mobile Location Based vs. Wearable Game in US $mln 2014 - 2019
  • Table 50: Mobile Gaming Asia Revenue by Premium, Freemium & Micro Transaction in US $bln 2014 - 2019
  • Table 51: East Asia & Pacific Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 - 2019
  • Table 52: South East Asia Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 - 2019
  • Table 53: Middle East Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 - 2019
  • Table 54: Central Asia Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 - 2019
  • Table 55: South Asia Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 - 2019
  • Table 56: Male vs. Female Asian Gamer in mln 2014 - 2019
  • Table 57: Male vs. Female Gamer by East Asia & Pacific, South East Asia, Middle East, Central Asia and South Asia in mln 2014 - 2019
  • Table 58: Percent of Total Asia Mobile Gamer by Age Bracket and Gender
  • Table 59: Mobile Gamer Asia in mln by Age bracket 2014 - 2019
  • Table 60: Male vs. Female Mobile Gamer in Asia in mln by Age Bracket 2014 - 2019
  • Table 61: East Asia & Pacific Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 - 2019
  • Table 62: South East Asia Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 - 2019
  • Table 63: Middle East Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 - 2019
  • Table 64: Central Asia Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 - 2019
  • Table 65: South Asia Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 - 2019
  • Table 66: Mobile Gamer Asia in mln by Income Bracket 2014 - 2019
  • Table 67: East Asia & Pacific Mobile Gamer in mln by Income Bracket 2014 - 2019
  • Table 68: South East Asia Mobile Gamer in mln by Income Bracket 2014 - 2019
  • Table 69: Middle East Mobile Gamer in mln by Income Bracket 2014 - 2019
  • Table 70: Central Asia Mobile Gamer in mln by Income Bracket 2014 - 2019
  • Table 71: South Asia Mobile Gamer in mln by Income Bracket 2014 - 2019
  • Table 72: Percentage of Mobile Social Gamer and Traditional Gamer by Age Bracket
  • Table 73: Mobile Social Gamer in Asia by Age Bracket in mln 2014 - 2019
  • Table 74: Casual Gamer in Asia by Male vs. Female in mln and Percent among Casual Gamer 2014 - 2019
  • Table 75: Percent of Time Spending among Total Gaming Time vs. Percent of Revenue Generation in Asia by Age Bracket
  • Table 76: Mobile Gaming Asia Revenue in US $bln by Age Bracket 2014 - 2019
  • Table 77: East Asia & Pacific Revenue in US $bln by Age Bracket 2014 - 2019
  • Table 78: South East Asia Revenue in US $bln by Age Bracket 2014 - 2019
  • Table 79: Middle East Revenue in US $bln by Age Bracket 2014 - 2019
  • Table 80: Central Asia Revenue in US $bln by Age Bracket 2014 - 2019
  • Table 81: South Asia Revenue in US $bln by Age Bracket 2014 - 2019
  • Table 82: Mobile Game Genre Preference List by Male vs. Female in Asia
  • Table 83: Benefits of Mobile Game Play by Percent of Smartphone Users vs. Non-Smartphone & Handheld Device Users
  • Table 84: East Asia & Pacific Country Wise Game Genre Deployment
  • Table 85: South East Asia Country Wise Game Genre Deployment
  • Table 86: Middle East Country Wise Game Genre Deployment
  • Table 87: Central Asia Country Wise Game Genre Deployment
  • Table 88: South Asia Country Wise Game Genre Deployment
  • Table 89: Google Play vs. Apple Store Distribution
  • Table 90: Factors to Consider Monetizing Brand
  • Table 91: Mobile Gaming Power User vs. Session Length 2012 vs. 2013
  • Table 92: Key Considerable Mobile Gaming Strategies
  • Table 93: Revenue Sources vs. Cost Items Affecting Business Model
  • Table 94: Market Challenges & Potential Solutions under Micro Transaction Model
  • Table 95: Parameters to Balance Need Bragging Approach
  • Table 96: Cost vs. Revenue for Successful Single vs. Series of Mobile Social Games
  • Table 97: Unique Natures of Value vs. Volume Markets
  • Table 98: Selected Gaming Consolidation 2013
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