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Mobile Gaming Asia: Market and Forecast Analysis, 2nd Edition

Abstract

Overview:

Mobile gaming is a key value-added service (VAS) application in the Asian market where growth is expect at 19.8% CAGR to 2017 reaching at total of USD $17.4 billion.

Mobile Gaming Asia: Market and Forecast Analysis, Second 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 companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and mobile network operator.

The report provides 2012 - 2017 market value projections for Asia-Pacific (APAC), Southeast Asia (SEA), Central Asia (CEA), South Asia (SEA), and the Middle East (ME) regions. This includes projections for each region for Standalone vs. MMG vs. Social vs. Location Gamer and Micro Transaction Player gaming.

Additional country-specific market analysis includes:

  • Analysis of mobile gaming success factors in Japan and South Korea
  • Mobile game piracy and virtual currency scamming analysis for China and Russia

The research also addresses various demand drivers/factors including: Asian mobile gaming demographic analysis, Asian mobile gamers game-play behavior, game-play preference and projection analysis. Additionally, the report provides a comparative analysis of Asian mobile gaming demography/preferences including: Male vs. Female, Casual vs. Core, "Freemium" vs. Premium, Social vs. Traditional, Tablet vs. Mobile, Smartphone vs. Web Enabled vs. Standard Phone, Regular vs. Irregular, Time and Money Spending dynamics.

Our 2012 Edition of Mobile Gaming Asia: Market and Forecast Analysis further expands upon the first edition to add the following:

  • Key opinions from C-level executives
  • Analysis of 61 Asian network operators
  • Mobile gaming prospect analysis for 27 countries
  • Analysis of 27 Asia based mobile game developer/publishers
  • Cases studies focusing of 11 Asian mobile gaming market launches
  • Current market data and projection analysis with accompanying charts

Key Findings:

  • MMG games will be the highest share by 34% of total Mobile Games in Asia by 2017
  • 60% mobile games in Asia will be hyper localized and 80% mobile games will be free to download
  • Across the mobile gaming ecosystem, spending on virtual economy/in-game transactions increase from current 20% to 52% level by 2017
  • The Asian mobile gaming market is expected to grow by 19.8% CAGR through 2017 reaching USD $17.4 billion representing 50% of total global value
  • Among the five regions studied (Asia-Pacific, Southeast Asia, Central Asia, South Asia), and the Middle East), South Asia, APAC will be top market value player
  • Among 48 countries, Japan will be hold top position reaching USD $5 billion market cap by 2017 but Bahrain will have the highest CAGR growth by 81.14%

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

Table of Contents

1.0 EXECUTIVE SUMMARY

2.0 MOBILE GAMING ASIAN MARKET OUTLOOK

  • 2.1 HISTORICAL ANALYSIS OF MARKET BACKGROUND
    • 2.1.1 EARLY AGE, CANDY CAR STYLE HANDSET AND SNAKE GAME
    • 2.1.2 ADVENT OF WAP, J2ME, BREW AND N-GAGE GAMING
    • 2.1.3 GAMING OPTIMIZED PHONE AND APPSTORE REVOLUTION
    • 2.1.4 OPEN SOURCE PLATFORM, FREE-TO-PLAY/FREEMIUM GAME
    • 2.1.5 3G/LTE/4G DATA NETWORK, 3D API INTEGRATION, VIDEO, MMG, SOCIAL, CASUAL & LOCATION BASED MOBILE GAMING 2.2 GENERAL LIMITATIONS OF ASIAN MOBILE GAMING MARKET
  • 2.3 POPULAR MOBILE GAMES IN ASIA
    • 2.3.1 10 POPULAR IPHONE/IPAD GAMES IN ASIA
    • 2.3.2 10 POPULAR ANDROID GAMES IN ASIA

3.0 STRATEGIC IMPACT ANALYSIS OF MOBILE GAMING ASIAN MARKET FORCES / TREND

4.0 MOBILE GAME DEVELOPMENT TECHNOLOGY PLATFORM: ASIAN PERSPECTIVE

  • 4.1 MAJOR DEVELOPMENT OS
    • 4.1.1 ANDROID
    • 4.1.2 IOS
    • 4.1.3 SYMBIAN
    • 4.1.4 BLACKBERRY OS
    • 4.1.5 BADA
    • 4.1.6 DOJA
    • 4.1.7 J2ME
    • 4.1.8 WINDOWS PHONE
  • 4.2 FUTURE TECHNOLOGY PLATFORM
    • 4.2.1 BOOT 2 GECKO (B2G)
    • 4.2.2 BLACKBERRY 10 39
    • 4.2.3 ALIYUN OS FROM ALIBABA/ALICLOUD (CLOUD BASED)
    • 4.2.4 TIZEN FROM LINUX
    • 4.2.5 MELTEMI FROM NOKIA
    • 4.2.6 HTML5 AND CLOUD

5.0 MMG & SOCIAL GAMING FUNCTIONALITY DRIVERS IN ASIA

  • 5.1 BLUETOOTH
  • 5.2 GPRS
  • 5.3 3G
  • 5.4 MOBILE WI-FI
  • 5.5 ARTIFICIAL INTELLIGENCE (AI)
  • 5.6 3D
  • 5.7 4G
  • 5.8 MOBILE CLOUD 44
  • 5.9 HTML5 - MOBILE WEB'S FUTURE
  • 5.10 MOBILE SOCNET

6.0 MOST POPULAR GAME GENRE IN ASIA

  • 6.1 ARCADE-STYLE GAME
  • 6.2 ACTION/ADVENTURE GAME
  • 6.3 SPORTS GAME
  • 6.4 RACING GAME
  • 6.5 STRATEGY/PUZZLE GAME
  • 6.6 MOVIE GAMES
  • 6.7 CASINO GAMES
  • 6.8 BOARD GAMES
  • 6.9 SIMULATION GAMES
  • 6.10 MOTION DETECTION GAMES

7.0 KEY MOBILE GAMING MARKET GROWTH DRIVER ANALYSIS OF ASIAN MARKET

  • 7.1 MMG (MULTIPLAYER MOBILE GAMING)
  • 7.2 MOBILE SOCIAL GAMING AND MOBILE SOCNET USER
  • 7.3 MLBG (MOBILE LOCATION BASED GAMING)
  • 7.4 MOBILE VIDEO GAMING
  • 7.5 MOBILE CLOUD GAMING
  • 7.6 MOBILE CASUAL GAMING
  • 7.7 FREE-TO-PLAY DISTRIBUTION
  • 7.8 CONNECTING CONSOLE WITH MOBILE CLOUD: IMPACT ON MOBILE GAMING
  • 7.9 MOBILE CASINO GAMING & GAMBLING
  • 7.10 MOBILE APPS AND IN-GAME MARKETING
  • 7.11 IN-GAME PURCHASE AND MICRO-TRANSACTION OF VIRTUAL GOODS
  • 7.12 VIRTUAL GO-TO COMMUNITY
  • 7.13 GAMIFICATION GAMES
  • 7.14 CROSS-PLATFORM GAME PUBLISHING

8.0 MOBILE GAMING METRICS AND ECO SYSTEM ACTIVITY

  • 8.1 MOBILE GAMING ECO-SYSTEM: STRUCTURE & MAIN ACTIVITIES
  • 8.2 APPSTORE ECOSYSTEM
  • 8.3 MOBILE GAMING METRICS: CONNECTING CONSUMERS WITH GAME
  • 8.4 CONVERSION FUNNEL OF ANALYZING MOBILE GAMER

9.0 MOBILE GAMING VALUE CHAIN DYNAMICS IN ASIA

  • 9.1 VALUE CHAIN
  • 9.2 VALUE CHAIN PARTNERSHIP ANALYSIS
  • 9.3 REVENUE SHARING ACROSS VALUE CHAIN
  • 9.4 ECONOMIC DRIVER IN VALUE CHAIN

10.0 MOBILE GAMING DISTRIBUTION MODEL IN ASIA

  • 10.1 GAME DISTRIBUTION PLATFORM IN MOBILE, TABLET OR HANDHELD DEVICE
  • 10.2 CROSS-PLATFORM GAME DISTRIBUTION MODEL 81
  • 10.3 DISTRIBUTION FRAGMENTATION OTA VS. OTI (APPSTORE, SNS & BROWSER BASED)
  • 10.4 GOOGLE PLAY VS. APPLE STORE DISTRIBUTION MODEL 82
  • 10.5 MAJOR CHALLENGES IN FRAGMENTED DISTRIBUTION: BILLING VS. COST VS. MARKETING VS. CROSS CHANNEL
  • 10.6 CONSUMER BEHAVIOR AND OTI VS. OTA TREND

11.0 MOBILE GAMING BUSINESS MODEL IN ASIA

  • 11.1 11 KEY MOBILE GAMING BUSINESS STRATEGIES
  • 11.2 26 BUSINESS MODELS
  • 11.3 2012 TRENDY BUSINESS MODEL IN ASIA
  • 11.4 KEY REVENUE SOURCES & COST ITEM AFFECTING BUSINESS MODEL
  • 11.5 6 KEY SUCCESS POINTS OF CROSS-PLATFORM MODEL
  • 11.6 KEY BENEFITS OF CROSS-PLATFORM MODEL
  • 11.7 MONETIZING MICRO TRANSACTION IN F2P MODEL: CREATING A NEED APPROACH IS KEY
  • 11.8 GAME BALANCING METHOD IN MICRO TRANSACTION MODEL
  • 11.9 POTENTIAL RISK AND SOLUTION IN F2P VIRTUAL ECONOMY

12.0 MOBILE GAMING PRICING MODEL IN ASIA

  • 12.1 5 KEY TREND IN PRICING MODEL
  • 12.2 FACTORS THAT AFFECT PRICING DECISION: ARPU VS. AVERAGE GAME PRICE VS. AVERAGE GAMERS DOWNLOAD & PAY

13.0 MOBILE GAMING LIFECYCLE AND ANALYTICS METRICS

  • 13.1 PRODUCT LIFE CYCLE OF MOBILE GAME: ADOPTION OF MOORE'S LIFECYCLE MODEL
  • 13.2 MOBILE GAME ANALYTICS APPROACH
  • 13.3 VIRAL VS. RETENTION GAME: CONCEPTUAL FRAMEWORK FOR RETENTION FIRST
  • 13.4 GAME LIFECYCLE KPI FRAMEWORK
  • 13.5 CHECKLIST OF RETENTION/ENGAGEMENT METRICS
  • 13.6 CHECKLIST OF ACQUISITION METRICS
  • 13.7 CHECKLIST OF VIRALITY METRICS
  • 13.8 CHECKLIST OF MONETIZATION METRICS
  • 13.9 CUSTOM METRICS TO DERIVE ACTIONABLE INSIGHT

14.0 SMARTPHONE PENETRATION IN ASIA AND MOBILE GAMING

15.0 CONCEPTUAL DIAGRAM OF MOBILE GAME DESIGN PROCESS VS. ASIAN OUTSOURCE OPPORTUNITY

16.0 MOBILE GAMING ASIA: MARKET ANALYSIS & FORECAST 2012-2017

  • 16.1 MARKET VALUE PROJECTION ASIA
    • 16.1.1 ASIA VS. GLOBAL MARKET SHARE % 2012 - 2017
    • 16.1.2 ASIA MARKET VALUE IN $ 2012 - 2017
    • 16.1.3 APAC VS. SEA VS. CEA VS. ME VS. SA MARKET VALUE SHARE IN % 2012-2017
    • 16.1.4 2012 VS. 2017 MARKET VALUE SHARE TREND: APAC VS. SEA VS. ME VS. CEA VS. SA
    • 16.1.5 APAC VS. SEA VS. CEA VS. ME VS. SA MARKET VALUE IN $ 2012-2017
    • 16.1.6 APAC: 10 COUNTRY-WISE MARKET VALUE 2012 - 2017
    • 16.1.7 SEA: 10 COUNTRY-WISE MARKET VALUE 2012 - 2017
    • 16.1.8 ME: 17 COUNTRY-WISE MARKET VALUE 2012 - 2017
    • 16.1.9 CEA: 5 COUNTRY-WISE MARKET VALUE 2012 - 2017
    • 16.1.10 SA COUNTRY-WISE MARKET VALUE 2012 - 2017
  • 16.2 REVENUE SOURCES ACROSS ASIA ECOSYSTEM
    • 16.2.1 ECOSYSTEM REVENUE % IN ASIA 2012 - 2017
    • 16.2.2 ECOSYSTEM REVENUE SOURCE $ IN ASIA 2012-2017
    • 16.2.3 CONSUMER SPENDING VS. AD FUNDED REVENUE 2012-2017
    • 16.2.4 VIRTUAL ECONOMY VS. AD FUNDED REVENUE 2012-2017
    • 16.2.5 TOTAL MOBILE ADVERTISING REVENUE VS. IN-GAME AD FUNDED REVENUE COMPARISON
    • 16.2.6 IN-GAME PURCHASE REVENUE SHARE IN IN-APP TRANSACTION ECOSYSTEM 2012-2017
    • 16.2.7 APAC ECOSYSTEM REVENUE SOURCE 2012-2017
    • 16.2.8 SEA ECOSYSTEM REVENUE SOURCE 2012-2017
    • 16.2.9 ME ECOSYSTEM REVENUE SOURCE 2012-2017
    • 16.2.10 CEA ECOSYSTEM REVENUE SOURCE 2012-2017
    • 16.2.11 SA ECOSYSTEM REVENUE SOURCE 2012-2017
    • 16.2.12 MOBILE GAME ARPU IN ASIA 2012-2017
  • 16.3 REVENUE SHARE AMONG STAKEHOLDERS ACROSS ASIA VALUE CHAIN
    • 16.3.1 REVENUE SHARE % AMONG VALUE CHAIN STAKEHOLDERS
    • 16.3.2 REVENUE IN $ AMONG VALUE CHAIN STAKEHOLDERS 2012-2017
    • 16.3.3 APAC STAKEHOLDER REVENUE 2012-2017
    • 16.3.4 SEA STAKEHOLDER REVENUE 2012-2017
    • 16.3.5 ME STAKEHOLDER REVENUE 2012-2017
    • 16.3.6 CEA STAKEHOLDER REVENUE 2012-2017
    • 16.3.7 SA STAKEHOLDER REVENUE 2012-2017
  • 16.4 OS PLATFORM, GAME CATEGORY & BUSINESS MODEL WISE MARKET & REVENUE SHARE IN ASIA
    • 16.4.1 OS MARKET SHARE VS. ANNUAL GROWTH IN TERMS OF GAME TITLE IN ASIA 2012
    • 16.4.2 STANDALONE VS. MMG VS. SOCIAL VS. MLBG MARKET SHARE 2012- 2017
    • 16.4.3 STANDALONE VS. MMG VS. SOCIAL VS. MLBG REVENUE IN $ 2012- 2017
    • 16.4.4 APAC STANDALONE VS. MMG VS. SOCIAL VS. MLBG REVENUE 2012-2017
    • 16.4.5 SEA STANDALONE VS. MMG VS. SOCIAL VS. MLBG REVENUE 2012-2017
    • 16.4.6 ME STANDALONE VS. MMG VS. SOCIAL VS. MLBG REVENUE 2012-2017
    • 16.4.7 CEA STANDALONE VS. MMG VS. SOCIAL VS. MLBG REVENUE 2012-2017
    • 16.4.8 SA STANDALONE VS. MMG VS. SOCIAL VS. MLBG REVENUE 2012-2017
    • 16.4.9 FREE-TO-PLAY VS. FREEMIUM VS. PAY-PER-DOWNLOAD REVENUE GENERATION 2012-2017
    • 16.4.10 REVENUE FROM PREMIUM VS. FREEMIUM GAME TITLE 2012-2017
    • 16.4.11 ANDROID VS. IPHONE/IPOD VS. IPAD APPSTORE REVENUE GENERATION RATIO COMPARISON 2012
    • 16.4.12 PROFITABLE VS. NON-PROFITABLE GAME AMONG TOTAL GAMES 2012
  • 16.5 MOBILE GAME GENRE DEPLOYMENT IN ASIA
    • 16.5.1 GENRE DEPLOYMENT RATIO (% AMONG TOTAL ASIAN COUNTRIES) 2012
    • 16.5.2 APAC COUNTRY-WISE GENRE DEPLOYMENT
    • 16.5.3 SEA COUNTRY-WISE GENRE DEPLOYMENT
    • 16.5.4 ME COUNTRY-WISE GENRE DEPLOYMENT
    • 16.5.5 CEA COUNTRY-WISE GENRE DEPLOYMENT
    • 16.5.6 SA COUNTRY-WISE GENRE DEPLOYMENT
  • 16.6 MOBILE GAME DEVELOPER REVENUE & PREFERENCE IN ASIA
    • 16.6.1 ASIA VS. GLOBAL MOBILE GAME DEVELOPER REVENUE 2012-2017
    • 16.6.2 MOBILE GAME DEVELOPER REVENUE IN ASIA 2012-2017
    • 16.6.3 MOBILE GAME DEVELOPERS DEMOGRAPHY BY AGE
    • 16.6.4 DAY-TIME CONSUMPTION ON WRITING MOBILE GAME APPS
    • 16.6.5 GAME DEVELOPERS DEMOGRAPHY BY SINGE VS. MULTIPLE OS PLATFORM PREFERENCE
    • 16.6.6 DEVELOPERS PREFERENCE OVER DISTRIBUTION PLATFORM
    • 16.6.7 DEVELOPERS' BELIEF OVER BRAND GAME FOR SUCCESS OF A GAME
    • 16.6.8 TOP 23 ASIAN MOBILE GAMING DEVELOPER/PUBLISHER REVENUE VS. % CONTRIBUTION OF MOBILE GAMING 2011
  • 16.7 MOBILE GAMER PROJECTION IN ASIA
    • 16.7.1 MOBILE VS. ONLINE GAMER % IN ASIA 2012-2017
    • 16.7.2 MOBILE GAMER NUMBER IN ASIA 2012-2017
    • 16.7.3 APAC VS. SEA VS. ME VS. CEA VS. SA GAMER % AMONG TOTAL ASIAN MOBILE GAMER 2012
    • 16.7.4 APAC MOBILE GAMER NUMBER 2012-2017
    • 16.7.5 SEA MOBILE GAMER NUMBER 2012-2017
    • 16.7.6 ME MOBILE GAMER NUMBER 2012-2017
    • 16.7.7 CEA MOBILE GAMER NUMBER 2012-2017
    • 16.7.8 SA MOBILE GAMER NUMBER 2012-2017
    • 16.7.9 STANDALONE VS. MMG VS. SOCIAL VS. LOCATION GAMER % 2012-2017
    • 16.7.10 STANDALONE VS. MMG VS. SOCIAL VS. LOCATION GAMER NUMBER 2012-2017
    • 16.7.11 MICRO TRANSACTION PLAYER AMONG MOBILE GAMER 2012-2017
    • 16.7.12 NUMBER OF MOBILE GAMER BY DEVICE USED 2012-2017
  • 16.8 MOBILE GAMER DEMOGRAPHY ANALYSIS IN ASIA
    • 16.8.1 MALE VS. FEMALE MOBILE GAMER % IN ASIA 2012
    • 16.8.2 MOBILE GAMER % BY AGE VS. GENDER IN ASIA 2012
    • 16.8.3 AVERAGE MOBILE GAMERS AGE: MALE VS. FEMALE IN ASIA 2012
    • 16.8.4 INCOME BRACKET CLASSIFICATION (PER YEAR INCOME VS. % OF MOBILE GAMER) IN ASIA 2012
    • 16.8.5 MOBILE SOCIAL VS. TRADITIONAL GAMER % BY AGE BRACKET 2012
    • 16.8.6 AVERAGE AGE OF MOBILE SOCIAL VS. TRADITIONAL GAMER 2012
    • 16.8.7 MOBILE SOCIAL GAMER %: MALE VS. FEMALE
    • 16.8.8 CASUAL VS. CORE GAMER % 2012 -2017
    • 16.8.9 MALE VS. FEMALE % AMONG CASUAL GAMER
    • 16.8.10 FREEMIUM GAME: TIME VS. MONEY SPEND % BY AGE GROUP
    • 16.8.11 SMARTPHONE VS. STANDARD VS. WEB ENABLED PHONE USERS IN ASIA 2012-2017
    • 16.8.12 PREFERRED GAMING DEVICE OF GAMERS BY AGE GROUP WHO PLAY AT LEAST ONCE IN A MONTH
    • 16.8.13 GAMING ON TABLET (% PLAY GAME AT LEAST ONE HOUR IN A MONTH) IN ASIA
    • 16.8.14 REGULAR VS. NON-REGULAR MOBILE GAMER % AMONG MOBILE GAMER
  • 16.9 MOBILE GAMERS' GAME-PLAY BEHAVIOR ANALYSIS & PROJECTION IN ASIA
    • 16.9.1 MOBILE GAMERS PREFERENCE OVER OS PLATFORM FOR GAMING IN ASIA
    • 16.9.2 MALE VS. FEMALE PER YEAR AVERAGE EXPENDITURE ON VIRTUAL GOODS
    • 16.9.3 REAL WORLD MONEY EXPENDITURE ON VIRTUAL GOODS: % OF MOBILE GAMER
    • 16.9.4 % OF GAMER WHO SPEND ON VIRTUAL GOODS AMONG TOTAL GAMER
    • 16.9.5 EXPENDITURE PATTERN ON VIRTUAL GOOD ITEM'S CATEGORY
    • 16.9.6 % OF GAMER PLAYED MOBILE GAME AT LEAST ONCE IN LIFETIME
    • 16.9.7 SMARTPHONE VS. NON-SMARTPHONE OWNERS AVERAGE NUMBER OF GAME PURCHASE PER YEAR
    • 16.9.8 SMARTPHONE VS. NON-SMARTPHONE OWNERS AVERAGE SPENDING ON MOBILE GAME IN A YEAR
    • 16.9.9 MALE VS. FEMALE MOBILE GAME GENRE PREFERENCE LIST
    • 16.9.10 GAME PURCHASE AND PLAN TO PURCHASE % BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER 2012-2017
    • 16.9.11 FREEMIUM GAMER: UPGRADE FREE TO PAID VERSION 2012-2017
    • 16.9.12 CONTENT PURCHASE (POWER-UP, NEW LEVEL/MODES) % BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER 2012-2017
    • 16.9.13 $6+ AMOUNT SPENT & PLAN TO SPEND ON MOBILE GAME 2012-2017
    • 16.9.14 DAU VS. WAU VS. MAU GAME-PLAY % BY SMARTPHONE VS. HANDHELD DEVICES 2012
    • 16.9.15 WAU % BY GAME-PLAY HOURS BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER
    • 16.9.16 LENGTH OF GAME-PLAY DURATION BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER
    • 16.9.17 % OF MOBILE TIME SPEND ON PLAYING MOBILE GAMES (EXCLUDING CALL TIME) BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER
    • 16.9.18 % CHANGE IN MOBILE GAME PLAY ACTIVITY OVER LAST YEAR BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER
    • 16.9.19 FACTOR INFLUENCING % ON INCREASING MOBILE GAME-PLAY
    • 16.9.20 BENEFIT EXPERIENCED % FROM PLAYING GAMES ON MOBILE PHONE
    • 16.9.21 SOCIAL GAME-PLAY % ON MOBILE PHONE BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER
    • 16.9.22 DAU VS. WAU VS. MAU % OF SOCIAL GAME PLAY ON MOBILE PHONE BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER
    • 16.9.23 NEW GAME MARKETING: HOW MOBILE GAMER GET INFLUENCE BY OPINION LEADER
    • 16.9.24 RECOMMENDATION OF MOBILE GAME TO OTHER BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER %
    • 16.9.25 % OF GAMER BY OS PLATFORM KEEP GAMES ON MOBILE
    • 16.9.26 DAU GAME-PLAY % BY OS PLATFORM GAMER
    • 16.9.27 % OF DEVICE USE BY MOBILE GAMER FOR GAMING
    • 16.9.28 AVERAGE TIME-SPEND BY OS PLATFORM ON MOBILE GAMING: HOURS IN MONTH VS. % DEDICATION
    • 16.9.29 MOBILE GAME-PLAY LOCATION BY GAMER %
    • 16.9.30 % OF HOME GAMERS GAME-PLAY LOCATION
    • 16.9.31 MOBILE PHONE VS. PORTABLE GAMERS ON-THE-GO GAMING INTEREST BY GENRE
    • 16.9.32 POPULAR GAME CATEGORY/GENRE % PLAYED BY MOBILE GAMER
    • 16.9.33 GAME ACQUISITION METHOD OF GAMER % BY OS PLATFORM
    • 16.9.34 IN-GAME TRANSACTION SIZE VS. REVENUE GENERATE % BY EXPENDITURE PATTERN
    • 16.9.35 % OF CONSUMERS PLAYED GAMES ON CROSS-PLATFORM (CONSOLE, MOBILE & COMPUTER) 2012-2017
  • 16.10 MOBILE GAMING APPS BEHAVIOR IN ASIA
    • 16.10.1 GAMING VS. OTHER APPS % AMONG TOP 100 GROSSING APPS
    • 16.10.2 REVENUE GENERATE % FROM GAMING APPS VS. OTHER APPS 2012-2017
    • 16.10.3 % OF CELL-PHONE USER USE MOBILE APPS 2012 - 2017
    • 16.10.4 ARPU PER YEAR FROM SOCIAL GAME APPS CATEGORY (IPHONE & ANDROID)
    • 16.10.5 GAME VS. OTHER APPS USAGE BY % OF TOTAL MOBILE APPS USER
    • 16.10.6 MOBILE GAMERS SPENDING WILLINGNESS OVER APPS: GAME VS. OTHER APPS
    • 16.10.7 AVERAGE SPENDING ON GAMING APPS BY OS PLATFORM
    • 16.10.8 ASIAN GAMER WHO DOWNLOAD GAMING APPS 2011-2017
  • 16.11 MOBILE GAME TREND & PROJECTION IN ASIA
    • 16.11.1 STANDALONE VS. MMG VS. SOCIAL VS. MLBG TREND (% OF TOTAL GAME) 2012- 2017
    • 16.11.2 CASUAL VS. CORE MOBILE GAME % IN ASIA 2012 -2017
    • 16.11.3 GPS ADOPTION PREDICTION OF HANDHELD DEVICES FOR LOCATION BASED GAMING 2012-2017
    • 16.11.4 LOCAL VS. HYPER LOCAL VS. GAMIFICATION ADOPTION (% OF MOBILE GAME) 2017
    • 16.11.5 GAME CHARACTERISTICS INFLUENCING TO RECOMMEND MOBILE GAME TO OTHERS BY SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER %
    • 16.11.6 FREE VS. PAID MOBILE GAME BY DOWNLOAD % 2012-2017
    • 16.11.7 FREE VS. PAID MOBILE GAME BY TITLE % IN ASIA 2012-2017
    • 16.11.8 AVERAGE MOBILE GAME PRICE VS. % OF MOBILE GAME IN ASIA 2012-2017
    • 16.11.9 OTI VS. OTA VS. OTHER MOBILE GAME DOWNLOAD % 2012-2017
    • 16.11.10 OTI VS. OTA MOBILE GAME DISTRIBUTION PROJECTION IN ASIA 2012-2017
    • 16.11.11 MOBILE GAME DOWNLOAD VOLUME BY OS PLATFORM IN ASIA 2012-2017
    • 16.11.12 AVERAGE GAME DOWNLOAD BY INDIVIDUAL MOBILE GAMER 2012-2017

17.0 COUNTRY ANALYSIS

  • 17.1 JAPAN
  • 17.2 CHINA
  • 17.3 SOUTH KOREA
  • 17.4 INDIA
  • 17.5 AUSTRALIA
  • 17.6 RUSSIA
  • 17.7 NEW ZEALAND
  • 17.8 HONG KONG
  • 17.9 TAIWAN
  • 17.10 INDONESIA
  • 17.11 THAILAND
  • 17.12 PHILIPPINES
  • 17.13 MALAYSIA
  • 17.14 SINGAPORE
  • 17.15 VIETNAM
  • 17.16 BRUNEI
  • 17.17 TURKEY
  • 17.18 UAE
  • 17.19 SAUDI ARABIA
  • 17.20 ISRAEL
  • 17.21 EGYPT
  • 17.22 KAZAKHSTAN
  • 17.23 KYRGYZSTAN
  • 17.24 TAJIKISTAN
  • 17.25 BANGLADESH
  • 17.26 SRI LANKA
  • 17.27 PAKISTAN

18.0 ASIAN MOBILE GAME DEVELOPER/PUBLISHER ANALYSIS

  • 18.1 FIREMINT: AUSTRALIA BASED
  • 18.2 HALFBRICK: AUSTRALIA BASED
  • 18.3 CAPCOM: JAPAN BASED
  • 18.4 EA MOBILE: JAPAN BASED
  • 18.5 NAMCO BANDAI: JAPAN BASED
  • 18.6 GAMEVIL: S.KOREA BASED
  • 18.7 COM2US: S.KOREA BASED
  • 18.8 ZEPTOLAB: RUSSIA BASED
  • 18.9 SQUARE ENIX: JAPAN BASED
  • 18.10 GAMEPROM: RUSSIA BASED
  • 18.11 KAIROSOFT: JAPAN BASED
  • 18.12 KONAMI: JAPAN BASED
  • 18.13 DISNEY MOBILE: JAPAN BASED
  • 18.14 GREE: JAPAN BASED
  • 18.15 DENA: JAPAN BASED
  • 18.16 TENCENT: CHINA BASED
  • 18.17 MIG33: CHINA BASED
  • 18.18 SINA WEIBO: CHINA BASED
  • 18.19 PAPAYA MOBILE: CHINA BASED
  • 18.20 TMG: SINGAPORE & INDONESIA BASED
  • 18.21 IBIBO: INDIA BASED
  • 18.22 INIDAGAMES: INDIA BASED
  • 18.23 GAMES2WIN: INDIA BASED
  • 18.24 HUNGAMA: INDIA BASED
  • 18.25 NAZARA: INDIA BASED
  • 18.26 ANINO MOBILE: PHILIPPINES BASED
  • 18.27 GAMEBRAINS: MALAYSIA BASED

19.0 GOOGLE VS. FACEBOOK: EMERGING MOBILE GAMING PLATFORM TREND

  • 19.1 "GOOGLE GAMES" - UNIFIED GAMING PLATFORM TREND 2013
  • 19.2 FACEBOOK'S MOBILE-PLUS-OPEN-GRAPH COMBINATION: W3C MOBILE WEB PLATFORM CORE COMMUNITY GROUP

20.0 NETWORK OPERATOR ANALYSIS

  • 20.1 NTT DOCOMO - JAPAN
  • 20.2 KDDI AU - JAPAN
  • 20.3 CHINA MOBILE - CHINA
  • 20.4 CHINA UNICOM - CHINA
  • 20.5 CHINA TELECOM - CHINA
  • 20.6 AIRTEL (BHARTI) - INDIA
  • 20.7 RELIANCE COMMUNICATIONS - INDIA
  • 20.8 VODAPHONE ESSAR - INDIA
  • 20.9 IDEA/SPICE - INDIA
  • 20.10 SK TELECOM - SOUTH KOREA
  • 20.11 TELSTRA MOBILE - AUSTRALIA
  • 20.12 OPTUS MOBILE - AUSTRALIA
  • 20.13 VODAPHONE - NEW ZEALAND
  • 20.14 MTS - RUSSIA
  • 20.15 MEGAFON - RUSSIA
  • 20.16 BEELINE - RUSSIA
  • 20.17 CHUNGHWA TELECOM - TAIWAN
  • 20.18 3 - HONGKONG & MACAU
  • 20.19 MOBICOM - MONGOLIA
  • 20.20 TELKOMSEL - INDONESIA
  • 20.21 INDOSAT - INDONESIA
  • 20.22 VIETTEL - VIETNAM
  • 20.23 MOBIFONE - VIETNAM
  • 20.24 SMART COMMUNICATIONS - PHILIPPINE
  • 20.25 GLOBE TELECOM - PHILIPPINE
  • 20.26 MAXIS - MALAYSIA
  • 20.27 SINGTEL MOBILE - SINGAPORE
  • 20.28 AIS - THAILAND
  • 20.29 DTAC - THAILAND
  • 20.30 DSTCOM - BRUNEI
  • 20.31 MPT - BURMA
  • 20.32 LAO-TELECOM - LAOS
  • 20.33 METFONE - CAMBODIA
  • 20.34 TURKCELL - TURKEY
  • 20.35 MOBILE TELECOMMUNICATION COMPANY OF IRAN (MCI) - IRAN
  • 20.36 STC - SAUDI ARABIA
  • 20.37 ETISALAT - UAE
  • 20.38 MTN SYRIA - SYRIA
  • 20.39 CELLCOM - ISRAEL
  • 20.40 ROSHAN - AFGHANISTAN
  • 20.41 MTN/SPACETEL YEMEN - YEMEN
  • 20.42 BATELCO - BAHRAIN
  • 20.43 CYTA MOBILE-VODAFONE - CYPRUS
  • 20.44 VODAPHONE - EGYPT
  • 20.45 ZAIN - IRAQ
  • 20.46 ZAIN - JORDAN
  • 20.47 ZAIN - KUWAIT
  • 20.48 TOUCH - LEBANON
  • 20.49 Q-TEL - QATAR
  • 20.50 OMANTEL - OMAN
  • 20.51 K'CELL - KAZAKHSTAN
  • 20.52 BEELINE - KYRGYZSTAN
  • 20.53 BABILON MOBILE - TAJIKISTAN
  • 20.54 UZDUNROBITA - UZBEKISTAN
  • 20.55 MTS - TURKMENISTAN
  • 20.56 GRAMEENPHONE - BANGLADESH
  • 20.57 DIALOG - SRILANKA
  • 20.58 MOBILINK - PAKISTAN
  • 20.59 NCELL - NEPAL
  • 20.60 DHIRAAGU - MALDIVES
  • 20.61 B-MOBILE / BHUTAN TELECOM - BHUTAN

21.0 CASE STUDY (REVIEW + SUCCESS ANALYSIS + LESSON)

  • 21.1 "ULTIMATE DRIVE" APP OF BMW (VIRTUAL GO-TO COMMUNITY+ MOBILE SOCIAL GAMING + $300-$700 DISCOUNT ON TEST DRIVE): A GLOBAL CASE
  • 21.2 ANGRY BIRDS - A GAME TO BRAND SUCCESS: $100 MLN GAME BUSINESS VS. CONSUMER PRODUCTS BUSINESS IN CHINA VS. LOCALIZED SERIES GAME RELEASE IN JAPAN
  • 21.3 FRUIT NINJA: $1 MLN BUSINESS VS. CHINA SUCCESS
  • 21.4 CUT THE ROPE: 100 MLN DOWNLOAD TO ONLINE RELEASE TO LOCALIZE BUSINESS
  • 21.5 KOMPU (COMPLETE) GACHA GAMES: IN-GAME SOCIAL GAMBLING PRACTICES VS. CONSUMER LAW- A JAPANESE BAN CASE AND NEW OPPORTUNITIES
  • 21.6 COLOPULA: LBS GAME MEETS TRAVEL SEARCH - A CASE IN JAPAN
  • 21.7 HOSTESS CLUB SOCIAL GAME (KOI SHITE KYABA JO): A WOMEN COMMUNITY BASED JAPAN CASE
  • 21.8 SOCIAL HORSE-RACING GAMES: A JAPAN CASE OF MOBILE GAMING TO PRINT MAGAZINE
  • 21.9 SMURF VILLAGE: THE REAL VIRTUAL ECONOMY SUCCESS
  • 21.10 ALCHEMY: ANDRIOD TITLE SUCCESS CASE IN KOREA
  • 21.11 "THE HUMAN ELEMENT" - A FUTURE LBS MOBILE GAME WILL MERGE REAL WORLD WITH GAME VIA MOBILE API

22.0 JAPAN & SOUTH KOREA BEST MOBILE GAMING PRACTICE: UNDERLYING SUCCESS REASON

23.0 MOBILE GAME PIRACY AND VIRTUAL CURRENCY SCAMMING CHALLENGE IN CHINA & RUSSIA: EXAMPLE, SOLUTIONS, AND IOS VS. ANDROID CHINA EXPERIENCE

24.0 EXCLUSIVE OPINION OF C-LEVEL GAMING EXECUTIVE/ COMPANY

25.0 CONCLUSIONS AND RECOMMENDATIONS

  • 25.1 CONCLUSION
  • 25.2 GENERAL RECOMMENDATION FOR ASIAN MARKET
  • 25.3 RECOMMENDATION FOR GAME DEVELOPER INCLUDING START-UP & PUBLISHER INCLUDING SNS PORTAL
  • 25.4 RECOMMENDATION FOR CONTENT PROVIDER & AGGREGATOR
  • 25.5 RECOMMENDATION FOR VIRTUAL CURRENCY SOLUTION PROVIDER & CREDIT CARD PROVIDER
  • 25.6 RECOMMENDATION FOR HANDSET MANUFACTURER & MOBILE OPERATOR
  • 25.7 RECOMMENDATION FOR INVESTOR & GAMING COMPANY

List of Figures

  • Figure 1: 5 Key Milestones of Mobile Gaming Market Evolution in Asia
  • Figure 2: Nokia'a Single Player Primitive Snake Game vs. GREE's Mobile Social Game Screen (Copyright: NOKIA & GREE)
  • Figure 3: Basic Game Architecture framework for Android Platform (copyright: Google)
  • Figure 4: Basic Decorator flow diagram of Warior Game for iOS based on ActionScript 3.0 Flash Builder (copyright: Apple)
  • Figure 5: BlackBerry Native SDK for Game Development leveraging OpenGL ES (copyright: RIM)
  • Figure 6: Bada Apps development framework / class (copyright: Samsung)
  • Figure 7: DoJa Game development architecture (copyright: NTT)
  • Figure 8: XNA Game development framework for Windows Phone (copyright: Microsoft)
  • Figure 9: Boom: a mobile arcade style war game on Android title (copyright: Boom-Mobile)
  • Figure 10: Dead Space: 3D action-adventure dark and hunting game for Android (copyright: Dead Space)
  • Figure 11: MADDEN NFL 12: A sports game for Mobile (copyright: EA)
  • Figure 12: Racing Moto: a fast paced racing game in Android (copyright: Racing Moto)
  • Figure 13: Angry Brids: Casual Strategy - Puzzle game (copyright: Rovio)
  • Figure 14: The Adventures of Tintin: a movie mobile game (copyright: Gameloft)
  • Figure 15: MyNuMo Blackjack: a high quality mobile casino game for iPhone (copyright: Blackjack)
  • Figure 16: Monopoly: The best mobile board game (copyright: Monopoly)
  • Figure 17: SimCity: a city building mobile simulation game for iOS (copyright: EA)
  • Figure 18: Snowboard Super Extreme 3: a motion censored mobile game (copyright: EA)
  • Figure 19: N.O.V.A. 3 - Near Orbit Vanguard Alliance MMG (copyright: Gameloft)
  • Figure 20: My Town 2: a location based city building Mobile Social Game (copyright: Booyah)
  • Figure 21: Game pattern follow by Game while playing MLBG
  • Figure 22: Sample Trail-Map of Gamer in a MLBG
  • Figure 23: Life is Crime: a social location based mobile game for iOS and Android (copyright: Red Bobot Labs)
  • Figure 24: Fruit Ninja: a popular mobile video game (copyright: Fruit Ninja)
  • Figure 25: Graphical Presentation of Mobile Cloud Gaming Network Ecosystem (copyright: standford)
  • Figure 26: G-Cloud: World's 1st Mobile Cloud LTE Gaming on Docomo Tablet (copyright: Docomo)
  • Figure 27: Mobile Casual Game Flow: Where most casual gamer belongs
  • Figure 28: Angry Birds: Most ever successful Mobile Casual Game (copyright: Rovio)
  • Figure 29: Snoopy Street: a nostalgic free-to-play game on iOS (copyright: Capcom)
  • Figure 30: Onlive Mobile: cloud gaming app on Android facilitating seamless play on PC, Console and Mobile Device (copyright: Onlive)
  • Figure 31: Casino Games For Nokia E90 Mobile (copyright: Nokia)
  • Figure 32: AMEX promotion in FarmVille as Social Currency format (copyright: FarmVille)
  • Figure 33: Triple Town: Micro-transaction social games for iOS (copyright: TripleTown)
  • Figure 34: BMW Ultimate Drive Apps on-go community (copyright: BMW)
  • Figure 35: Gamification training games showcased on Electronic Entertainment Expo conference (copyright: E3)
  • Figure 36: Dungeon Defenders: Second Wave- A cross platform game seamlessly can be played on iOS, Android, PC and Console gaming (copyright: Dyngeon)
  • Figure 37: Structure and Main Activities of Mobile Gaming Ecosystem (copyright: ScienceDirect)
  • Figure 38: Appstore Ecosystem Graphics
  • Figure 39: Sequential steps of Mobile gaming Metrics: Analyzing Consumer to connect with Game
  • Figure 40: Sample Conversion Funnel to Analyze Mobile Gamer
  • Figure 41: Mobile Gaming Value Chain Diagram in Asia
  • Figure 42: Mobile Gaming Value-Chain Partnership Diagram in Asia
  • Figure 43: Revenue Sharing Diagram across Mobile Gaming Value Chain in Asia
  • Figure 44: Revenue Dimension in Mobile Gaming
  • Figure 45: Mobile Game Distribution Platform (Mobile phone, Tablet & Handheld Device)
  • Figure 46: Cross-Platform Mobile Game Distribution Model
  • Figure 47: 2012 Trendy Mobile Gaming Business Models in Asia
  • Figure 48: 6 key points for success in cross-platform model
  • Figure 49: Key Business benefits with Cross-platform Model
  • Figure 50: Concept flow of creating a Need Bragging approach to monetize Micro-Transaction in F2P model
  • Figure 51: 5 Trendy Mobile Game Pricing Model in Asia
  • Figure 52: Adoption of Moore's Lifecycle Model in Mobile Gaming
  • Figure 53: Sequential Steps of Mobile Game Analytic Approach
  • Figure 54: Why Retention First in Mobile Gaming?
  • Figure 55: Mobile Game Lifecycle KPI Framework
  • Figure 56: Checklist of Retention / Engagement Metrics
  • Figure 57: User Acquisition Metrics Checklist
  • Figure 58: Checklist for Virality Metrics
  • Figure 59: Monetization Metrics Checklist
  • Figure 60: Deriving Actionable Insight with Custom Metrics
  • Figure 61: Conceptual diagram of Mobile Game Design Process vs. Outsource Opportunity in Asian Countries
  • Figure 62: Mobile Gaming Market Value % Share: Asia vs. Global 2012-2017
  • Figure 63: Mobile Gaming Asia Market Value 2012-2017
  • Figure 64: 2012 vs. 2017 Market Value Share trend: APAC vs. SEA vs. ME vs. CEA vs. SA
  • Figure 65: Revenue Sources % across Asian Mobile Gaming Ecosystem 2012-2017
  • Figure 66: Direct Consumer Spending vs. Ad Funded Mobile Gaming Revenue Trend 2012-2017
  • Figure 67: Trend Comparison of Revenue from Virtual Economy vs. Funded Ad of Mobile Gaming 2012-2017
  • Figure 68: Comparison between Total Mobile Ad Revenue in Asia vs. In-Game Mobile Ad revenue 2012-2017
  • Figure 69: In-game purchase revenue share% in in-app transaction ecosystem in Asia 2012-2017
  • Figure 70: Mobile Game ARPU in Asia 2012-2017
  • Figure 71: Mobile Gaming revenue sharing % across value chain Stakeholder in Asia
  • Figure 72: OS market share vs. Annual growth in Mobile Gaming Asian Market 2012
  • Figure 73: Standalone vs. MMG vs. Social vs. Location Based Game % share in Asia 2012-2017
  • Figure 74: Standalone vs. MMG vs. Social vs. Location Based Game Revenue in Asia 2012-2017
  • Figure 75: APAC standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017
  • Figure 76: SEA standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017
  • Figure 77: ME standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017
  • Figure 78: CEA standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017
  • Figure 79: SA standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017
  • Figure 80: Revenue generation ration from F2P vs. Freemium vs. PPD Games in Asia 2012-2017
  • Figure 81: Revenue Comparison from Premium vs. Freemium Game title in Asia 2012-2017
  • Figure 82: Revenue generation comparison between Android vs. iPhone/iPod vs. iPad Appstore 2012
  • Figure 83: Profitable vs. Non-profitable game ratio of all grossing game in Asia 2012
  • Figure 84: Mobile Game Genre deployment ratio in Asia countries
  • Figure 85: Asia vs. Global Mobile Game developer revenue share % 2012-2017
  • Figure 86: Y-Y Mobile Game Developer Revenue in Asia 2012-2017
  • Figure 87: Mobile Game Developers average age demography in Asia 2012
  • Figure 88: ± 50% daytime spend ratio of developer on writing mobile game apps
  • Figure 89: % of Game Developer Prefer Game Development OS Platform Single vs. Multiple 2012
  • Figure 90: % of Game Developer Prefer Single vs. Multiple Distribution Platform 2012
  • Figure 91: Mobile Game developers' faith on Brand for a game success 2012
  • Figure 92: Mobile vs. Online Gamer % in Asia 2012-2017
  • Figure 93: Y - Y Mobile Gamer Number in Asia 2012-2017
  • Figure 94: APAC vs. SEA vs. ME vs. CEA vs. SA Gamer % of total Mobile Gamer 2012
  • Figure 95: Y-Y Mobile Gamer in APAC 2012-2017
  • Figure 96: Y-Y Mobile Gamer in SEA 2012-2017
  • Figure 97: Y-Y Mobile Gamer in ME 2012-2017
  • Figure 98: Y-Y Mobile Gamer in CEA 2012-2017
  • Figure 99: Y-Y Mobile Gamer in SA 2012-2017
  • Figure 100: Standalone vs. MMG vs. Social vs. Location Based Mobile Gamer in Asia 2012-2017
  • Figure 101: Standalone vs. MMG vs. Social vs. Location Based Mobile Gamer number in Asia 2012-2017
  • Figure 102: Micro Transaction Player in Asia 2012-2017
  • Figure 103: Mobile Gamer by Device Used in Asia 2012-2017
  • Figure 104: Male vs. Female Mobile Gamer % in Asia 2012
  • Figure 105: Age Bracket vs. Gender wise Mobile Gamer % in Asia 2012
  • Figure 106: Male vs. Female Mobile Gamers Average Age in Asia 2012
  • Figure 107: Per Year Average Income vs. Mobile Gamer % in Asia 2012
  • Figure 108: Mobile Social vs. Traditional Gamer % by Age 2012
  • Figure 109: Average age of Mobile Social vs. Traditional Gamer 2012
  • Figure 110: Male vs. Female % among Mobile Social Gamer 2012
  • Figure 111: Casual vs. Hardcore Mobile Gamer % in Asia 2012-2017
  • Figure 112: Male vs. Female ratio among Mobile Casual Gamer 2012
  • Figure 113: Time vs. Money Spend % by Mobile Freemium Gamer in Asia
  • Figure 114: Smartphone vs. Standard vs. Web-enabled mobile user % in Asia 2012-2017
  • Figure 115: Preferred Gaming Device by Broadband Household vs. Different Age group in Asia 2012
  • Figure 116: Tablet Gamer Statistics (% play game at least 1 hour in a month) in Asia 2012
  • Figure 117: Regular vs. Non-regular Mobile Gamer % in Asia
  • Figure 118: Mobile Gamers Preference over OS platform for Gaming in Asia
  • Figure 119: Male vs. Female per Year Spending on Virtual Goods while Playing MMG / Casual Game
  • Figure 120: % of Mobile Gamer spend real world money on virtual goods / purchase at least once a month
  • Figure 121: % of Total Gamer spend on Virtual Goods
  • Figure 122: Gamers expenditure pattern on Virtual Good Item's Category
  • Figure 123: % of Asian Gamer played mobile game at least once in lifetime
  • Figure 124: Average Number of Game purchase by Smartphone vs. Non-Smartphone Owner in a year
  • Figure 125: Smartphone vs. Non-Smartphone Users Average spending on Mobile Game in a year
  • Figure 126: Smartphone vs. Standard/Web-enabled phone owners' mobile game purchase & plan to purchase % 2012-2017
  • Figure 127: Upgrade free to paid version % among Freemium Gamer 2012-2017
  • Figure 128: Smartphone vs. Standard/Web-enabled phone Owners content Purchase (power-up, new level/modes) % 2012-2017
  • Figure 129: Smartphone vs. Standard/Web-enabled Phone Owners $6+ amount spent & plan to spend on Mobile Gamer 2012-2017
  • Figure 130: DAU vs. WAU vs. MAU % among Smartphone vs. Handheld Device Gamer 2012
  • Figure 131: Smartphone vs. Standard/Web-enabled phone Owners WAU % by Game-play Hours
  • Figure 132: Smartphone vs. Standard/Web-enabled phone owners Length of Game-Play duration on mobile phone
  • Figure 133: % of Mobile Time Spend on playing Mobile Games (excluding call time) by Smartphone vs. Standard/Web-enabled phone Owner
  • Figure 134: % Change in Mobile Game Play activity over Last year by Smartphone vs. Standard/Web-enabled phone Owner
  • Figure 135: Factor Influencing % on Increasing Mobile game-play
  • Figure 136: Benefit Experienced % from Playing Games on Mobile Phone
  • Figure 137: Social Game-play % on Standard/web-enabled vs. Smartphone Owner
  • Figure 138: DAU vs. WAU vs. MAU % of Social Game Play on Mobile Phone by Smartphone vs. Standard/Web-enabled phone Owner
  • Figure 139: How Mobile Gamer get influenced about New Game by Opinion Leader
  • Figure 140: % of Smartphone vs. Standard/Web-enabled phone Owner Recommend mobile game to other
  • Figure 141: % of OS Platform Gamer keeps Game on Mobile
  • Figure 142: DAU Game-Play % among Mobile OS Platform Gamer
  • Figure 143: % of Device Use by Mobile Gamer for Gaming
  • Figure 144: Average time-spend by OS Platform on Mobile Gaming: Hours in Month vs. % Dedication
  • Figure 145: Mobile Game-Play location by Gamer %
  • Figure 146: % of Home-Gamers Game-play Location
  • Figure 147: Mobile phone vs. Portable Gamers on-the-go Game Genre Interest
  • Figure 148: Popular Game Category / Genre % Played by Mobile Gamer
  • Figure 149: Game acquisition method of gamer% by OS platform
  • Figure 150: In-Game Transaction Size vs. Revenue generate % by Expenditure Pattern
  • Figure 151: % of Consumers Played Games on Cross-Platform (console, mobile & computer) 2012-2017
  • Figure 152: % of Gaming vs. Other Apps among Top 100 Grossing Apps
  • Figure 153: Revenue generate % from Game Apps vs. Other Apps 2012-2017
  • Figure 154: % of Cell-phone user use mobile Apps 2012 - 2017
  • Figure 155: ARPU per year from social game Apps category (iPhone & Android)
  • Figure 156: Game vs. Other Apps Usage by % of mobile Apps user
  • Figure 157: Mobile Gamers willingness over Gaming vs. Other Apps
  • Figure 158: Average Spending on Gaming Apps by OS platform gamer
  • Figure 159: Asian Gamer who download Gaming Apps 2011-2017
  • Figure 160: Standalone vs. MMG vs. Social vs. MLBG Trend (% of total game) 2012- 2017
  • Figure 161: Casual vs. Core Mobile Game % in Asia 2012-2017
  • Figure 162: GPS adoption Prediction of Handheld Devices for Location Based Gaming 2012-2017
  • Figure 163: Local vs. Hyper Local vs. Gamification Adoption (% of Mobile Game) 2017
  • Figure 164: Game Characteristics influencing recommending Mobile Game to Others by Smartphone vs. Standard/Web-enabled phone Owner %
  • Figure 165: Free vs. Paid Mobile Game download % 2012-2017
  • Figure 166: Free vs. Paid Mobile Game by Title % in Asia 2012-2017
  • Figure 167: Average Mobile Game Price vs. % of Mobile Game in Asia 2012-2017 171
  • Figure 168: Mobile Game Download % by OTI vs. OTA vs. Other 2012-2017
  • Figure 169: OTI vs. OTA Mobile Game Distribution Projection in Asia 2012-2017
  • Figure 170: Mobile Game download volume by OS platform in Asia 2012-2017
  • Figure 171: Average Game downloads number in a year by Individual Gamer 2012-2017
  • Figure 172: BMW Ultimate Drive Apps: Mobile Social Gaming + Discount Promotion (copyright: BMW)
  • Figure 173: Angry Birds Upcoming Version Concept which may allow to Play as Pig against Birds (Copyright: Rovio & credit: CBSI)
  • Figure 174: Fruit Nina Frenzy Fruit Slicing (copyright: Halfbrick)
  • Figure 175: Om Nom Monster in Handy Candy update of Cut the Rope Experiment (copyright: Zeptolab)
  • Figure 176: Kompu Gacha Game Example (copyright: thenextweb)
  • Figure 177: Colopula Territory Demo (copyright: Colopula)
  • Figure 178: Social Hostess Simulation on Mobage (copyright: Koi Shite Kyaba Jo)
  • Figure 179: 1 mln winning post of Horse Racing Social Games (copyright: Tecmo Koei)
  • Figure 180: Smurf Village Screenshot (copyright: Capcom & Beeline)
  • Figure 181: Alchemy Genetics More Addtictive than Original Classic One (copyright: Andrey "Zed" Zaikin)
  • Figure 182: The Human Element -Future of LBS Mobile game (copyright: Robotoki)
  • Figure 183: Fake Angry Birds Game in China
  • Figure 184: Fruit Ninja pirated version on a Chinese Tablet
  • Figure 185: iPhone Smurf Village Piracy in China (credit: insidemobileapps)
  • Figure 186: iphone ipad Where is My water game Piracy (credit: insidemobileapps)

List of Tables

  • Table 1: Title vs. Developer vs. Release year vs. Genre vs. Price vs. User rating wise 10 Popular iPhone/iPad Games in Asia
  • Table 2: Title vs. Developer vs. Release year vs. Genre vs. Price vs. User rating wise 10 Popular iPhone/iPad Games in Asia
  • Table 3: Strategic Impact Analysis of Consumer Attitude vs. Youth Gamer vs. Technology vs. Network Standard vs. Mobile Device vs. Business Model vs. Mobile Gaming Dynamics on Mobile Gaming in Asia
  • Table 4: 10 top 2011 MMG list by Android vs iOS
  • Table 5: List of top 10 Mobile social Gaming of 2011
  • Table 6: Top 4 MLBG (mobile location based game)
  • Table 7: List of Top Mobile Video Game Freemium Download
  • Table 8: Top 10 mobile casual game by iOS & Android
  • Table 9: List of Top 10 Cross Platform Mobile Game 2011
  • Table 10: Comparison of Google Play & Apple Store Distribution Model
  • Table 11: 11s Key Considerable Mobile Gaming Strategies
  • Table 12: 26 Mobile Gaming Business Model Descriptions
  • Table 13: Revenue sources vs. cost items as per eco system player affecting business model
  • Table 14: Game Balancing Methods in Virtual Economy
  • Table 15: Potential risk & solution in F2P virtual economy
  • Table 16: APAC vs. SEA vs. CEA vs. ME vs. SA Market Value Share % among Total Asia Mobile Gaming Market
  • Table 17: Mobile Gamming Market Value APAC vs. SEA vs. ME vs. CEA vs. SA 2012-2017
  • Table 18: APAC: 10 country-wise market value 2012-2017
  • Table 19: SEA: 10 country-wise market value 2012-2017
  • Table 20: ME: 17 country-wise market value 2012-2017
  • Table 21: CEA: 5 country-wise market value 2012-2017
  • Table 22: SA: 6 country-wise market value 2012-2017
  • Table 23: Ecosystem-wise Revenue Split in Asia 2012-2017
  • Table 24: APAC ecosystem wise revenue source 2012-2017
  • Table 25: SEA ecosystem wise revenue source 2012-2017
  • Table 26: ME ecosystem wise revenue source 2012-2017
  • Table 27: CEA ecosystem wise revenue source 2012-2017
  • Table 28: SA ecosystem wise revenue source 2012-2017
  • Table 29: Revenue Share in amount USD across Asian Value chain Stakeholder 2012-2017
  • Table 30: APAC Value Chain Stakeholder Revenue Share amount 2012-2017
  • Table 31: SEA Value Chain Stakeholder Revenue Share amount 2012-2017
  • Table 32: ME Value Chain Stakeholder Revenue Share amount 2012-2017
  • Table 33: CEA Value Chain Stakeholder Revenue Share amount 2012-2017
  • Table 34: Value Chain Stakeholder Revenue Share amount 2012-2017
  • Table 35: APAC Country Mobile Game Genre Deployment Chart 2012
  • Table 36: SEA Country Mobile Game Genre Deployment Chart 2012
  • Table 37: ME Country Mobile Game Genre Deployment Chart 2012
  • Table 38: CEA Country Mobile Game Genre Deployment Chart 2012
  • Table 39: CEA Country Mobile Game Genre Deployment Chart 2012
  • Table 40: 23 Asian Mobile Gaming Developer/Publisher Revenue vs. % contribution of Mobile Gaming 2011 132
  • Table 41: Male vs. Female Game Genre Preference List
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