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

  • ID: 2988129
  • October 2014
  • Region: Asia
  • 344 Pages
  • Mind Commerce LLC
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The report evaluates current and future mobile gaming technologies, new media and its dynamics with mobile gaming business

FEATURED COMPANIES

  • 1mobile
  • Capcom
  • Games2Win
  • Konami
  • Omantel
  • Spacetel Yemen
  • MORE

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

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

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

Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • 1mobile
  • Capcom
  • Games2Win
  • Konami
  • Omantel
  • Spacetel Yemen
  • MORE

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION
2.1 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

List of Figures:

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

List of Tables:

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

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- Shiver Entertainment
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- Soc.Io Mall
- Social Point
- Sojo Studio
- Sony
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- Sprint
- Square Enix
- Supercell
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- TMG
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- Viximo Game
- Vkontakte
- Vodafone
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- Wandoujia
- Wechat
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- Wildtangent
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- Xsplit
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