Mobile Gaming Asia: Market and Forecast Analysis
Overview:
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific region as well as emerging markets such as the Middle East are also high growth areas.
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 telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
Mobile Gaming Technology in the report:
Windows Phone, Windows Phone 7.5 / 'Mango' , webOS, Apple iOS, Android, Symbian, BlackBerry OS, Bada, Brew, DoJa, Java ME , WIPI, Maemo, MeeGo, SHR, Linux, LiMo 4, Boot 2 Gecko (B2G), Aliyun OS, Tizen, Meltemi
Mobile Gaming Genres in the report:
Action, Action-adventure, Adventure, Role-playing, Simulation, Sport, Strategy
Countries in the report:
China, Japan, Korea, Russia, Australia, India, Indonesia, Thailand, Philippines, Malaysia, Singapore, Vietnam, Hong Kong, Mongolia, New Zealand, Taiwan, Bangladesh, Sri Lanka, Pakistan, Turkey, Iran, Israel, Saudi Arabia, Afghanistan, Iraq, Syria, UAE , Egypt, Kazakhstan, Kyrgyzstan, Uzbekistan
Companies in the Report:
Game Developers and Platforms
GREE, DeNA, Tencent, Mig33, PapayaMobile, Electronic Arts, Gameloft, Rovio, Mobilenter, Tomb Raider, zynga, Poker, Smart Cell, Palm, Scoreloop, Qualcomm, Oracle, HTC, LiMo Foundation, Mozilla Corporation, Alibaba, SCVNGR, IGT, inTouch Games, Alchemybet Ltd, Neo Games, Play'n GO, Play tech, Probability, Slotland, Spin 3, ThePhoneCasino, Iceland's CCP Games, SUN, Rhomobile, PopCap Games, Valve, Glu, Ngmoco, Magmic, Disney Mobile, Punch, Sina Weibo, Grasshopper, UltiZen Games, TheMobileGamer, GameBrains, Phoenix Game Studios, Unreal Mind, Tantalus Asia, 5th Cell Media, Multimedia Development Corporation, Cyberplanet, Chiang Mai Digital Works, Esoft Interactive, Anino Entertainment, The Animation Council of Philippines, Mikoishi, NextGen, Envisage Reality, Inerworx, Media Development Authority, Zipline', Unity, Epic Games, Sibblingz, Pocket Gems, LYTO, GOGAME
Network Operators
China Mobile, China Unicom, Airtel (Bharti), Reliance Communications. Telkomsel, NTT DoCoMo, Viettel. Smart Communications, VimpelCom, SingTel, Axiata Group Berhad, Saudi Telecom Company (STC), Etisalat, Maxis, Turkcell, Qtel, Telstra, Grameenphone, Indosat, Mobicom, Vodafone, Mobilink, AIS Thailand, Mobile Communications Company of Iran (MCI), Cellcom, sprint, Verizon, AT&T, U.S. Cellular, Vodaphone, Orange, T Mobile, Altel,SoftBank, KDDI, Telia Sonera, Telenor, Orascom, Virgin Mobile, TeliaSonera, MTS, China Telecom, SoftBank, KDDI, Emobile, SK Telecom, Korea Telecom, LG U Plus, Telekominvest, Alpha Group, Delta Telecom, Mobile TeleSystems, Optus Mobile, TPG, Savvytel, Crazy John's, Boost Mobile, Amaysim, Vivid Wireless, Unwired, Think Mobile, DODO, Woffle, Startel, DEUO, Tru, Everyday Mobile, Lebara Mobile, Woolworths Mobile, PennyTel, Red Bull MOBILE, Vodafone Essar, Idea Cellular, BSNL, Tata Teleservices, Aircel, Uninor, MTS India, Videocon, MTNL, Indosat, XL Axiata, Telcom, Bakrie Telecom, AIS, DTAC, True Move, Globe, Suncellular, DIGI, SingTel Mobile, StarHub Mobile, M1, Qmax, MobiFone, Viettel Mobile, Vinaphone, 3, CSL, PCCPW Mobile, SmarTone-Vodalipur, SmarTone-Vodafone, China Mobile Hong Kong, Mobicom, Unitel, Skytel, G-Mobile, Chunghwa Telecom, Taiwan Mobile, Areeba, Syriatel, K-Cell, PMCL, O2 UK, Movistar Spain
Handset Manufacturers:
Nokia, Apple, Motorola, Microsoft, RIM, Fujitsu-Toshiba, Kyocera, NEC, Casio, Panasonic, Sharp, HTC, LG Electronics, Huawei, Samsung, ZTE, Motorola, Sony Ericsson , Pantech Curitel, Nokia Siemens Networks (NSN), Philips, Sagem
Other Companies/Organizations:
Acer, Fujitsu, Hewlett-Packard, Foxconn , Google, yahoo, Adobe, metroPCS, Cricket Wireless, INQ Mobile, skype, Linux Foundation, NEC, PANASONIC, Intel, Foursquare, Facebook, Yelp, Beiduo, Dianping, European Telecommunications Standards Institute (ETSI), GSM association, ITU, Maestro, Solo, MasterCard, Visa Electron, Neteller, Entropay, Ukash, Cisco, Salesforce.com, Gowalla, Sony, Nintendo, BMW, Telefonica, Amazon, MegaFon, Alcatel, BenQ, Fly, Mobile Communications Company of Iran (MCI), Princeton University
Audience:
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific region as well as emerging markets such as the Middle East are also high growth areas.
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 telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
Mobile Gaming Technology in the report:
Windows Phone, Windows Phone 7.5 / 'Mango' , webOS, Apple iOS, Android, Symbian, BlackBerry OS, Bada, Brew, DoJa, Java ME , WIPI, Maemo, MeeGo, SHR, Linux, LiMo 4, Boot 2 Gecko (B2G), Aliyun OS, Tizen, Meltemi
Mobile Gaming Genres in the report:
Action, Action-adventure, Adventure, Role-playing, Simulation, Sport, Strategy
Countries in the report:
China, Japan, Korea, Russia, Australia, India, Indonesia, Thailand, Philippines, Malaysia, Singapore, Vietnam, Hong Kong, Mongolia, New Zealand, Taiwan, Bangladesh, Sri Lanka, Pakistan, Turkey, Iran, Israel, Saudi Arabia, Afghanistan, Iraq, Syria, UAE , Egypt, Kazakhstan, Kyrgyzstan, Uzbekistan
Companies in the Report:
Game Developers and Platforms
GREE, DeNA, Tencent, Mig33, PapayaMobile, Electronic Arts, Gameloft, Rovio, Mobilenter, Tomb Raider, zynga, Poker, Smart Cell, Palm, Scoreloop, Qualcomm, Oracle, HTC, LiMo Foundation, Mozilla Corporation, Alibaba, SCVNGR, IGT, inTouch Games, Alchemybet Ltd, Neo Games, Play'n GO, Play tech, Probability, Slotland, Spin 3, ThePhoneCasino, Iceland's CCP Games, SUN, Rhomobile, PopCap Games, Valve, Glu, Ngmoco, Magmic, Disney Mobile, Punch, Sina Weibo, Grasshopper, UltiZen Games, TheMobileGamer, GameBrains, Phoenix Game Studios, Unreal Mind, Tantalus Asia, 5th Cell Media, Multimedia Development Corporation, Cyberplanet, Chiang Mai Digital Works, Esoft Interactive, Anino Entertainment, The Animation Council of Philippines, Mikoishi, NextGen, Envisage Reality, Inerworx, Media Development Authority, Zipline', Unity, Epic Games, Sibblingz, Pocket Gems, LYTO, GOGAME
Network Operators
China Mobile, China Unicom, Airtel (Bharti), Reliance Communications. Telkomsel, NTT DoCoMo, Viettel. Smart Communications, VimpelCom, SingTel, Axiata Group Berhad, Saudi Telecom Company (STC), Etisalat, Maxis, Turkcell, Qtel, Telstra, Grameenphone, Indosat, Mobicom, Vodafone, Mobilink, AIS Thailand, Mobile Communications Company of Iran (MCI), Cellcom, sprint, Verizon, AT&T, U.S. Cellular, Vodaphone, Orange, T Mobile, Altel,SoftBank, KDDI, Telia Sonera, Telenor, Orascom, Virgin Mobile, TeliaSonera, MTS, China Telecom, SoftBank, KDDI, Emobile, SK Telecom, Korea Telecom, LG U Plus, Telekominvest, Alpha Group, Delta Telecom, Mobile TeleSystems, Optus Mobile, TPG, Savvytel, Crazy John's, Boost Mobile, Amaysim, Vivid Wireless, Unwired, Think Mobile, DODO, Woffle, Startel, DEUO, Tru, Everyday Mobile, Lebara Mobile, Woolworths Mobile, PennyTel, Red Bull MOBILE, Vodafone Essar, Idea Cellular, BSNL, Tata Teleservices, Aircel, Uninor, MTS India, Videocon, MTNL, Indosat, XL Axiata, Telcom, Bakrie Telecom, AIS, DTAC, True Move, Globe, Suncellular, DIGI, SingTel Mobile, StarHub Mobile, M1, Qmax, MobiFone, Viettel Mobile, Vinaphone, 3, CSL, PCCPW Mobile, SmarTone-Vodalipur, SmarTone-Vodafone, China Mobile Hong Kong, Mobicom, Unitel, Skytel, G-Mobile, Chunghwa Telecom, Taiwan Mobile, Areeba, Syriatel, K-Cell, PMCL, O2 UK, Movistar Spain
Handset Manufacturers:
Nokia, Apple, Motorola, Microsoft, RIM, Fujitsu-Toshiba, Kyocera, NEC, Casio, Panasonic, Sharp, HTC, LG Electronics, Huawei, Samsung, ZTE, Motorola, Sony Ericsson , Pantech Curitel, Nokia Siemens Networks (NSN), Philips, Sagem
Other Companies/Organizations:
Acer, Fujitsu, Hewlett-Packard, Foxconn , Google, yahoo, Adobe, metroPCS, Cricket Wireless, INQ Mobile, skype, Linux Foundation, NEC, PANASONIC, Intel, Foursquare, Facebook, Yelp, Beiduo, Dianping, European Telecommunications Standards Institute (ETSI), GSM association, ITU, Maestro, Solo, MasterCard, Visa Electron, Neteller, Entropay, Ukash, Cisco, Salesforce.com, Gowalla, Sony, Nintendo, BMW, Telefonica, Amazon, MegaFon, Alcatel, BenQ, Fly, Mobile Communications Company of Iran (MCI), Princeton University
Audience:
- Game Portal Companies
- Mobile Network Operators
- Game Exporter / Importers
- Mobile Application Developers
- Location-based Service Providers
- Social Media Service Provider
- Mobile Handset Manufacturers
- Mobile / Online Gambling Companies
- Game Distributors and Aggregators
- Brand/Product/Service Advertiser
- M-commerce Application Developers
Contents
ABSTRACTWHAT IS MOBILE GAMING
MOBILE GAMING HISTORY AND BRAND GAMES
LIMITATIONS OF MOBILE GAMING
MOBILE GAMING TECHNOLOGY PLATFORM
Windows Phone
Windows Phone 7.5 / 'Mango'
webOS20
Apple iOS
Android
Symbian
BlackBerry OS
Bada
Brew
DoJa
Java ME
WIPI
Maemo
MeeGo
SHR
Linux
LiMo 4
FUTURE MOBILE GAMING TECHNOLOGY PLATFORM
Boot 2 Gecko (B2G)
Aliyun OS
Tizen
Meltemi
FUTURE OF MOBILE GAMING TECHNOLOGY PLATFORM: HTML5, LimeJS, CLOUD
OPERATING SYSTEM MARKET SHARE AND TREND ANALYSIS
MOBILE GAMERS PLATFORM CHOICE, MOBILE CASINO, AND ANROID
LOCATION BASED MOBILE GAME AND FUTURE GAMING TREND
CASE STUDY: SCVNGR - A LOCATION-BASED MOBILE GAMING PLATFORM
MOBILE LBS GAMING IN ASIA, ANALYSIS AND FUTURE DIRECTION
MULTIPLAYER MOBILE GAMING (MMG)
ANROID: TOP 10 MULTIPLAYER GAMES47
iPhone: TOP 10 MULTIPLAYER GAMES
MULTIPLAYER MOBILE GAMING (MMG) FUNCTIONALITY DRIVER
Infrared
Bluetooth
GPRS
3G
Mobile Wi-Fi
Artificial Intelligence (AI)
FUTURE OF MMG (MULTIPLAYER MOBILE GAMING) FUNCTIONALITY DRIVER
4G
Mobile Cloud
HTML5 - Mobile Web's Future
MOBILE GAMING GENRES
Action Games
Action-adventure Games
Adventure Games
Role-playing Games
Simulation Games
Sports Games
Strategy Games
INNOVATIVE MOBILE GAMING61
Mobile Gambling & Market Projection
Mobile Casino and Mobile Gambling
No 1 Innovative Game 2010: EVE Online
Case Study: 32Red Mobile Casino
POCKET GAMER AWARDS 2010
MOBILE CLOUD AND MOBILE GAMING
Mobile Cloud: 5 Key Tech Trends
Mobile Cloud - $9.5 Billion Market Estimate
RUBY PLATFORM & MOBILE GAMING
Ruby-based Cross-platform Mobile Framework
HTC Ruby and Mobile Casino
Top Ten PokeMan Ruby Game on Mobile
SOCIAL MEDIA AND MOBILE GAMING
Mobile Getting Social
Social Media: Video Game is the future of Mobile Gaming
Connecting Console and Mobile Cloud: The Next Big Play of Gaming
Mobile Video Game Infographics: A Growing Trend
Angry Birds Infographics: 140 million Downloads
Case Study: Zynga and Mobile Gaming Studio
Case Study: Virtual Go-To Community of BMW app for Social Mobile Gaming
MOBILE APPS & MONEY GENERATION
In-Game Marketing and Revenue Generation
Category Mobile Apps: Games is the Number One
93% OF APPS DOWNLOADER AND WILLINGNESS TO PAY MONEY FOR GAMES
iOS Gamers Pay Twice Than Average Gamers: the Real Target Market
LEARNING OF VIDEO GAME INDUSTRY FROM MOBILE GAMING
Video Game Business Model: A Growing Anxiety
Sony's Online Community Creation
Proliferation of Digital Distribution
Discount Pricing Structure: A Reality
Home Entertainment and the Future
IS MOBILE GAMING KILLING THE CONSOLE MARKET?
MOBILE GAME DISTRIBUTION PLATFORM
Distribution Model and OTI Trend
User Behavior affecting Distribution Channel
Billing
Cost
Marketing and Brands
Mobile Application Landscape : Mobile Game Distribution Fragmentation
MOBILE GAME DEVELOPER
Top 25 Global Mobile Game Developers
Mobile Gaming Platform in Asia
800 MILLION USERS AND TENCENT-GREE-MIG33 ALLIANCE FOR JAPAN, CHINA & INDONESIA
What about DeNA , Weibi and Asian Market Trend?
Developer and the Eco System
GREE
DeNA
Tencent
Mig33
PapayaMobile
APAC Region
Southeast Asia
Japan
China
Indonesia
Malaysia
Thailand
The Philippines
Singapore
Case Study: Zipline Games
ECONOMIC DRIVER OF MOBILE GAMING
Revenue Dimension in Mobile Gaming
Tips for Making Money from Mobile Gaming
GROWTH DRIVER OF MOBILE GAMING
MOBILE PENETRATION AND GAMING MARKET 2011 - BEYOND
Asia-Pacific Leads Mobile Penetration
5 TRENDS SHAPING THE MOBILE GAMING INDUSTRY
GLOBAL MOBILE GAMING MARKETPLACE
Global Mobile Gaming Market 2011 - 2015
Global Mobile Gamer Demographics
Types of Global Game player and Social Game Trend
A Global Trend: Decoupling from Apps
Global Mobile Gaming Revenue projection 2008 -2015
Mobile Gaming End User Revenue 2009-2014
Global Mobile Gaming Revenue by Region 2008 -2013
Regional Revenue Segmentation 2009 - 2013
ASIAN MOBILE GAMING MARKETPLACE
APAC (ASIA PACIFIC)
Market Size: 92% Game Deployment Ratio
Revenue Forecast 2008-2013: Game Download Supersedes Real-Time Games
Mobile Game Genres: APAC Leading Operator
ME (MIDDLE EAST)
Market Size: 70% Game Deployment Ratio
Revenue Forecast 2008-2013
Mobile Game Genres: ME Leading Operators
CENTRAL ASIA
SOUTH EAST ASIA
ASIAN GAMING MARKET: COUNTRY PROSPECT115
Top 10 growth markets in Asia
China
Japan
Korea
Russia
Australia
India
Indonesia
Thailand
Philippines
Malaysia
Singapore
Vietnam
Hong Kong
Mongolia
New Zealand
Taiwan
Bangladesh
Sri Lanka
Pakistan
Turkey
Iran
Israel
Saudi Arabia
Afghanistan
Iraq
Syria
UAE
Egypt
Kazakhstan
Kyrgyzstan
Uzbekistan
TELCO OPERATOR ANALYSIS
Top 15 Mobile Operators in Asia by Subscribers
China Mobile
China Unicom
Airtel (Bharti)
Reliance Communications
Telkomsel
NTT DoCoMo
Viettel
Smart Communications
VimpelCom
SingTel
Axiata Group Berhad
Saudi Telecom Company (STC)
Etisalat
Maxis
Turkcell
Qtel
Telstra
Grameenphone
Indosat
Mobicom
Vodafone New Zealand
Mobilink
AIS Thailand
Mobile Communications Company of Iran (MCI)
Cellcom
MOBILE GAME PRICING
Gaming Pricing Model: 360% Analysis
Average Mobile Gaming Price
Average Download per User: 9 games Per User
MOBILE GAMING vs VAS REVENUE 2008-2013
MOBILE ADVERTISING REVENUE 2015
ASIAN MOBILE GAMBLING MARKET: 3.91 CAGR by 2015
MOBILE GAMING BUSINESS STRATEGIES
MOBILE GAME MONETIZATION METHODS: 29 BUSINESS MODELS
CASE STUDY: ANGRY BIRDS - A SUCCESSFUL MOBILE GAME STORY
MOBILE GAMING DISTRIBUTION CHANNEL
MOBILE GAMING ECO SYSTEM / VALUE CHAIN
VALUE CHAIN PARTNERSHIP
OTA Value Chain
Intellectual Property Rights (IPR)
Developer Engagement
Aggregator Engagement
Carrier and Operator Engagement
Handset Manufacturer engagement
Sales Channel Engagement
End-Customer Engagement
REVENUE SHARING IN MOBILE GAMING VALUE CHAIN
KEY REVENUE SOURCES & COST ITEM OF MOBILE GAMING BUSINESS
IMPACT OF BRAND IN THE SUCCESS OF MOBILE GAMING
MOBILE GAMING: INTERSECTION OF VEDIO GAME & MOBILE DATA APPLICATION
EVOLUTION OF MOBILE GAMING: A CONCEPTUAL FRAMEWORK
BEST GAMING PRACTICE: JAPAN & KOREA
WHERE IS THE MONEY?
WHERE IS THE OPPORTUNITY? A GAMIFICATION TREND
RECOMMENDATIONS
Recommended Drivers to Stimulate the Uptake of Mobile Gaming
Recommendation for Grabbing Business Opportunity
Recommended General Considerations for Market Players
Recommended Considerations for game developers & publishers
Recommended Considerations for Portal Providers & Mobile Operators
Enter Asian Digital Game Market: $30 billion by 2016
LIST OF FIGURES
Figure 1: How basic gaming thinking originated and transformed
Figure 2: Single player gaming screen
Figure 3: Nokia N-Gage Platform
Figure 4: Multiplayer gaming concept
Figure 5: The Start screen in Windows Phone
Figure 6: Timelines of Windows Phone related Events
Figure 7 : webOS screen on a Palm Pre Plus showing the "cards"
Figure 8: Game center on iPhone 4S operated by iOS 5.0
Figure 9: Architecture diagram of Android Platform
Figure 10: Android 4.0 "Ice Cream Sandwich home screen on Samsung Galaxy Nexus
Figure 11: User Interface of the Symbian 3 on Nokia N8 Smartphone
Figure 12: BlackBerry OS 7 on a BlackBerry Bold 9900/9930
Figure 13: Bada 1.2 Home screen, Note Widget
Figure 14: Heavily Branded Brew
Figure 15: Screenshot of Maemo
Figure 16: Handset UX from MeeGo 1.1 "Day 1"
Figure 17: SHR unstable
Figure 18: Linux based home screen displayed on Android 2.3 "Gingerbread"
Figure 19: Worldwide market share of mobile OS end users as of Q2 2011
Figure 20: A map of players' trails in a location-based game
Figure 21: Gaming Experience Interface of Own This World (a location based game); The object of the game is to conquer territories based on user location in the real world
Figure 22: SCVNGR home page
Figure 23: Papaya LBS Gamer interface
Figure 24: Gaming interface of Pocket Legends game at Anroid platform
Figure 25: Gaming interface of Super Stickman Golf at iOS platform
Figure 26: Concept of Mobile cloud based on Apps
Figure 27: Almost all of the earliest video games were action games, including Space Invaders from 1978
Figure 28: Fahrenheit, released in 2005, was noted for its innovative gameplay
Figure 29: Multiple players conversing in Final Fantasy XI (2003)
Figure 30: A screenshot from Lincity-NG, a city simulation game
Figure 31: Mario & Sonic at the Olympic Games, one of several recent games controlled by the player physically simulating the sport involved
Figure 32: Scorched 3D is an artillery game
Figure 33: Interface of EVE online
Figure 34: Apps platform position under cloud concept
Figure 35: Ruby Platform
Figure 36: Video Game Market Projection
Figure 37: Sample Social Reward of Connecting console gaming
Figure 38: Mobile Video Game Infographics: A Growing Trend
Figure 39: Angry Birds Infographics: 140 million Downloads
Figure 40: Games are the most popular mobile apps category
Figure 41: 93% of Apps Downloader is willing to Pay Money for Games
Figure 42: iOS gamer pay twice: the real market
Figure 43: Sony PS and community creation
Figure 44: In-Game discount pricing
Figure 45: Death of Console market
Figure 46: The App Distribution Landscape
Figure 47: Global top 25 mobile game developer list
Figure 48: GREE as a bridge of multiple platforms in Asia
Figure 49: Communalization of GREE platform
Figure 50: DeNA's Mobage global Platform
Figure 51: Mobage on Mobile
Figure 52: Mig33 in different basket
Figure 53: Papaya Mobile Info graphics
Figure 54: Driving Revenue in Mobile gaming
Figure 55: F2P Virtual Goods
Figure 56: Mobile penetration density
Figure 57: How word of mouth take place
Figure 58: Global mobile games Revenue 2008-2015
Figure 59: Mobile Gaming End-User Revenue Projection by Market Insight
Figure 60: Global Mobile Games Revenue by Region 2008-2013
Figure 61: Mobile Game Market by Region 2006-2011
Figure 62: Informa-Regional Revenue Segmentation 2009 - 2013
Figure 63: APAC market Sizing
Figure 64: APAC Revenue Forecast 2008-2013
Figure 65: Mobile Game Genre - APAC Leading Operator
Figure 66: ME Market Sizing
Figure 67: ME Revenue Forecast 2008-2013
Figure 68: Value Chain of Japanese Gaming Business
Figure 69: Mobile Gamer Town - Mobage
Figure 70: Age wise time spent playing games per day in Korea
Figure 71: Mobile Gamer by Gender in Korea
Figure 72: Mobile Game Download by Age in Korea
Figure 73: Russian Gaming Industry Market Volume
Figure 74: Market share of MNO, Casual and Social Games 2008-2015 Market share of MNO, Casual and Social Games 2008-2015
Figure 75: Mobile Gaming Pricing Model
Figure 76: Average Mobile Gaming Price
Figure 77: Average mobile game download per user
Figure 78: Gaming contribution to VAS revenue: Bar Chart
Figure 79: Gaming contribution to VAS revenue: Pie Chart
Figure 80: Mobile gambling ecosystem preview
Figure 81: Mobile Gaming Business: Understanding user
Figure 82: Platform based strategy
Figure 83: Angry Birds Logo
Figure 84: A yellow bird collapses a structure onto several pigs
Figure 85: How Does Angry Birds Looks
Figure 86: Mobile Gaming Value Chain / Eco System
Figure 87: OTA Value Chain Partner
Figure 88: Revenue sharing in mobile gaming value chain
Figure 89: The impact of brand in the success of mobile game
Figure 90: Mobile game as intersection of video game and mobile data application
Figure 91: Evolution of Mobile Gaming: A conceptual framework
Figure 92: US App store revenue proportion from top 100 grossing games
Figure 93: Recommended necessary action of mobile gaming market participant
Figure 94: Recommendation for grabbing business opportunity
LIST OF TABLES
Table 1: Minimum device requirement for Windows Phone
Table 2 : DoJa Profile
Table 3: Top 10 MMG Anroid
Table 4: Top 10 MMG iPhone
Table 5: Telecommunication bands in the Infrared
Table 6: Mobile gambling game statistics 2011
Table 7: Pocket gamer award 2010
Table 8: Top 10 PokeMan ruby game on mobile
Table 9: Mobile Game Genres
Table 10: Top 10 growth market in Asia - December 2010
Table 11: Handset Manufacturer list in Japan
Table 12: Telecom operator list of Australia
Table 13: Telecom operator list in India
Table 14: Top 5 operator list of Indonesia
Table 15: Telecom operators in Philippines
Table 16: Telecom operator in Singapore
Table 17: Top 3 telecom operators in Vietnam
Table 18: Telecom operator in Hong Kong
Table 19: Telecom operator in Mongolia
Table 20: Mongolia - key telecom parameters - 2006; 2009, 2011 (e)
Table 21: Top 15 mobile operators in Asia (by subscribers) - December 2010
Table 22: ANGRY BIRDS: Reception Scoring
Table 23: Key revenue sources & cost item in mobile gaming business Skip to top