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.
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
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
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 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
Mobile Gaming Asia: Market and Forecast Analysis, 2nd Edition published by Mind Commerce Publishing LLC in August 1, 2012. This report consists of 260 Pages and the price starts from US $ 1995.
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