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

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

  • Published: August 2012
  • Region: Asia
  • 260 Pages
  • Mind Commerce LLC

FEATURED COMPANIES

  • 3 - HONGKONG & MACAU
  • CHINA TELECOM - CHINA
  • GRAMEENPHONE - BANGLADESH
  • METFONE - CAMBODIA
  • NCELL - NEPAL
  • TELKOMSEL - INDONESIA
  • MORE

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 READ MORE >

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

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

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

10.3 DISTRIBUTION FRAGMENTATION OTA VS. OTI (APPSTORE, SNS & BROWSER BASED)

10.4 GOOGLE PLAY VS. APPLE STORE DISTRIBUTION MODEL

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

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

Table 41: Male vs. Female Game Genre Preference List

- NTT DOCOMO - JAPAN

- KDDI AU - JAPAN

- CHINA MOBILE - CHINA

- CHINA UNICOM - CHINA

- CHINA TELECOM - CHINA

- AIRTEL (BHARTI) - INDIA

- RELIANCE COMMUNICATIONS - INDIA

- VODAPHONE ESSAR - INDIA

- IDEA/SPICE - INDIA

- SK TELECOM - SOUTH KOREA

- TELSTRA MOBILE - AUSTRALIA

- OPTUS MOBILE - AUSTRALIA

- VODAPHONE - NEW ZEALAND

- MTS - RUSSIA

- MEGAFON - RUSSIA

- BEELINE - RUSSIA

- CHUNGHWA TELECOM - TAIWAN

- 3 - HONGKONG & MACAU

- MOBICOM - MONGOLIA

- TELKOMSEL - INDONESIA

- INDOSAT - INDONESIA

- VIETTEL - VIETNAM

- MOBIFONE - VIETNAM

- SMART COMMUNICATIONS - PHILIPPINE

- GLOBE TELECOM - PHILIPPINE

- MAXIS - MALAYSIA

- SINGTEL MOBILE - SINGAPORE

- AIS - THAILAND

- DTAC - THAILAND

- DSTCOM - BRUNEI

- MPT - BURMA

- LAO-TELECOM - LAOS

- METFONE - CAMBODIA

- TURKCELL - TURKEY

- MOBILE TELECOMMUNICATION COMPANY OF IRAN (MCI) - IRAN

- STC - SAUDI ARABIA

- ETISALAT - UAE

- MTN SYRIA - SYRIA

- CELLCOM - ISRAEL

- ROSHAN - AFGHANISTAN

- MTN/SPACETEL YEMEN - YEMEN

- BATELCO - BAHRAIN

- CYTA MOBILE-VODAFONE - CYPRUS

- VODAPHONE - EGYPT

- ZAIN - IRAQ

- ZAIN - JORDAN

- ZAIN - KUWAIT

- TOUCH - LEBANON

- Q-TEL - QATAR

- OMANTEL - OMAN

- K'CELL - KAZAKHSTAN

- BEELINE - KYRGYZSTAN

- BABILON MOBILE - TAJIKISTAN

- UZDUNROBITA - UZBEKISTAN

- MTS - TURKMENISTAN

- GRAMEENPHONE - BANGLADESH

- DIALOG - SRILANKA

- MOBILINK - PAKISTAN

- NCELL - NEPAL

- DHIRAAGU - MALDIVES

- B-MOBILE / BHUTAN TELECOM - BHUTAN

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