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Wireless Gaming - Global Strategic Business Report Product Image

Wireless Gaming - Global Strategic Business Report

  • ID: 516889
  • February 2013
  • Region: Global
  • 497 Pages
  • Global Industry Analysts, Inc

This report analyzes the worldwide markets for Wireless Gaming in US$ Million by the following Product Segments: Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming, and Downloadable Wireless Gaming. The report provides separate comprehensive analytics for the US, Japan, Europe, and Rest of World. Annual estimates and forecasts are provided for the period 2010 through 2018.

The report profiles 90 companies including many key and niche players such as Blockdot, Inc., DeNA Co., Ltd., Electronic Arts, Inc., Gameloft SA,GAMEVIL, GREE International, Inc., Glu Mobile Inc., GigaMedia Limited, HandyGames, I-play, Itsmy® Games, Jump Games, Kuju Entertainment Ltd., MocoSpace, NAMCO BANDAI Games Inc., Nexon America, Inc., Player X, RockYou®, Inc., Santaro Interactive Entertainment Company, SendMe Inc., Snackable Media, Sohu.com, Inc., Sony Computer Entertainment, Inc., Sony Online Entertainment LLC, Tylted and Zapak Digital Entertainment Ltd. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain.

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WIRELESS GAMING

A GLOBAL STRATEGIC BUSINESS REPORT

CONTENTS

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation & Reporting Level I-2
Quantitative Techniques & Analytics I-3
Product Definitions and Scope of Study I-3
Messaging Based I-3
Browser/Web Based I-3
Downloadable I-4

II. Executive Summary

1. INDUSTRY OVERVIEW II-1
The Wireless Gaming Industry: A Prelude II-1
Table 1: Global Gaming Market (2009 & 2012): Percentage Share
Breakdown of Revenue by Platform (includes corresponding
Graph/Chart) II-2

Table 2: Global Mobile Gaming Market (2009 & 2013E):
Breakdown of Number of Mobile Gamers (in Million) by Region
(includes corresponding Graph/Chart) II-2
Robust Growth in Mobile Users Sets Stage for Evolution of
Wireless Games II-3
Table 3: World Market for Mobile Handsets: Breakdown of
Volume Sales in Million Units for Years 2011, 2013 & 2015
(includes corresponding Graph/Chart) II-3
Smartphones - Shot in the Arm for Wireless Gaming Services II-3
Smartphones Sales Continues to Grow Across the Globe II-4
Table 4: Global Market for Smart phones (2011 & 2015):
Breakdown of Annual Sales Figures in Thousand Units by
Geographic Markets - US, Canada, Japan, Europe, Asia
Pacific, Latin America, and Rest of World Markets -
Independently Analyzed with for Years 2011 and 2015
(includes corresponding Graph/Chart) II-5
Consumer Mobile Usage Habits Foster Growth in Wireless Gaming
Market II-5
Entertainment Applications Lead Smartphone Content:
Indication of Potential in Store for Wireless Gaming
Services II-6
Opportunity Indicators II-6
Table 5: Global Mobile Internet Market (2012): Percentage
Share Breakdown of Revenues for MMS/SMS, Entertainment,
Advertisement/Search, Enterprise Services and Other Data
Access (includes corresponding Graph/Chart) II-6

Table 6: Percentage Breakdown of Time Spent by Users on
Wireless Games by Location (includes corresponding
Graph/Chart) II-7

Table 7: Korean Gaming Market (Jan 2011 & Jan 2012):
Breakdown of Playing Hours (in Millions) by Gaming Category
(includes corresponding Graph/Chart) II-7
Favorable Demographic Trends Strengthens Market Prospects for
Wireless Games II-7
Table 8: Worldwide Wireless Gaming Market (2012): Percentage
Breakdown of Mobile Gamers by Age Brackets- Under 18, 18-49,
and Above 50 (includes corresponding Graph/Chart) II-8

Table 9: Worldwide Wireless Games Market (2012): Percentage
Breakdown of Mobile Gamers by Gender - Male and Female
(includes corresponding Graph/Chart) II-9
Impact of Recession in Retrospect II-9
Current & Future Analysis II-9
Japan and European Markets - The Traditional Revenue
Contributors II-9
Developing Markets to Lend Traction to the Market in the
Short to Medium Term Period II-10
Table 10: World Mobile Web Browsers Market by Geographic
Region/Country - Percentage Breakdown of Number of Mobile
Web Browser Users for US, Canada, Japan, Europe,
Asia-Pacific(excluding Japan), Latin America, and Rest of
World Markets for Years 2011 and 2018 (includes
corresponding Graph/Chart) II-10

Table 11: Global Percentage Share Breakdown of Number of
Mobile Handsets Sold by Region for the year 2012 (includes
corresponding Graph/Chart) II-11

Table 12: Global Percentage Share Breakdown of Number of
Mobile Subscriptions by Region for the year 2012 (includes
corresponding Graph/Chart) II-11
Africa: A Hotspot for Growth for Messaging Based Wireless
Gaming II-11
Key Market Trends & Growth Drivers II-12
Mobile Social Networking Adds Fillip to the Market II-12
Opportunity Indicators II-13
Table 13: Global Online Social Gaming Market (2010 & 2015P)
Breakdown of Number of Players (in Millions) by Country
(includes corresponding Graph/Chart) II-13

Table 14: Penetration of Social Games on Facebook (2011):
Percentage Share Breakdown by Geographic Market (includes
corresponding Graph/Chart) II-13

Table 15: Major Social Networking Sites Worldwide (2011):
Breakdown of Number of Registered Users in Millions
(includes corresponding Graph/Chart) II-14
Advancement in Technology II-14
Latest Mobile Wireless Network Technologies - A Key Enabler
for Browser Based & Downloadable Gaming Services II-15
Advancements in HTML5 - A Necessary Shot in the Arm for
Wireless Games II-15
Games on HD Portals - The New Success Secret II-16
Advanced Mobile Devices Boost Gaming Adoption II-16
Table 16: World Market for Mobile Handsets by Technology -
Percentage Breakdown of Annual Sales Volume for 2G, 2.5G,
3G, 3.5G, and 3.9G Enabled Handsets for Years 2008, & 2014
High Appeal of Advanced 3G Phones (includes corresponding
Graph/Chart) II-17
Fashion and Attitudes II-17
Huge Untapped Market Secures Future of Wireless Gaming II-17
From Device Manufacturers to Game Developers - Everyone Bets
on Wireless Games II-17
Innovative Pricing Models - The In-Thing II-18
Venture Capital Investments on the Rise II-19
Table 17: Global Gaming Market (H1-2011): Percentage Share
Breakdown of Number of Venture Capital Deals by
Region/Country (includes corresponding Graph/Chart) II-19
Growing Focus on Enhancing Quality of Games II-19
Convergence - The Hot Trend II-19
Puzzles Enthrall Mobile Gamers II-20
Growth of Mobile Phone based Casino Games II-20
Market Challenges II-20
Distribution Challenges II-20
Network Quality Continues to be a Concern for Multiplayer
Games II-20
Fragmentation and Customization II-20
Smartphone Games Hurts Portable Console Based Games II-20
Table 18: US Wireless Gaming Market (2009 & 2012):
Percentage Share Breakdown of Revenue by Platform (includes
corresponding Graph/Chart) II-21
High Proportion of Free Games Hurting Revenue II-21

2. ANALYSIS OF KEY GAMING SEGMENTS II-22
A Peek Into Mobile Messaging Services: A Key Enabler of Mobile
Messaging Games II-22
Messaging Based Wireless Games Mark the Beginning of 1st
Generation Wireless Games II-22
SMS Based Games Find Reprieve in Developing Markets Thanks to
Proliferation of Ultra Low Cost Phones II-23
Opportunity Indicators II-24
Table 19: World Market for Ultra Low Cost Phones (ULC)
Phones/Handsets by Geographic Region (2015P) - Breakdown of
Sales Figures in Million Units (includes corresponding
Graph/Chart) II-24

Table 20: Untapped Potential for ULC Phones Worldwide:
Breakdown of Mobile Penetration Rate (%) by Select Country
for 2012 (includes corresponding Graph/Chart) II-24
Key Market Trends & Issues II-24
Gaming Majors Continue to Exhibit Interest in SMS based
Gaming II-24
SMS Continue to Remain the Preferred Platform for Location
Based Reality Games II-25
Marketing Benefits & Ad Revenue Potential Help Retain
Interest of Enterprise & Service Providers in SMS Games II-25
New SMS Game Apps Offer Respite in a Plateauing Market II-26
SMS-To-TV Games Platform Props Up the Market II-26
Casino, Gambling & Betting: Still A Popular Category of SMS
Games II-26
Widespread Adoption of Smartphones: A Threat to Message
Based Games II-27
Browser Based Wireless Games: A Market Overview II-28
Mobile Web Browsers - Gateway to "On-the-Go” Entertainment II-28
Table 21: Worldwide Mobile Internet Traffic (2008-2010) (In
terabyte (TB)/month) (includes corresponding Graph/Chart) II-29
Browser Based Wireless Games: Current Scenario II-29
Console Gaming Players Eye Browser Based Games for Expansion II-29
Despite Competition from Downloadable Games, Mobile Browser
Based II-30
Wireless Games Market to Remain Intact II-30
Downloadable Wireless Gaming - A Review II-30
Current Scenario II-30
Table 22: Top Reasons for Gaming Downloads Measured as a
Percentage of User Responses to Given Reasons (includes
corresponding Graph/Chart) II-31
Novel Mobile Gaming Titles & Gaming Updates Add Fervor to the
Downloadable Wireless Games Market II-31
Digital Games for Mobile Devices Garner a Substantial Share
of Entire Video Download Market II-31
One-Time Downloads and Subscriptions II-32

3. COMPETITION II-33
Low Entry Barrier Invites Scores of New Companies II-33
Even Non-Gaming Enterprises Join the Fray II-33
Profile of Value Chain II-33
Consolidation of Mobile Game Publishers II-34
Table 23: Global Mobile Games Market (2012): Percentage Share
Breakdown of Revenue by leading Players (includes
corresponding Graph/Chart) II-34

4. PRODUCT OVERVIEW II-35
Wireless Games II-35
Development of Mobile Games II-35
Mobile Game Development Vs Conventional Game Development II-35
Classification of Mobile Games II-35
Over-the-Air (OTA) II-35
Messaging Based II-35
Browser/Web Based II-36
Downloadable II-36
Embedded Games II-36
Deck or Mobile Console II-36
Progress of Mobile Game Consoles II-36
Technologies for Mobile Games II-36
Java II-36
BREW II-37
C++ Applications II-37
HTML5 II-37
Classes of Mobile Games II-37
Single-User Games II-37
Multi-User Games II-37
Online Games II-38
Mobile Gaming - Genre Classification II-38
Action/Combat II-38
Adventure II-38
Arcade/Parlor II-38
Casino/Gambling II-38
Puzzles II-38
Sports II-38
Trivia II-38
Standardization II-38
Types of Mobile Game Technology Standards II-39

5. RECENT INDUSTRY ACTIVITY II-40
Urban Airship Enters into Partnership with GamesAnalytics II-40
Tencent to Acquire Minority Interest in Epic Games II-40
Glu Takes Over Game Spy Technology II-40
RockYou Takes Over Ryzing II-40
Glu Mobile Buys Deer Hunter® Brand-Name II-41
Virtual Piggy Partners with Exozet II-41
GigaMedia Signs Agreement with South Korean Neowiz II-41
Players Rock Entertainment Selects GamesAnalytics Predict™
Platform II-41
7Red Signs Deal to Use Platform of Mobile Stakes II-42
Santaro Acquires Social, IOS and Web Games Team II-42
Playn GO Inks Agreement with V&J II-42
GigaMedias Jidi Joy Acquires Web-based Social Games
Development Team II-43
WI Harper Group Invests in Leiyoo Information Technology II-43
NetDragon to Form Joint Venture with DeNA II-43
NEXON Korea to Acquire Shaiya Online II-43
NEXON to Acquire inBlue.inc II-44
NEXON to Acquire Gloops II-44
DeNA Partners with Independent Social and Mobile Game
Developers II-44
DeNA and NAMCO BANDAI Games Rebrand Joint Venture II-44
Tylted Enters into Partnership Agreement with Beintoo II-45
Zynga Inks Exclusive Partnership Agreement with bwin.party
digital entertainment to Introduce Real Money Online Games in
UK II-45
GREE Acquires Funzio II-46
GREE Takes Over App Ant Studios II-46
GREE Partners with Four Leading North American Developers II-46
Orange Join Forces with Gameloft II-47
Research In Motion Acquires Scoreloop II-47
EA Takes Over KlickNation II-48
Glu Mobile Teams Up with TOM Group II-48
Electronic Arts to Take Over PopCap Games II-48
RockYou® Acquires 3 Blokes II-49
Mad Catz® Inks Long Term Agreement with Electronic Arts II-49
Gameloft Enters into Multi-Year Licensing Agreement with Epic
Games II-49
RockYou Enters into Game Development Agreement with Loot Drop II-50
IGT Enters Supply Agreement with Paddy Power II-50
MindJolt Acquires SGN and Hallpass Media II-50
Changyou.com to Purchase Majority Stake in Shenzhen 7 Road
Technology II-50
Bob Mobile Acquires Capital Games II-51
Quepasa Acquires XtFt Games S/S Ltda II-51
Facebook and Zynga Promote Browser-based HTML5 Mobile Gaming II-51
DeNA to Acquire Punch Entertainment II-52
DeNA to Take Over Atakama II-52
Zynga Takes Over Wonderland Software II-52
DeNA to Form Joint Venture with Grasshopper Manufacture II-53
NAMCO BANDAI Holdings to Form Joint Venture with DeNA II-53
Santaro Interactive Entertainment Inks Agreement with Director
Gao XiXi II-53
Changyou.com to Take Over 17173.com Game Information Portal
from Sohu.com Changyou.com Inks Online Links and Advertising
Agreement and Services Agreement with Sohu.com II-54
GigaMedia Limited and Viacom International Media Networks
Extend Partnership MocoSpace Acquires Geocade II-55
AT&T Enters into Agreement with Zynga II-56

6. CORPORATE ACTIVITY IN THE RECENT PAST - A PERSPECTIVE BUILDER II-57
RockYou Takes Over TirNua II-57
XS Software Enters into Partnership with Joymax II-57
DeNA and Yahoo Japan to Enter into Partnership II-57
MocoSpace Obtains $3.5 Million Investment from SoftBank II-57
Zattikka Gets $5.5 Million for Browser and Mobile Games
Development II-58
Zynga Takes Over Newtoy II-58
Zynga Takes Over Conduit Labs II-58
Zynga Takes Over XPD Media II-59
Zynga Takes Over Unoh II-59
Zynga Establishes Joint Venture with SOFTBANK to Promote
Japanese Social Game Industry II-59
Cascadia Realigns Business Strategy II-59
Geos Acquires Duo Guo II-60
THQ Extends Videogame License with Zuffa II-60
Vodafone Enters into Agreement with Selatra II-60
GAMEVIL® Takes Over RYUminus II-61
Cascadia Acquires CustomFlashGames.com II-61

7. PRODUCT/SERVICE INNOVATIONS/ INTRODUCTIONS II-62
Glu Mobile Introduces New Contract Killer Zombies 2 II-62
SOE Introduces New Ever Quest® II: Chains of Eternity™ II-62
Glu Mobile Introduces New Fermium Game, Bombshells: Hells
Belles II-62
Glu Mobile Introduces Eternity Warriors 2 II-63
AMC and RockYou Introduces “The walking Dead Social Game” II-63
Gameloft Launches New Games for All Age Groups II-63
HandyGames Launches 35 New Games for Nokia's Asha Range of
Mobile Phones II-64
Glu Mobile Introduces Family Based Game Small Street II-64
Gameloft Unveils 5 Hd Games on Meadiatek's Mt6575 and Mt6577 II-64
Gameloft Introduces Uno™ to Kindle E-readers II-65
Electronic Arts Launches Five Game-changing Developments for
FIFA 13 II-65
nWay Develops Multiplayer Browser Game, ChronoBlade II-66
3 Austria Introduces 3OnlineSpiele II-66
Blockdot Releases Clink on Mobiles II-66
Buffalo Launches Buffalo Connected II-67
PaymentOne Introduces PayOne Payment Channel for Game
Developers II-67
Square Enix to Develop Hardware-free Action RPG II-67
GigaMedia Extends Online Games Business II-67
Hunka Technologies Introduces Fruit Chopper Game for Android
Mobiles II-67
Hunka Technologies Introduces iDino Jump II-68
DeNA and Marvel Introduce Marvel: War of Heroes™ Card-battle
Game II-68
DeNA and Daum Introduce Daum Mobage II-68
MocoSpace Unveils New Games II-69
Tylted Launches camPAIN 2012 Game II-69
Zynga Launches Ayakashi: Ghost Guild II-70
Zynga Introduces FarmVille 2 II-71
Hasbro and Zynga Collaborate to Introduce New Range of Games II-72
Zynga Introduces ChefVille Game II-72
Zynga Unveils Matching With Friends Game II-73
Zynga Launches Hidden Chronicles II-73
Zynga Unveils Zynga API, Zynga With Friends Network and New
Games II-74
Zynga Launches Zynga Slots for iPhone, iPod and iPad II-74
Zynga Launches Zombie Swipeout Mobile Social Game II-75
Sohu.com Commences Open Beta Testing of ‘Tao Yuan II-75
AOL Extends Games.com to Offer Cross-Platform Gaming II-76
Sony Mobile Launches PlayStation Mobile for Smartphones II-76
Jump Games Introduces Official Mobile Game on ICC T20 World
Cup II-76
Zynga Releases Montopia and Ayakashi Internationally II-77
Miniclip Crosses Mobile Game Downloads Milestone II-77
Pogo and Collaborators Introduce Chhota Bheem: Mice Mayhem II-77
Gameloft Releases New Mobile Game ‘The Amazing Spider-Man' II-78
GAMEVIL Introduces Cartoon Wars: Blade to App Store Game Title II-78
Mind Candy and GREE to Release 2 Moshi Monsters Mobile Games II-79
Jump Games and Reliance Animation to Unveil Krishna Aur Kans
Mobile Game II-79
Gameloft to Introduce New Game Titles II-79
GAMEVIL Releases Legend of Master 3 Game Title to Google Play II-79
GAMEVIL® Releases Sakura Slash II-80
GAMEVIL® Launches Fishing Superstars Social Sports Game II-80
GAMEVIL® Introduces Fruit Rush Puzzle Game II-80
GAMEVIL® Unveils Cartoon Wars 2: Heroes II-80
GAMEVIL Introduces Punch Hero Mobile Boxing Game II-81
Gameloft Unveils UNO™ for Amazon's Kindle Products II-81
WiStone and Gree Voice Intention to Release on Gree Platform
‘War 2 Victory' MMO Strategy Game II-81
Gamevil(R) Releases ‘Last War' for Android Users II-82
Namco Bandai Launches Soulcalibur(R) on App Store II-82
STC Unveils STC Gaming Portal II-83
Reach Messaging Unveils Word Supreme Mobile Game Application II-83
RockYou(R) Unveils Galactic Allies RTS Facebook Game II-84
Gameloft Collaborates with Audi to Launch Asphalt Audi RS 3 II-84
Glu Mobile Develops Social Mobile Games for Sony Ericsson's
Xperia Play Gaming Platform II-85
Glu Mobile Unveils Bug Village for Google+ II-86
Glu Mobile Introduces Bug Village on Windows Phone 7 II-86
Glu Mobile Rolls Out Deer Hunter 3D Over Windows Phone 7 II-86
Rivet Games Introduces ‘Puzzle Tales II-86
Zapak Launches mGames II-86
3 UK Launches Reconfigured Three Games Store II-87
MocoSpace Launches Four New Browser-Based Games II-87
MocoSpace Launches Stage Hero II-87
Yicha Launches Raker Korea II-88
Kongregate Launches Andriod App with 300 Browser-based Game
Titles II-88
MindJolt Rolls Out SGNs Mini Café Gaming App II-88
Zynga Launches Mafia Wars 2 II-88
Zynga Unveils CityVille Hometown in Several Languages II-89
Zynga Launches New Hanging With Friends Game II-89
Wooga Launches Mobile Version of Diamond Dash II-89
TechFaith Releases Motion Gaming Software Solutions II-90
Youload Launches Web-Based Downloadable Wireless Games II-90
The9 Unveils The9 Game Center II-90
Sony to Launch NGP and PlayStation Suite II-91
Sony to Launch PSP Game Console with 3G Connectivity II-91
Gameloft Offers Asphalt 3D for Nintendo 3DS Launch II-91
Gamevil(R) Releases ‘Toy Shot' for iOS Devices II-92
Namco Bandai Games Releases Sky Gamblers™: Rise of Glory II-92
GREE Releases Unity-Powered iOS and Android Social Games II-93
GAMEVIL® Unveils Chalk n Talk Social Mobile Game II-93
EA Launches Social Mobile Game on GREE Platform II-94

8. PROUDUCT/SERVICE INTRODUCTIONS/ LAUNCHES IN THE RECENT PAST - A
PERSPECTIVE BUILDER II-95
Zynga Introduces Mafia Wars SMS Feature II-95
Gameloft(R) Releases Windows Phone 7 Compatible Games II-95
I-play Unveils New Edition of Fast & Furious: Adrenaline for
iOS Devices II-95
Glu Mobile Unveils Clash of the Titans: The Movie II-96
SEGA to Launch Marvels Famous Thor Franchise into Video
Gaming Systems II-96
I-play Launches Famous Online Game Paradise Quest for iPod®
Touch and iPhone™ II-97
Zynga Launches Browser-Based Version of Mafia Wars Atlantic
City II-98
HWS to Launch Java Pyramid Game II-98
Quno to Introduce First Mobile Games at Rail Stations in
Collaboration with SCVNGR II-99
MocoSpace to Launch New Mobile Games Platform II-99
Blockdot Introduces New Games for SuperMedia II-99
Blockdot Unveils Updated Version of Chicktionary II-100
Blockdot and Universal Pictures Introduce New Free-to-Play
Pilgrims Punch-Out Game (US) MocoSpace Launches Android App II-100
Zynga Unveils Zynga Texas Poker Game II-100
Sony Releases Ten Free Games to PSP Go Owners II-101
Readers Digest Launches Word Power Games in Collaboration
with Fit Brains II-101
HMV and Orange Launch Mobile Games Service II-101
THQ Wireless Introduces iPhone Version of de Blob([R])
Revolution Game II-101
Jump Games Unveils Official Ashes Series Game for Mobile
Devices II-102
Electronic Arts Releases Pogo Games App on App Store II-103
MocoSpace Launches Street Wars II-103
Cascadia Investments Launches Six New Apple- Compatible Games II-103
Cascadia Investments Launches cascadiainteractive.com Gaming
Apps Website II-104

9. FOCUS ON SELECT GLOBAL PLAYERS II-105
Blockdot, Inc. (US) II-105
DeNA Co., Ltd. (Japan) II-105
Electronic Arts, Inc. (US) II-105
Gameloft SA (France) II-106
GAMEVIL (Korea) II-106
GREE International, Inc. (US) II-106
Glu Mobile, Inc. (US) II-107
GigaMedia Limited (China) II-107
HandyGames™ (Germany) II-108
I-play (UK) II-108
Itsmy® Games (Germany) II-108
Jump Games (India) II-108
Kuju Entertainment Ltd. (UK) II-109
MocoSpace (USA) II-109
NAMCO BANDAI Games Inc. (USA) II-109
Nexon America, Inc. (US) II-109
Player X (The United Kingdom) II-110
RockYou®, Inc. (US) II-110
Santaro Interactive Entertainment Company (US) II-110
SendMe Inc. (USA) II-110
Snackable Media (USA) II-110
Sohu.com, Inc. (China) II-111
Sony Computer Entertainment, Inc. (Japan) II-111
Sony Online Entertainment LLC (US) II-111
Tylted (US) II-111
Zapak Digital Entertainment Ltd. (India) II-112

10. GLOBAL MARKET PERSPECTIVE II-113
Table 24: World Recent Past, Current & Future Analysis for
Wireless Gaming by Geographic Region/Country - US, Japan,
Europe, and Rest of World Markets Independently Analyzed with
Annual Revenue in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) II-113

Table 25: World Historic Review for Wireless Gaming by
Geographic Region/Country - US, Japan, Europe, and Rest of
World Markets Independently Analyzed with Annual Sales Figures
in US$ Million for Years 2004 through 2009 (includes
corresponding Graph/Chart) II-114

Table 26: World 15-Year Perspective for Wireless Gaming by
Geographic Region/Country - Percentage Breakdown of Dollar
Sales for US, Japan, Europe, and Rest of World Markets for
Years 2004, 2012, and 2018 (includes corresponding
Graph/Chart) II-115

Table 27: World Recent Past, Current & Future Analysis for
Message Based Wireless Gaming by Geographic Region/Country -
US, Japan, Europe, and Rest of World Markets Independently
Analyzed with Annual Revenue in US$ Million for Years 2010
through 2018 (includes corresponding Graph/Chart) II-116

Table 28: World Historic Review for Message based Wireless
Gaming by Geographic Region/Country - US, Japan, Europe, and
Rest of World Markets Independently Analyzed with Annual Sales
Figures in US$ Million for Years 2004 through 2009 (includes
corresponding Graph/Chart) II-117

Table 29: World 15-Year Perspective for Message based Wireless
Gaming by Geographic Region/ Country - Percentage Breakdown of
Dollar Sales for US, Japan, Europe, and Rest of World Markets
for Years 2004, 2012, and 2018 (includes corresponding
Graph/Chart) II-118

Table 30: World Recent Past, Current & Future Analysis for
Browser/Web Based Wireless Gaming by Geographic Region/Country
- US, Japan, Europe, and Rest of World Markets Independently
Analyzed with Annual Revenue in US$ Million for Years 2010
through 2018 (includes corresponding Graph/Chart) II-119

Table 31: World Historic Review for Browser/Web based Wireless
Gaming by Geographic Region/ Country - US, Japan, Europe, and
Rest of World Markets Independently Analyzed with Annual Sales
Figures in US$ Million for Years 2004 through 2009 (includes
corresponding Graph/Chart) II-120

Table 32: World 15-Year Perspective for Browser/ Web based
Wireless Gaming by Geographic Region/Country - Percentage
Breakdown of Dollar Sales for US, Japan, Europe, and Rest of
World Markets for Years 2004, 2012, and 2018 (includes
corresponding Graph/Chart) II-121

Table 33: World Recent Past, Current & Future Analysis for
Downloadable Wireless Gaming by Geographic Region/Country -
US, Japan, Europe, and Rest of World Markets Independently
Analyzed with Annual Revenue in US$ Million for Years 2010
through 2018 (includes corresponding Graph/Chart) II-122

Table 34: World Historic Review for Downloadable Wireless
Gaming by Geographic Region/Country - US, Japan, Europe, and
Rest of World Markets Independently Analyzed with Annual Sales
Figures in US$ Million for Years 2004 through 2009 (includes
corresponding Graph/Chart) II-123

Table 35: World 15-Year Perspective for Downloadable Wireless
Gaming by Geographic Region/Country - Percentage Breakdown of
Dollar Sales for US, Japan, Europe, and Rest of World Markets
for Years 2004, 2012, and 2018 (includes corresponding
Graph/Chart) II-124

III. MARKET

1. THE UNITED STATES III-1
A.Market Analysis III-1
Current & Future Analysis III-1
Gaming Rapidly Gaining Popularity in the US III-1
Women - Valuable Customers III-1
Upsurge in Mobile Game Downloads III-2
Product Launches and Innovations III-2
Strategic Corporate Developments III-22
Key Players III-29
B.Market Analytics III-33
Table 36: US Recent Past, Current and Future Analysis for
Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-33

Table 37: US Historic Review for Wireless Gaming by Segment
- Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-34

Table 38: US 15-Year Perspective for Wireless Gaming by
Segment - Percentage Share Breakdown of Revenue for
Messaging Based Wireless Gaming, Browser/Web Based Wireless
Gaming and Downloadable Wireless Gaming Markets for Years
2004, 2012, and 2018 (includes corresponding Graph/Chart) III-35

2. JAPAN III-36
A.Market Analysis III-36
Current & Future Analysis III-36
Growing Preference for Online Entertainment Market III-36
Wireless Games - A Mature Market in Japan III-36
Product Launches and Innovations III-36
Strategic Corporate Developments III-38
Key Players III-42
B.Market Analytics III-43
Table 39: Japanese Recent Past, Current and Future Analysis
for Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-43

Table 40: Japanese Historic Review for Wireless Gaming by
Segment - Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-44

Table 41: Japanese 15-Year Perspective for Wireless Gaming
by Segment - Percentage Share Breakdown of Revenue for
Messaging Based Wireless Gaming, Browser/Web Based Wireless
Gaming and Downloadable Wireless Gaming Markets for Years
2004, 2012, and 2018 (includes corresponding Graph/Chart) III-45

3. EUROPE III-46
A.Market Analysis III-46
Current & Future Analysis III-46
Wireless Gaming Market - On Growth Path III-46
B.Market Analytics III-47
Table 42: European Recent Past, Current and Future Analysis
for Wireless Gaming by Geographic Region/Country - France,
Germany, Italy, UK, Spain, Russia and Rest of Europe Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2010 through 2018 (includes corresponding
Graph/Chart) III-47

Table 43: European Historic Review for Wireless Gaming by
Geographic Region/Country - France, Germany, Italy, UK,
Spain, Russia and Rest of Europe Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2004
through 2009 (includes corresponding Graph/Chart) III-48

Table 44: European 15-Year Perspective for Wireless Gaming
by Geographic Region/ Country - Percentage Share Breakdown
of Revenue for France, Germany, Italy, UK, Spain, Russia,
and Rest of Europe Markets for Years 2004, 2012, and 2018
(includes corresponding Graph/Chart) III-49

Table 45: European Recent Past, Current and Future Analysis
for Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/ Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-50

Table 46: European Historic Review for Wireless Gaming by
Segment - Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-51

Table 47: European 15-Year Perspective for Wireless Gaming
Market by Segment - Percentage Share Breakdown of Revenue
for Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets for
Years 2004, 2012, and 2018 (includes corresponding
Graph/Chart) III-52

3a. FRANCE III-53
A.Market Analysis III-53
Wireless Gaming Market III-53
Product Launches and Innovations III-53
Key Player III-57
B.Market Analytics III-58
Table 48: French Recent Past, Current and Future Analysis
for Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-58

Table 49: French Historic Review for Wireless Gaming by
Segment - Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-59

Table 50: French 15-Year Perspective for Wireless Gaming by
Segment - Percentage Share Breakdown of Revenue for
Messaging Based Wireless Gaming, Browser/Web Based Wireless
Gaming and Downloadable Wireless Gaming Markets for Years
2004, 2012, and 2018 (includes corresponding Graph/Chart) III-60

3b. GERMANY III-61
A.Market Analysis III-61
Excellent Scope for Mobile Gaming III-61
Product Launches and Innovations III-61
Strategic Corporate Developments III-62
Key Players III-63
B.Market Analytics III-64
Table 51: German Recent Past, Current and Future Analysis
for Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-64

Table 52: German Historic Review for Wireless Gaming by
Segment - Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-65

Table 53: German 15-Year Perspective for Wireless Gaming by
Segment - Percentage Share Breakdown of Revenue for
Messaging Based Wireless Gaming, Browser/Web Based Wireless
Gaming and Downloadable Wireless Gaming Markets for Years
2004, 2012, and 2018 (includes corresponding Graph/Chart) III-66

3c. ITALY III-67
Market Analysis III-67
Table 54: Italian Recent Past, Current and Future Analysis
for Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/ Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-67

Table 55: Italian Historic Review for Wireless Gaming by
Segment - Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-68

Table 56: Italian 15-Year Perspective for Wireless Gaming by
Segment - Percentage Share Breakdown of Revenue for
Messaging Based Wireless Gaming, Browser/Web Based Wireless
Gaming and Downloadable Wireless Gaming Markets for Years
2004, 2012, and 2018 (includes corresponding Graph/Chart) III-69

3d. THE UNITED KINGDOM III-70
A.Market Analysis III-70
Current & Future Analysis III-70
A Potential Mobile Gaming Market III-70
Wireless Games Propel Growth in Gaming Market III-70
Smartphones - The Medium of Choice for Wireless Gamers in
the Nation III-70
Increasing Share of Pay-and-Use Mobile Phone Gamers III-70
Console Manufacturers Enter Mobile Gaming Space III-71
Product Launches and Innovations III-71
Strategic Corporate Developments III-72
Key Players III-73
B.Market Analytics III-74
Table 57: United Kingdom Recent Past, Current and Future
Analysis for Wireless Gaming by Segment - Messaging Based
Wireless Gaming, Browser/Web Based Wireless Gaming and
Downloadable Wireless Gaming Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2018 (includes corresponding Graph/Chart) III-74

Table 58: United Kingdom Historic Review for Wireless Gaming
by Segment - Messaging Based Wireless Gaming, Browser/Web
Based Wireless Gaming and Downloadable Wireless Gaming
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-75

Table 59: United Kingdom 15-Year Perspective for Wireless
Gaming by Segment - Percentage Share Breakdown of Revenue
for Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets for
Years 2004, 2012, and 2018 (includes corresponding
Graph/Chart) III-76

3e. SPAIN III-77
Market Analysis III-77
Table 60: Spanish Recent Past, Current and Future Analysis
for Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-77

Table 61: Spanish Historic Review for Wireless Gaming by
Segment - Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-78

Table 62: Spanish 15-Year Perspective for Wireless Gaming by
Segment - Percentage Share Breakdown of Revenue for
Messaging Based Wireless Gaming, Browser/Web Based Wireless
Gaming and Downloadable Wireless Gaming Markets for Years
2004, 2012, and 2018 (includes corresponding Graph/Chart) III-79

3f. RUSSIA III-80
A.Market Analysis III-80
Mobile Gaming Market III-80
B.Market Analytics III-81
Table 63: Russian Recent Past, Current and Future Analysis
for Wireless Gaming by Segment - Messaging Based Wireless
Gaming, Browser/Web Based Wireless Gaming and Downloadable
Wireless Gaming Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2018
(includes corresponding Graph/Chart) III-81

Table 64: Russian Historic Review for Wireless Gaming by
Segment - Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-82

Table 65: Russian 15-Year Perspective for Wireless Gaming by
Segment - Percentage Share Breakdown of Revenue for
Messaging Based Wireless Gaming, Browser/Web Based Wireless
Gaming and Downloadable Wireless Gaming Markets for Years
2004, 2012, and 2018 (includes corresponding Graph/Chart) III-83

3g. REST OF EUROPE III-84
A.Market Analysis III-84
Product Launches and Innovations III-84
Strategic Corporate Developments III-85
B.Market Analytics III-86
Table 66: Rest of Europe Recent Past, Current and Future
Analysis for Wireless Gaming by Segment - Messaging Based
Wireless Gaming, Browser/Web Based Wireless Gaming and
Downloadable Wireless Gaming Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2018 (includes corresponding Graph/Chart) III-86

Table 67: Rest of Europe Historic Review for Wireless Gaming
by Segment - Messaging Based Wireless Gaming, Browser/Web
Based Wireless Gaming and Downloadable Wireless Gaming
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-87

Table 68: Rest of Europe 15-Year Perspective for Wireless
Gaming by Segment - Percentage Share Breakdown of Revenue
for Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets for
Years 2004, 2012, and 2018 (includes corresponding
Graph/Chart) III-88

4. REST OF WORLD III-89
A.Market Analysis III-89
Current & Future Analysis III-89
Mobile Gaming Poised for Excellent Growth in Asian Market III-89
Message Based Games in Asia-Pacific - A Snapshot III-89
Focus on Select Markets III-89
China III-89
Technology Drives Chinese Mobile Gaming Market III-89
Table 69: Chinese Wireless Gaming Market (2011):
Percentage Share Breakdown of Revenue by Leading Players
(includes corresponding Graph/Chart) III-90
India III-90
Overview III-90
Spreading Awareness - Key to Success III-91
South Korea III-91
One of the Major Global Markets III-91
Korean Mobile Gaming Market - Poised for Significant
Growth III-92
Government Clampdown on Video Games Fail to Deter Wireless
Games Segment III-92
Competition III-92
Regional Market Players Look to Overseas Markets III-93
Table 70: Mobile Gaming Market in Korea (2012):
Percentage Share Breakdown of Revenue by Leading Players
(includes corresponding Graph/Chart) III-93
Product Launches and Innovations III-94
Strategic Corporate Developments III-100
Key Players III-105
B.Market Analytics III-107
Table 71: Rest of World Recent Past, Current and Future
Analysis for Wireless Gaming by Segment - Messaging Based
Wireless Gaming, Browser/ Web Based Wireless Gaming and
Downloadable Wireless Gaming Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2018 (includes corresponding Graph/Chart) III-107

Table 72: Rest of World Historic Review for Wireless Gaming
by Segment - Messaging Based Wireless Gaming, Browser/Web
Based Wireless Gaming and Downloadable Wireless Gaming
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2004 through 2009 (includes corresponding
Graph/Chart) III-108

Table 73: Rest of World 15-Year Perspective for Wireless
Gaming by Segment - Percentage Share Breakdown of Revenue
for Messaging Based Wireless Gaming, Browser/Web Based
Wireless Gaming and Downloadable Wireless Gaming Markets for
Years 2004, 2012, and 2018 (includes corresponding
Graph/Chart) III-109

IV. COMPETITIVE LANDSCAPE

Total Companies Profiled: 90 (including Divisions/Subsidiaries - 99)

The United States (48)
Japan (8)
Europe (27)
- France (2)
- Germany (9)
- The United Kingdom (8)
- Rest of Europe (8)
Asia-Pacific (Excluding Japan) (15)
Middle-East (1)

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