Mobile Gaming Asia: Market and Forecast Analysis

Mobile Gaming Asia: Market and Forecast Analysis

Mind Commerce, Date of Publication: Oct 10, 2014, 344 Pages
US$2,995.00
MC5854

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 upon the second edition to add the following:

  • Wearable influence on mobile gaming prospect
  • Local application stores and game network analysis
  • Mobile gaming investment outlook and projections for 2014 – 2019
  • Mobile gaming service and economy management provider analysis
  • In-depth analysis on mobile gaming market entry and success strategies

This report purchase includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Game Portal Companies
  • Mobile Network Operators
  • Game Exporter / Importers
  • Social Media Service Provider
  • Mobile Handset Manufacturers
  • Mobile Application Developers
  • Location-based Service Providers
  • Brand/Product/Service Advertiser
  • Game Distributors and Aggregators
  • M-commerce Application Developers
  • Mobile / Online Gambling Companies

Report Benefits:

  • Identify leading applications by category and OS
  • Learn strategies of leading app development companies
  • Effective mobile game monetization methods and metrics
  • Demographics and game play behavior of Asian mobile gamer
  • Recommended actions for mobile gaming value chain partners
  • Wearable technology influence on mobile gaming prospect in Asia
  • Strategies followed by Asian mobile carriers in response to mobile gaming
  • Mobile gaming Asia market trend including growth drivers and market forces
  • Strategies for successful gaming programs learned from country case analysis
  • Implications of Asian legal and social ecosystem on mobile game ecosystem and outlook
  • Market value and gaming projections over 2014 – 2019 split by region, country, and value chain partners
  • Learn monetization strategies including in-game transactions, advergaming, augmented reality, gamification, and more
  • Analysis of strategies of successful mobile game developers and publishers, emerging game networks, app store vs. alternatives

Companies in Report: 

3 - Hongkong
1mobile
360 Market
51.com
91 Hiapk
Agate Studio
Aircel
Airtel
AIS
Alchemy
Alegrium
Altermyth
Alternative.to
Amazon
Ameba Pig
Androidpit
Angry Birds
Anino Mobile
Anzi
Appchina
Appcity
Appgenius
Appia
Appitalism
Apple
Appoke
Appolicious
Appslib
Babilon Mobile
Badoo
Baidu
Batelco
BBNation
Bebo
Beeline
Biskero
Blackberry
B-Mobile
BMW
Budge
Camangi Market
Capcom
Ceasars Interactive
Cellcom
Chillingo
China Mobile
China Telecom
China Unicom
Chunghwa Telecom
Codengo
Colopula
Com2Us
Come2Play
CrackBerry
Creacle Studio
Cut the Rope
Cydia
CYTA Mobile
Cyworlds
D.CN Games
DENA
Dhiraagu
Dialog
Disney Mobile
Djuzz
Docomo
DSTCom
DTAC
EA Mobile
EDUCA Studio
Etisalat
Everplay
Facebook
F-Droid
Firemint
Fitbit
FOldIt
Friendster
Fruit Ninja
Gaia Online
Gamebrains
Gameprom
Games2Win
Gamevil
Getfunded.com
Getjar
Gfan
Globe Telecom
Golden Fingers
Google Play
Gramble
Grameenphone
Grand Theft Auto (GTA)
GREE
Gruda Games
Habbo
Half the Sky
Halfbrick
Handango
Handmark
Handster
Heyzap
Hi5
Hiapk
Hostess Club
Hungama
Ibibo
IBM
Idea
Indiegogo.com
Indosat
Inidagames
Iwin
Kairosoft
Kaixin001
KakaoTalk
Kamcord
K'Cell
KDDI
KickStarter
Kidalang
Kik Messenger
King.com
Konami
Kongregate
Lao Telecom
LG
Lima
Line
M1
Maopao
Maxis
MCI
Medium/Matchfuel
Megafon
Menara Games
Metfone
Mig33
Mikandi
Millat Facebook
Millee Literacy
Mind Pirate
Mixi
Mobage
Mobango
Mobicom
Mobifone
Mobilink
MPT
MTN Play
MTN Syria
MTS
Mximize Games Studio
Namco Bandai
Nazara
Ncell
N-Duo Market
NEXON Investment
Nexva
Nightspade
Nike
Nook
NTT DoCoMo
OBJE (Obscene Interactive)
Oculus Rift
Omantel
Omnitel
Oneapi
Onehaze
Onelouder
Opera
Optus Mobile
Own Games
Papaya Mobile
Pengyou
Perfspot
Phoload
Playdem
POPPY
PremierAppShop
Pretty Simple
Qihoo 360
QQ Mobile
Q-Tel
Qzone
Raise the Village
RecycleBank
Reliance
Renren
Robotoki
Rock Gaming
Roshan
Runble Entertainment
Samsung
Secretnewco
SexAppShop
Shiver Entertainment
Sina Weibo
Singtel
SK Telecom
SlideMe
Smart Communications
Soc.Io Mall
Social Point
Sojo Studio
Sony
Spacetel Yemen
Spent
Sprint
Square Enix
STC
Supercell
Tagged
Tango
Taobao
Tegra Store
Telkomsel
Telstra
Tencent
Tinker Games
TMG
T-Mobile
Toge Production
Touchten
Turkcell
Twitch.TV
Twitter
Uzdunrobita
Vietel
Viximo Game
Vkontakte
Vodafone
Vodaphone
Wandoujia
Wechat
Wetopia
WhatsApp
Wildtangent
Xiaomi
Xsplit
Yahoo-Mobage
Yonja
Zain
Zalo
Zattikka
Zeptolab
Zorpia
Zynga
Table of Contents:

1.0 EXECUTIVE SUMMARY

2.0 INTRODUCTION

2.1 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT 30

3.0 MOBILE GAMING ASIA MARKET AND TREND ANALYSIS

3.1 2013 REVIEW 31
3.2 2014 - 2019 TRENDS 31
3.2.1 GAME-PLAY ON CROSS-SCREEN AND MOBILE SOCIAL GAMING 31
3.2.2 GROWING DEMAND OF LOCAL CONTENT 32
3.2.3 FREEMIUM MONETIZATION 32
3.2.4 GAMING OPTIMIZED DEVICES ALONG WITH SUPERIOR DATA NETWORK AND APPSTORE REVOLUTION 33
3.2.5 RISE OF MOBILE PLATFORM AS COMMON GAMING PLATFORM REGARDLESS DEVICE VARIATIONS 35
3.2.6 USER PREFERENCE OVER MMG, SOCIAL AND WORD OF MOUTH 35
3.2.7 LOCAL GAMING PLATFORMS 35
3.2.8 MERGER AND ACQUISITION FOSTERING GROWTH 35
3.2.9 WEARABLE GAMING 36
3.3 STRATEGIC IMPACT ANALYSIS 36
3.4 LIMITATIONS WITH ASIA MARKET 39
3.5 OS ANALYSIS 40
3.6 MARKET GROWTH DRIVER ANALYSIS 42
3.6.1 MULTIPLAYER MOBILE GAMING 42
3.6.2 MOBILE SOCIAL GAMING 43
3.6.3 MOBILE LOCATION BASED GAMING 44
3.6.4 MOBILE VIDEO GAMING 46
3.6.5 MOBILE CLOUD GAMING 47
3.6.6 MOBILE CASUAL GAMING 48
3.6.7 FREE-TO-PLAY DISTRIBUTION 50
3.6.8 CONNECTED CONSOLE AND MOBILE CLOUD 51
3.6.9 MOBILE CASINO GAMING 52
3.6.10 ADVERGAMING 53
3.6.11 IN-GAME TRANSACTION 54
3.6.12 VIRTUAL GO-TO COMMUNITY 54
3.6.13 GAMIFICATION 55
3.6.14 CROSS-PLATFORM PUBLISHING 56
3.6.15 EMERGING GAMING PLATFORM 57
3.7 FUNCTIONALITY DRIVER ANALYSIS 57
3.7.1 BLUETOOTH 57
3.7.2 GPRS 58
3.7.3 3G 58
3.7.4 MOBILE WI-FI 58
3.7.5 ARTIFICIAL INTELLIGENCE (AI) 58
3.7.6 3D 59
3.7.7 4G 59
3.7.8 MOBILE CLOUD 60
3.7.9 HTML5 – MOBILE WEB'S FUTURE 60
3.7.10 MOBILE SOCNET 60
3.8 GAME GENRE ANALYSIS 60
3.8.1 ARCADE-STYLE GAME 60
3.8.2 ACTION/ADVENTURE GAME 61
3.8.3 SPORTS GAME 62
3.8.4 RACING GAME 63
3.8.5 STRATEGY/PUZZLE GAME 63
3.8.6 MOVIE GAMES 64
3.8.7 CASINO GAMES 65
3.8.8 BOARD GAMES 65
3.8.9 SIMULATION GAMES 66
3.8.10 MOTION DETECTION GAMES 67
3.9 REGULATION AND FRAUD ANALYSIS 67
3.9.1 MOBILE GAME PIRACY AND VIRTUAL CURRENCY SCAM 67
3.9.2 KOMPU (COMPLETE) GACHA STYLE IN-GAME SOCIAL GAMBLING BAN AND NEW OPPORTUNITIES IN JAPAN 72
3.9.3 GEOGRAPHIC IMPLICATION OF ANTIPIRACY LAW 73
3.9.4 ZYNGA WITH PRIVACYVILLE 73
3.9.5 CYBERCRIMINAL ATTACK ON MOBILE SOCIAL GAME 74
3.9.6 IN-GAME SCAM DEBATE IN MOBILE SOCIAL GAME 76
3.9.7 ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE 77
3.9.8 RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION: REGIONAL IMPLICATIONS 78
3.10 OFFSHORE OPPORTUNITY IN ASIA 79

4.0 MOBILE GAMING ASIA MARKET PROJECTIONS

4.1 MARKET VALUE / REVENUE PROJECTION 2014 – 2019 80
4.1.1 TOTAL MARKET VALUE / REVENUE IN US $BLN 80
4.1.2 MARKET VALUE SPLIT AMONG REGIONS IN US $BLN 80
4.1.3 EAST ASIA AND PACIFIC MARKET VALUE BY COUNTRY IN US $MLN 81
4.1.4 SOUTH EAST ASIA MARKET VALUE BY COUNTRY IN US $MLN 81
4.1.5 MIDDLE EAST MARKET VALUE BY COUNTRY IN US $MLN 81
4.1.6 CENTRAL ASIA MARKET VALUE BY COUNTRY IN US $MLN 82
4.1.7 SOUTH ASIA MARKET VALUE BY COUNTRY IN US $MLN 82
4.2 MOBILE GAMER PROJECTION 2014 – 2019 83
4.2.1 TOTAL MOBILE GAME PLAYER 83
4.2.2 MOBILE GAMER SPLIT BY EACH ASIAN REGION 83
4.2.3 EAST ASIA AND PACIFIC MOBILE GAMER BY COUNTRY 84
4.2.4 SOUTH EAST ASIA MOBILE GAMER BY COUNTRY 84
4.2.5 MIDDLE EAST COUNTRY WISE MOBILE GAMER IN MILLION 84
4.2.6 CENTRAL ASIA MOBILE GAMER BY COUNTRY 85
4.2.7 SOUTH ASIA MOBILE GAMER BY COUNTRY 85
4.2.8 MOBILE GAMER BY GAME CATEGORY 86
4.2.9 MOBILE GAMER BY GAME DEVICE 87
4.2.10 MOBILE GAMER BY GAME-PLAY NATURE 88
4.2.11 MOBILE GAMER BY PAYMENT TYPE 88
4.2.12 MOBILE GAMER BY OS PLATFORM 89
4.2.13 MOBILE GAMER BY DAU VS. WAU VS. MAU 90
4.3 MOBILE GAMING REVENUE ANALYSIS 2014 – 2019 90
4.3.1 MOBILE GAME ASIA REVENUE SOURCES 90
4.3.2 MOBILE GAMING REVENUE SOURCES BY REGIONS 91
4.3.3 MOBILE GAMING ASIA ARPU VS. ARPPU 92
4.3.4 MOBILE GAME ASIA REVENUE DISTRIBUTION AMONG ECOSYSTEM STAKEHOLDERS 92
4.3.5 MOBILE GAMING ECOSYSTEM STAKEHOLDER REVENUE BY REGION 93
4.3.6 MOBILE GAMING ASIA REVENUE BY MOBILE OS PLATFORM 95
4.3.7 MOBILE GAMING REVENUE BY OS PLATFORM IN ASIAN REGIONS 95
4.3.8 MOBILE GAME ASIA REVENUE BY GAME CATEGORY 96
4.3.9 MOBILE GAMING CATEGORY WISE REVENUE IN ASIAN REGIONS 97
4.3.10 MOBILE GAMING ASIA REVENUE BY PAYMENT NATURE 98
4.3.11 MOBILE GAMING REVENUE IN ASIAN REGIONS BY PAYMENT NATURE 99
4.4 MOBILE GAMING ASIA MARKET DEMOGRAPHY ANALYSIS 2014 – 2019 100
4.4.1 MOBILE GAMER ASIA BY GENDER 100
4.4.2 MOBILE GAMER ASIA BY AGE BRACKET 101
4.4.3 MOBILE GAMER ASIA BY INCOME BRACKET 103
4.4.4 MOBILE SOCIAL GAMER ASIA BY AGE BRACKET 104
4.4.5 CASUAL GAMER BY GENDER 104
4.4.6 RELATIVE TIME VS. MONEY SPENDING RATIO IN ASIA BY AGE BRACKET 104
4.4.7 GAMING DEVICE PREFERENCE IN ASIA BY AGE BRACKET 106
4.4.8 TABLE GAMER STATISTICS IN ASIA 107
4.4.9 IN-GAME VIRTUAL GOODS CONSUMPTION & SPENDING IN ASIA 107
4.4.10 GAME-PLAY FREQUENCY OF ASIA DIGITAL GAMER 109
4.4.11 SMARTPHONE VS. NON-SMARTPHONE & HANDHELD DEVICE USERS 110
4.4.12 MOBILE GAME GENRE PREFERENCE IN ASIA 113
4.4.13 GAMING TIME SPENDING RATIO IN ASIA 114
4.4.14 GAME PLAY DURATION 114
4.4.15 MOBILE TIME SPENDING RATIO ON MOBILE GAME PLAY 115
4.4.16 GAME PLAY ACTIVITY CHANGE 115
4.4.17 FACTORS CONTRIBUTING TO MOBILE GAME PLAY INCREASE 116
4.4.18 USER BENEFITS OF MOBILE GAME PLAY 116
4.4.19 SOURCES OF GAME PLAY INFLUENCE 117
4.4.20 GAME KEEPING RATIO BY DEVICES 117
4.4.21 DAU PERCENT OF MOBILE GAMER BY OS PLATFORM 118
4.4.22 TIME SPEND VS. DEDICATION BY OS PLATFORM 118
4.4.23 MOBILE GAME PLAY LOCATION 119
4.4.24 ON-THE-GO GAMING GENRE INTEREST 120
4.4.25 POPULAR GAME CATEGORY OR GENRE 120
4.4.26 GAME ACQUISITION METHOD 121
4.4.27 CROSS PLATFORM GAME PLAY 121
4.4.28 GAME GENRE DEPLOYMENT IN ASIAN COUNTRIES 122
4.5 MOBILE GAME DEVELOPER ASIA ANALYSIS 2014 – 2019 125
4.5.1 MOBILE GAME DEVELOPER ASIA REVENUE 125
4.5.2 MOBILE GAME DEVELOPER DEMOGRAPHY 126
4.5.3 DAY TIME CONSUMPTION ON WRITING MOBILE GAMING APPS 126
4.5.4 OS PREFERENCE 127
4.5.5 DISTRIBUTION PREFERENCE BY OS PLATFORM 127
4.5.6 BELIEF OVER BRAND VS. NON-BRAND GAME 128
4.6 MOBILE GAME DEMOGRAPHY & TREND ANALYSIS 2014 – 2019 128
4.6.1 GAMING APPS VS. OTHER APPS 128
4.6.2 MOBILE PHONE USER USE MOBILE APPS 129
4.6.3 SOCIAL GAMING ARPU 130
4.6.4 GAME VS. OTHER MOBILE APPS USAGE 131
4.6.5 SPENDING ON GAMING APPS BY OS PLATFORM 132
4.6.6 MOBILE GAME TREND BY GAME CATEGORY 133
4.6.7 GPS ADOPTION 133
4.6.8 GAMING FEATURE ADOPTION 134
4.6.9 GAME CHARACTERISTICS THAT HAVE PROFOUND INFLUENCE 134
4.6.10 FREE VS. PAID MOBILE GAME 135
4.6.11 MOBILE GAME PRICE 136
4.6.12 OTI VS. OTA 136
4.6.13 MOBILE GAME DOWNLOAD BY OS PLATFORM 137
4.6.14 MOBILE GAME DOWNLOAD BY INDIVIDUAL GAMER 138
4.6.15 PROFITABLE VS. NON-PROFITABLE MOBILE GAME 138

5.0 ECOSYSTEM AND BUSINESS MODEL ANALYSIS

5.1 MOBILE GAMING ECOSYSTEM 139
5.1.1 ACTIVITIES IN ECOSYSTEM STRUCTURE 139
5.1.2 APPSTORE FRAMEWORK 140
5.1.3 SNS PORTAL FRAMEWORK 140
5.1.4 ECONOMIC DRIVERS 141
5.1.5 VALUE CHAIN FRAMEWORK 141
5.1.6 REVENUE SHARE ACROSS VALUE CHAIN STAKEHOLDERS 142
5.1.7 ROLE OF NEW ENTRANTS IN MOBILE GAMING VALUE CHAIN 142
5.1.8 OTI VS. OTA DISTRIBUTION FRAMEWORK TO CROSS PLATFORM 144
5.1.9 DISTRIBUTION FRAGMENTATION OTA VS. OTI (APPSTORE, SNS & BROWSER BASED) 145
5.1.10 MAJOR CHALLENGES IN FRAGMENTED DISTRIBUTION 145
5.2 MONETIZATION METRICS 147
5.2.1 CONVERTING MOBILE GAMING METRICS TO CONVERSION FUNNEL 147
5.2.2 GAME LIFE CYCLE & KPI MANAGEMENT METRICS 149
5.2.3 ANALYTIC APPROACH 150
5.2.4 BRAND MONETIZATION METRICS 153
5.2.5 GAME MONETIZATION 155
5.2.6 MOBILE SOCIAL GAME DESIGN FRAMEWORK & DILEMMA 157
5.2.7 GAME MARKETING IN 2013: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL 161
5.2.8 MOBILE SOCIAL GAMER ENGAGEMENT PANORAMA 167
5.2.9 EMPATHY GAME: NEW WAVE OF ENGAGEMENT 170
5.3 BUSINESS MODEL ANALYSIS 171
5.3.1 KEY MOBILE GAMING STRATEGIES 171
5.3.2 KEY REVENUE SOURCES & COST ITEMS 173
5.3.3 TRENDY BUSINESS MODEL 173
5.3.4 TIPS FOR APPLYING ECONOMIC & GAMIFICATION IN BUSINESS MODEL 176
5.3.5 CURRENT TREND IN PRICING MODEL 178
5.3.6 ADVERTISING MODEL 178
5.3.7 MARKET CHALLENGE & GAME BALANCING METHOD IN VIRTUAL GOODS BASED GAME 180
5.3.8 BENEFITS OF CROSS-PLATFORM MODEL 182

6.0 MARKET ENTRY AND SUCCESS STRATEGY ANALYSIS

6.1 FEATURES THAT NEED TO INCORPORATE 183
6.2 POPULAR VS. NEW GAMING IP: WHAT TO FOLLOW? 184
6.3 COSTS TABLE 185
6.4 HOW TO CREATE SUCCESSFUL GAMING IP LINE? 186
6.5 HOW TO MINIMIZE MARKETING AND USER ACQUISITION COST? 187
6.6 HOW TO USE MONETIZATION STRATEGIES? 188
6.7 CASE STUDY 189
6.7.1 PRETTY SIMPLE’S CRIMINAL CASE LESSON 189
6.7.2 SOJO STUDIO’S WETOPIA AND JOY KINGDOM LESSON 190
6.7.3 KING.COM LESSON 193
6.7.4 ZYNGA LESSON 193

7.0 INVESTMENT TREND ANALYSIS

7.1 SECOND SCREEN INCLUDING MOBILE DEVICES AND TV 195
7.2 SOCIAL VS. GAME NETWORK 195
7.3 GAMING DEALS 195
7.4 POST ZYNGA ERA VS. VENTURE CAPITAL (VC) IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION 196
7.5 GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS 196
7.6 GAMING SECTOR AND BUSINESS MODEL 199
7.7 VALUE VS. VOLUME REGIONS 203
7.8 MERGER & ACQUISITION (M&A) TREND 206
7.9 GAMING VENTURE CAPITAL (VC) TREND 209
7.10 CROWD FUNDING TREND 211
7.10.1 KICKSTARTER PERFORMANCE 211
7.10.2 APPGENIUS WITH GETFUNDED.COM 212
7.10.3 POPPY WITH KICKSTARTER FOR AR GAMES 212
7.10.4 GOLDEN FINGERS WITH INDIEGOGO.COM FOR WRITEON GAME 213
7.11 INVESTMENT CASE 213
7.11.1 IBM FOUNDER FAMILY ON PLAYDEMIC FOR SOCIAL GAME 213
7.11.2 ZATTIKKA ACQUISITION OF HATTRICK, CONCEPT ART HOUSE AND SNEAKY GAMES 213
7.11.3 SUPERCELL FUNDING AND TREND AROUND FREEMIUM MODEL 214
7.11.4 IMI.VC INVESTMENT FOR GAME INSIGHT 214
7.11.5 ROCK GAMING INTEREST ON CAESARS INTERACTIVE 214
7.11.6 NEXON INVESTMENT TO RUMBLE ENTERTAINMENT, ROBOTOKI, SHIVER ENTERTAINMENT, AND SECRETNEWCO 214
7.11.7 OPPORTUNITY CHART BY GAMING SECTORS 216

8.0 WEARABLE GAMING

8.1 SMARTWATCH AS WEARABLE GAMING PLATFORM 217
8.2 POTENTIAL PLATFORM ANALYSIS 218
8.2.1 MIND PIRATE 218
8.2.2 OBJE (OBSCENE INTERACTIVE) 218
8.2.3 OCULUS RIFT 218
8.2.4 SONY 218
8.3 PRIVACY CONCERNS 218
8.4 CASE STUDY 219
8.4.1 GRAND THEFT AUTO (GTA) 219
8.4.2 NIKE AND SPORTS GAME 219
8.4.3 FITBIT CASUAL GAMING 220

9.0 MOBILE GAME DEVELOPER & PUBLISHER ANALYSIS

9.1 FIREMINT: AUSTRALIA 221
9.2 HALFBRICK: AUSTRALIA 221
9.3 CAPCOM: JAPAN 221
9.4 EA MOBILE: JAPAN 221
9.5 NAMCO BANDAI: JAPAN 222
9.6 GAMEVIL: KOREA 222
9.7 COM2US: KOREA 222
9.8 ZEPTOLAB: RUSSIA 222
9.9 SQUARE ENIX: JAPAN 222
9.10 GAMEPROM: RUSSIA 223
9.11 KAIROSOFT: JAPAN 223
9.12 KONAMI: JAPAN 223
9.13 DISNEY MOBILE: JAPAN 223
9.14 GREE: JAPAN 224
9.15 DENA: JAPAN 224
9.16 TENCENT: CHINA 224
9.17 MIG33: CHINA 225
9.18 SINA WEIBO: CHINA 225
9.19 PAPAYA MOBILE: CHINA 225
9.20 TMG: SINGAPORE & INDONESIA 226
9.21 IBIBO: INDIA 226
9.22 INIDAGAMES: INDIA 226
9.23 GAMES2WIN: INDIA 226
9.24 HUNGAMA: INDIA 226
9.25 NAZARA: INDIA 227
9.26 ANINO MOBILE: PHILIPPINES 227
9.27 GAMEBRAINS: MALAYSIA 227
9.28 SOCIAL POINT WITH MASS GAME 228
9.29 SOUTH EAST ASIA START-UP 228
9.29.1 GARUDA GAMES: INDONESIA 228
9.29.2 AGATE STUDIO: INDONESIA 228
9.29.3 TOGE PRODUCTIONS: INDONESIA 228
9.29.4 CREACLE STUDIO: INDONESIA 228
9.29.5 TOUCHTEN GAMES: INDONESIA 229
9.29.6 MAXIMIZE GAMES STUDIO: INDONESIA 229
9.29.7 TINKER GAMES: INDONESIA 229
9.29.8 EDUCA STUDIO: INDONESIA 229
9.29.9 ALTERMYTH: INDONESIA 229
9.29.10 SQUARE ENIX SMILEWORKS: INDONESIA 229
9.29.11 NIGHTSPADE: INDONESIA 229
9.29.12 ALEGRIUM 230
9.29.13 KIDALANG 230
9.29.14 MENARA GAMES 230
9.29.15 OWN GAMES 230

10.0 EMERGING PLATFORM ANALYSIS

10.1 SINA WEIBO IN CHINA 231
10.2 TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU 231
10.3 RENREN IN CHINA 232
10.4 KAIXIN001 IN CHINA 232
10.5 51.COM IN CHINA 232
10.6 MIXI IN JAPAN 232
10.7 CYWORLD IN KOREA 233
10.8 IBIBO GAMES IN INDIA 234
10.9 MILLAT FACEBOOK IN PAKISTAN 234
10.10 YAHOO-MOBAGE IN JAPAN 234
10.11 AMEBA PIG IN JAPAN 235
10.12 BEBO 235
10.13 TWITTER 235
10.14 AMAZON 236
10.15 ZORPIA 237
10.16 PERFSPOT 237
10.17 FRIENDSTER 237
10.18 GAIA ONLINE 238
10.19 BADOO 239
10.20 TAGGED 239
10.21 HI5 239
10.22 HABBO 239
10.23 COME2PLAY 240
10.24 VIXIMO GAME NETWORK 240
10.25 CHILLINGO 241
10.26 WECHAT & QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM 241
10.27 KAKAOTALK 242
10.28 LINE 243
10.29 91 WIRELESS 243
10.30 WHATSAPP 244
10.31 TANGO 244
10.32 KIK MESSENGER 244
10.33 ZALO 244
10.34 QIHOO 360 PLATFORM 245
10.35 WANDOUJIA 245
10.36 BAIDU APP STORE 245
10.37 APPCHINA 246
10.38 D.CN GAMES CENTER 246
10.39 GFAN 246
10.40 MOBAGE IN JAPAN 246
10.41 HEYZAP 246
10.42 VKONTAKTE IN RUSSIA 247
10.43 YONJA IN TURKEY 247

11.0 APP STORE ANALYSIS: GOOGLE PLAY VS. IOS

11.1 “GOOGLE GAMES” - UNIFIED GAMING PLATFORM TREND 248
11.2 FACEBOOK’S MOBILE-PLUS-OPEN-GRAPH COMBINATION 248
11.3 TREND ANALYSIS 2013 248
11.4 APPSTORE PERFORMANCE 2013 250
11.5 TOP 5 COUNTRIES BY DOWNLOAD VS. REVENUE Q2 2013 250
11.6 TOP 5 CATEGORIES BY DOWNLOAD VS. REVENUE Q2 2013 251
11.7 TOP TEN PUBLISHERS BY DOWNLOAD VS. REVENUE 252
11.8 TOP TEN GAME APPS BY DOWNLOAD VS. REVENUE 254
11.9 TOP FIVE REVENUE GENERATING APPS 256
11.10 TOP FIVE PAID DOWNLOAD APPS 257
11.11 TOP 5 FREE DOWNLOAD APPS IN JULY 2013 257

12.0 ALTERNATIVE APP STORE ANALYSIS

12.1 ALTERNATIVE STORE FOR ANDROID 258
12.1.1 SLIDE ME 258
12.1.2 GETJAR 258
12.1.3 SOC.IO MALL 258
12.1.4 CODENGO 258
12.1.5 APPSLIB 258
12.1.6 1MOBILE 258
12.1.7 CAMANGI MARKET 258
12.1.8 TEGRA STORE 258
12.1.9 MIKANDI 259
12.1.10 ANDROIDPIT 259
12.1.11 ANZI 259
12.1.12 HIAPK 259
12.1.13 N-DUO MARKET 259
12.1.14 F-DROID 259
12.2 ALTERNATIVE STORE FOR IOS 259
12.2.1 CYDIA 259
12.2.2 LIMA 259
12.2.3 PREMIERAPPSHOP 259
12.2.4 SEXAPPSHOP 259
12.2.5 91 HIAPK 259
12.3 APP STORE FOR BLACKBERRY OS 260
12.3.1 BLACKBERRY WORLD 260
12.3.2 CRACKBERRY STORE 260
12.3.3 BBNATION 260
12.4 CROSS-PLATFORM APP STORE 260
12.4.1 NOOK APP STORE 260
12.4.2 TAOBAO APP MARKET 260
12.4.3 HANDMARK & ONELOUDER 260
12.4.4 HANDSTER 260
12.4.5 PHOLOAD 261
12.4.6 MOBANGO 261
12.4.7 HANDANGO 261
12.4.8 BISKERO 261
12.4.9 OPERA MOBILE APP STORE 261
12.4.10 APPITALISM 261
12.4.11 NEXVA 261
12.4.12 KONGREGATE 262
12.4.13 MAOPAO 262
12.4.14 DJUZZ 262
12.4.15 APPCITY 262
12.4.16 ALTERNATIVE.TO 262
12.4.17 360 MARKET 262
12.4.18 APPOKE 262
12.5 OEMS APPSTORE 262
12.5.1 SAMSUNG APPS 262
12.5.2 LG SMART WORLD 262
12.5.3 DOCOMO MARKET 263
12.5.4 XIAOMI APP STORE 263
12.6 MOBILE CARRIER APPSTORE 263
12.6.1 VODAFONE DEVELOPER 263
12.6.2 MOBILE MARKET OF CHINA MOBILE 263
12.6.3 SPRINT DEVELOPER PROGRAM 263
12.6.4 AIRCEL POCKETAPPS 263
12.6.5 AIRTEL APP CENTRAL 264
12.6.6 MAXIS 1STORE 264
12.6.7 M1 APP STORE 264
12.6.8 T-STORE 264
12.6.9 TURKCELL T-MARKET 264
12.6.10 OMNITEL APP STORE 264
12.6.11 MTNPLAY 264

13.0 SERVICE & ECONOMY MANAGEMENT PROVIDER

13.1 VIXIMO GAME NETWORK 265
13.2 WILDTANGENT 265
13.3 IWIN 266
13.4 KAMCORD 266
13.5 EVERYPLAY 267
13.6 TWITCH.TV 267
13.7 MEDIUM / MATCHFUEL 268
13.8 ONEAPI 268
13.9 APPOLICIOUS 268
13.10 APPIA 268
13.11 XSPLIT 268

14.0 CARRIER ANALYSIS

14.1 NTT DOCOMO - JAPAN 270
14.2 KDDI AU – JAPAN 270
14.3 CHINA MOBILE – CHINA 271
14.4 CHINA UNICOM – CHINA 271
14.5 CHINA TELECOM – CHINA 272
14.6 AIRTEL (BHARTI) – INDIA 272
14.7 RELIANCE COMMUNICATIONS – INDIA 272
14.8 VODAPHONE ESSAR – INDIA 273
14.9 IDEA/SPICE – INDIA 273
14.10 SK TELECOM – KOREA 273
14.11 TELSTRA MOBILE – AUSTRALIA 274
14.12 OPTUS MOBILE – AUSTRALIA 274
14.13 VODAPHONE – NEW ZEALAND 275
14.14 MTS – RUSSIA 275
14.15 MEGAFON – RUSSIA 276
14.16 BEELINE – RUSSIA 276
14.17 CHUNGHWA TELECOM – TAIWAN 277
14.18 3 – HONGKONG & MACAU 277
14.19 MOBICOM – MONGOLIA 278
14.20 TELKOMSEL – INDONESIA 279
14.21 INDOSAT – INDONESIA 279
14.22 VIETTEL – VIETNAM 280
14.23 MOBIFONE – VIETNAM 280
14.24 SMART COMMUNICATIONS – PHILIPPINE 281
14.25 GLOBE TELECOM – PHILIPPINE 281
14.26 MAXIS – MALAYSIA 282
14.27 SINGTEL MOBILE – SINGAPORE 282
14.28 AIS – THAILAND 283
14.29 DTAC - THAILAND 283
14.30 DSTCOM – BRUNEI 284
14.31 MPT – MYANMAR 284
14.32 LAO-TELECOM – LAOS 285
14.33 METFONE – CAMBODIA 285
14.34 TURKCELL – TURKEY 286
14.35 MOBILE TELECOMMUNICATION COMPANY OF IRAN (MCI) – IRAN 286
14.36 STC – SAUDI ARABIA 287
14.37 ETISALAT – UAE 287
14.38 MTN SYRIA – SYRIA 288
14.39 CELLCOM – ISRAEL 288
14.40 ROSHAN – AFGHANISTAN 289
14.41 MTN/SPACETEL YEMEN – YEMEN 289
14.42 BATELCO – BAHRAIN 289
14.43 CYTA MOBILE-VODAFONE – CYPRUS 290
14.44 VODAPHONE – EGYPT 290
14.45 ZAIN – IRAQ 291
14.46 ZAIN – JORDAN 291
14.47 ZAIN – KUWAIT 292
14.48 TOUCH – LEBANON 293
14.49 Q-TEL – QATAR 293
14.50 OMANTEL – OMAN 294
14.51 K’CELL – KAZAKHSTAN 294
14.52 BEELINE – KYRGYZSTAN 295
14.53 BABILON MOBILE – TAJIKISTAN 295
14.54 UZDUNROBITA – UZBEKISTAN 296
14.55 MTS – TURKMENISTAN 296
14.56 GRAMEENPHONE – BANGLADESH 297
14.57 DIALOG – SRILANKA 297
14.58 MOBILINK – PAKISTAN 298
14.59 NCELL – NEPAL 298
14.60 DHIRAAGU – MALDIVES 299
14.61 B-MOBILE / BHUTAN TELECOM – BHUTAN 299

15.0 COUNTRY ANALYSIS

15.1 JAPAN 300
15.2 CHINA 300
15.3 KOREA 301
15.4 INDIA 302
15.5 AUSTRALIA 302
15.6 RUSSIA 303
15.7 NEW ZEALAND 303
15.8 HONG KONG 304
15.9 TAIWAN 304
15.10 INDONESIA 305
15.11 THAILAND 305
15.12 PHILIPPINES 306
15.13 MALAYSIA 307
15.14 SINGAPORE 307
15.15 VIETNAM 308
15.16 BRUNEI 308
15.17 TURKEY 309
15.18 UAE 309
15.19 SAUDI ARABIA 310
15.20 ISRAEL 311
15.21 EGYPT 311
15.22 KAZAKHSTAN 312
15.23 KYRGYZSTAN 312
15.24 TAJIKISTAN 313
15.25 BANGLADESH 313
15.26 SRI LANKA 314
15.27 PAKISTAN 315

16.0 CASE STUDIES

16.1 BMW ULTIMATE DRIVE APP 316
16.2 ANGRY BIRDS 317
16.3 FRUIT NINJA: $1 MLN BUSINESS VS. CHINA SUCCESS 318
16.4 CUT THE ROPE 319
16.5 KOMPU (COMPLETE) GACHA GAMES 321
16.6 COLOPULA 322
16.7 HOSTESS CLUB SOCIAL GAME (KOI SHITE KYABA JO) 324
16.8 SOCIAL HORSE-RACING GAME 325
16.9 SMURF VILLAGE: THE REAL VIRTUAL ECONOMY SUCCESS 325
16.10 ALCHEMY: ANDRIOD TITLE SUCCESS CASE IN KOREA 327
16.11 THE HUMAN ELEMENT 328
16.12 MOBILE SOCIAL NETWORK GAME 329
16.12.1 HALF THE SKY MOVEMENT 329
16.12.2 FOLDIT: RESEARCH FOR MANKIND & COMMUNITY PATENT 330
16.12.3 RECYCLEBANK: COMMUNITY AWARENESS 331
16.12.4 MILLEE LITERACY GAME: EDUCATION & LITERACY 332
16.12.5 SPENT: POVERTY ALLEVIATION 333
16.12.6 RAISE THE VILLAGE: CONSTRUCTING VILLAGE 333
16.12.7 WETOPIA CASE: CHARITIES FOR CHILDREN 334
16.12.8 CHARITIES FOR ANIMAL: JOY KINGDOM CASE 335
16.12.9 SOCIAL-GOOD FOCUSED GAMING COMPANY OR NETWORK: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, & BUDGE 336
16.13 JAPAN & KOREA SUCCESS STORY 337

17.0 CONCLUSIONS AND RECOMMENDATIONS

17.1 RECOMMENDED CONSIDERATION FOR ASIA MARKET 339
17.2 RECOMMENDATIONS FOR GAME DEVELOPER & PUBLISHER 339
17.3 RECOMMENDATIONS FOR GAME NETWORK INCLUDING MOBILE SOCIAL NETWORK 340
17.4 RECOMMENDATIONS FOR CONTENT AGGREGATOR 340
17.5 RECOMMENDATIONS FOR PAYMENT SOLUTION PROVIDER 341
17.6 RECOMMENDATIONS FOR OEM & MNO 342
17.7 RECOMMENDATIONS FOR INVESTORS 342
17.8 RECOMMENDATIONS FOR BRANDS 343

Figures

Figure 1: McDonald Features Special Events on Firmville 32
Figure 2: Nokia’a Single Player Primitive Snake Game vs. GREE’s Mobile Social Game Screen 33
Figure 3: Top 5 Smartphone Market Share 2013 40
Figure 4: Tablet Market Share by OS 2013 41
Figure 5: MMG : N.O.V.A. 3 - Near Orbit Vanguard Alliance 42
Figure 6: My Town 2: Location Based City Building Mobile Social Game 43
Figure 7: Game Pattern follow by Gamer while Playing Mobile Location Based Gaming 44
Figure 8: Sample Trail-Map of Gamer in a Mobile Location Based Gaming 44
Figure 9: Life is Crime: Social Location based Mobile Game for iOS and Android 45
Figure 10: Fruit Ninja: a Popular Mobile Video Game 46
Figure 11: Mobile Cloud Gaming Network Ecosystem 47
Figure 12: G-Cloud on Docomo Tablet 47
Figure 13: Mobile Casual Game Flow where Most Casual Gamer Belongs 48
Figure 14: Angry Birds Mobile Casual Game 49
Figure 15: Snoopy Street: Free-to-Play Game on iOS 50
Figure 16: Onlive Mobile: Cloud Gaming App on Android Played on PC, Console, Tablet & Smartphone 51
Figure 17: Casino Games for Nokia E90 Mobile 52
Figure 18: AMEX Social Currency Promotion in FarmVille 53
Figure 19: Triple Town: Micro-transaction Social Games for iOS 53
Figure 20: BMW Ultimate Drive Apps on-go community 54
Figure 21: Simulation based Gamification Training Game 55
Figure 22: Dungeon Defenders: Second Wave- Cross Platform Game 56
Figure 23: Boom: Mobile Arcade Style War Game on Android 60
Figure 24: Dead Space: 3D Action-Adventure Dark and Hunting Game for Android 61
Figure 25: MADDEN NFL 12: Sports Game for Mobile 62
Figure 26: Racing Moto: Fast Paced Racing Game on Android 62
Figure 27: Angry Birds: Casual Strategy – Puzzle Game 63
Figure 28: The Adventures of Tintin: Movie Mobile Game 63
Figure 29: MyNuMo Blackjack: High Quality Mobile Casino Game for iPhone 64
Figure 30: Monopoly: Mobile Board Game 65
Figure 31: SimCity: City Building Mobile Simulation Game for iOS 65
Figure 32: Snowboard Super Extreme 3: Motion Censored Mobile Game 66
Figure 33: Fake Angry Birds Game in China 68
Figure 34: Fruit Ninja Pirated version on a Chinese Tablet 68
Figure 35: iPhone Smurf Village Piracy in China 70
Figure 36: iphone ipad Where is My water game Piracy 70
Figure 37: Kompu Gacha Game Example 72
Figure 38: Privacy Points on PrivacyVille 73
Figure 39: Number of Cyber-criminal Attack in Different Countries 74
Figure 40: How Malware Works in Game 74
Figure 41: A typical scam offering in-game currency 75
Figure 42: Lead-generation Scam 75
Figure 43: SLAP! – Original vs. Copy Version 76
Figure 44: Mobile Game Design Process and Offshore Opportunity in Asia 78
Figure 45: Total Mobile Gaming Market Value / Revenue in Asia 2014 – 2019 79
Figure 46: Total Mobile Game Player in Asia 2014 – 2019 82
Figure 47: Mobile Gamer Market Share by Game Category: Standalone vs. MMG vs. Mobile Social vs. Location vs. Wearable 2014 – 2019 85
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 86
Figure 49: Mobile Gamer Market Share by Game-play Nature: Casual vs. Regular 2014 – 2019 87
Figure 50: Mobile Gamer Market Share by Payment Pattern: Paying vs. Non-paying Users 2014 – 2019 87
Figure 51: Mobile Gamer Market Share by Payment Pattern: Premium vs. Freemium vs. Micro transaction vs. Free-to-play vs. Standalone downloads 2014 – 2019 88
Figure 52: Contribution in Total Mobile Gaming Asia Revenue by Mobile OS Platform 2014 - 2019 94
Figure 53: Percentage of Revenue Contribution among Total Mobile Gaming Asia Revenue by Game Category 2014 – 2019 95
Figure 54: Percentage Contribution of Premium, Freemium & Micro Transaction to Total Mobile Gaming Asia Revenue 2014 – 2019 97
Figure 55: Male vs. Female Mobile Gamer Ratio in Asia 99
Figure 56: Percent of Total Mobile Gamer in Asia by Income Bracket 102
Figure 57: Gaming Device Preference by Broadband Household and Age Brackets in Asia 106
Figure 58: Percent of Tablet Owner Play Game vs. Split as Adult & Teen Tablet Gamer 2014 – 2019 106
Figure 59: Yearly Spending on Virtual Goods by Male vs. Female while Playing MMG & Casual Game 107
Figure 60: Percent of Asia Mobile Gamer spends Real World Money on Virtual Goods by Daily vs. Once in a Month 107
Figure 61: Unique in-game Virtual Goods Payer in Asia 108
Figure 62: In-Game Virtual Goods Consumption Pattern by Share of Micro Transaction Gamer 108
Figure 63: Percent of Digital Gamer in Asia Played Mobile Game at least Once in a Month 109
Figure 64: Average Number of Game Purchase per Year by Smartphone User vs. Non-Smartphone User 109
Figure 65: Per Year Average Spending on Mobile Game by Smartphone Users vs. Non-Smartphone users 110
Figure 66: Percent of Asia Mobile Gamer Purchase & Plan to Purchase Mobile Game 2014 – 2019 110
Figure 67: Percent of Freemium Gamer Upgrade Game from Free to Paid Version 2014 -2019 111
Figure 68: Percent of Asia Mobile Gamer by Smartphone vs. Non-Smartphone Users Upgrade Game 2014 – 2019 111
Figure 69: Social Game Play Percent by Smartphone vs. Non-Smartphone & Handheld Device Users 112
Figure 70: DAU vs. WAU vs. MAU Percent among Total Gamer by Smartphone vs. Non-Smartphone & Handheld Device Users 112
Figure 71: Percent of Smartphone User vs. Non-Smartphone & Handheld Device user Recommend Mobile Game to Others 113
Figure 72: Gaming Time Spend by Percent of Smartphone vs. Non-Smartphone & Handheld Device User 113
Figure 73: Game Play Duration by Percent of Smartphone vs. Non-Smartphone & Handheld Device User 114
Figure 74: Percent of Mobile Time Spent (excluding voice call) Playing Mobile Game by Smartphone vs. Non-Smartphone & Handheld Device User 114
Figure 75: Percentage Increase vs. Decrease of Mobile Game Play in 2013 by Smartphone vs. Non-Smartphone & Handheld Device User 115
Figure 76: Factors contributing to Mobile Game Play Increase by Percent of Smartphone vs. Non-Smartphone & Handheld Device Users 115
Figure 77: Percent of Asia Digital Gamer Influenced from Different Sources 116
Figure 78: Percent of Different Mobile OS Gamer that Keep Games on Device 117
Figure 79: DAU Percent of Mobile Gamer by OS Platform 117
Figure 80: Average Hours in Month spend vs. Percent of Dedication by OS Platform on Mobile Gaming 118
Figure 81: Game Play Location by Percent of Mobile Gamer 118
Figure 82: Game Play Location in Home by Percent of Home Gamer 119
Figure 83: On-the Gaming Genre Interest by Percent of Mobile Phone vs. Other Portable Game Player 119
Figure 84: Popular Game Category or Genre by Percent of Mobile Gamer 120
Figure 85: Mobile Game Acquisition Method (Percent of Mobile Gamer) by OS Platform 120
Figure 86: Cross-Platform Game Play by Percent of Mobile Gamer 2014 – 2019 121
Figure 87: Game Genre Deployment Ratio by Percent of Asian Countries 121
Figure 88: Mobile Game Developer Revenue in Asia 2014 – 2019 124
Figure 89: Percent of Mobile Game Developer in Asia by Age Bracket 125
Figure 90: Percent of Asian Mobile Game Developer Time on Gaming Apps 125
Figure 91: Percent of Mobile Game Developer prefer OS Platform 126
Figure 92: Percent of Asia Game Developer prefer OS Platform for Mobile Game Distribution 2017 – 2019 126
Figure 93: Mobile Game Developer’s Belief over Brand vs. Non-Brand Game for Success 127
Figure 94: Percent of Gaming Apps vs. Other Apps among Top 100 Grossing Apps in Asia 127
Figure 95: Percent of Gaming Apps vs. Other Apps generates Revenue 2014 – 2019 128
Figure 96: Percent of Mobile Phone User use Mobile Apps 2014 – 2019 128
Figure 97: Yearly Social Gaming ARPU in US $ by Top 6 Internet Companies / Social Gaming Portal 129
Figure 98: Percent of Mobile Apps User use Game vs. Other Apps 130
Figure 99: Percent of Mobile Apps User Spend on Gaming Apps vs. Other Apps 131
Figure 100: Average spending Per Year in US $ over Gaming Apps by OS Platform 131
Figure 101: Percent of Mobile Game by Standalone vs. MMG vs. Social vs. Location Based vs. Wearable Game 2014 – 2019 132
Figure 102: Percent of Mobile Handsets use GPS Feature in Asia 2014 – 2019 132
Figure 103: Percent Mobile Game would Use Local vs. Hyper Local vs. Gamification Feature in 2019 133
Figure 104: Percent of Mobile Game Users Recommend Mobile Game to Others by Different Features 134
Figure 105: Free vs. Paid Mobile Game Download Percent among Total Mobile in Asia 2014 – 2019 134
Figure 106: Free vs. Paid Game Title Percent among Total Mobile Game 2014 – 2019 134
Figure 107: Average Mobile Game Price in Asia among Total Mobile Game 2014 – 2019 135
Figure 108: Percent of Mobile Game Download by OTI vs. OTA vs. Peer-to-Peer 2014 – 2019 135
Figure 109: Percent of Mobile Game Distribution by OTI vs. OTA 2014 – 2019 136
Figure 110: Percent of Mobile Game Download by OS Platform 2014 – 2019 136
Figure 111: Number of Mobile Game Download Per Year by Individual Gamer 2014 – 2019 137
Figure 112: Profitable vs. Non-profitable Game Ratio among Total Grossing Mobile Games 137
Figure 113: Main Activities Listing in Mobile Gaming Ecosystem Structure 138
Figure 114: Mobile Game Publishing Framework for App store 139
Figure 115: Mobile Game Publishing Framework for SNS Portal 140
Figure 116: Economic Drivers of Mobile Gaming Ecosystem 140
Figure 117: Mobile Gaming Value Chain Framework 140
Figure 118: Revenue Sharing Percent across Mobile Gaming Value Chain 141
Figure 119: Mobile Game OTI vs. OTA Distribution 143
Figure 120: Cross Platform Distribution 143
Figure 121: Metrics to Connect Mobile Gamer 146
Figure 122: Conversion Funnel to Analyze Mobile Gamer 147
Figure 123: Life cycle of a Mobile game 148
Figure 124: KPI Framework including Direction to Manage Mobile Game Life Cycle 148
Figure 125: Steps to Develop Game Analytics Approach 149
Figure 126: Sample viral vs. retention metrics: what to focus? 149
Figure 127: Checklist to Develop Retention Metrics 150
Figure 128: Checklist to Measure Game Virility 150
Figure 129: Checklist for Managing Acquisition Metrics 151
Figure 130: Checklist for Business Monetization Metrics 151
Figure 131: Sample Custom Metrics for Actionable Insight 152
Figure 132: Sample Monitoring Metrics 154
Figure 133: F2P Mobile Social Game Design Framework 156
Figure 134: Framework to Identify the Psychology behind Fun 158
Figure 135: Game Developers Preference over Platforms in 2013 159
Figure 136: Developer Attitudes towards eCPM claims of App Marketing Agency 2013 161
Figure 137: Share of impression of Gaming Apps Marketing on 2012 vs. 2013 161
Figure 138: Result of Samsung’s Angry Birds integrated Smart TV Promotion 163
Figure 139: Viral Marketing & Adverting Loop for Social Games 163
Figure 140: Best Viral Placement of Feeds Notifying Installation 164
Figure 141: Viral Feeds that can Increase Gamers Accomplishment 165
Figure 142: Viral Placement using Screenshot 165
Figure 143: Viral Placement in Direct Invitation 166
Figure 144: Mobile Social Gamer Engagement Percent during Day 1 - 11 167
Figure 145: Social Game: 7day + Engagement 167
Figure 146: The Presence of Monsters in Tourette’s Quest 170
Figure 147: 5 Trendy Mobile Game Pricing Model in Asia 177
Figure 148: Framework to Deploy a Need Bragging Approach in Mobile Social Game 180
Figure 149: Key Business Benefits with Cross-platform Model 181
Figure 150: Nightclub City vs. Party Central Case 184
Figure 151: Retention Funnels to Monitor Game Performance 187
Figure 152: Objects in Criminal Case 188
Figure 153: Contribution for Children Education in WeTopia 190
Figure 154: Contribution for Animals in Joy Kingdom 191
Figure 155: Apps Category vs. Gaming Apps Usage 2013 195
Figure 156: Mobile Game vs. Non-Game Mobile App Revenue 2010 – 2013 196
Figure 157: Gaming Companies Spotted in the Market Fragmentation Chart 198
Figure 158: Communal Gameplay Trend 2013 199
Figure 159: Communal Game Revenue Trend 2013 200
Figure 160: Business Model Trend 2013 – 2016 201
Figure 161: Gaming Investment Trend in Sectors 2013 201
Figure 162: Selected Gaming Investment & Values 2013 202
Figure 163: Top Countries under Value vs. Volume Regions 203
Figure 164: Gaming Revenue Trend in Regions 2007 – 2016 204
Figure 165: Global Video Games Revnue Trend 2007 – 2016 204
Figure 166: Global Video Game Investment vs. M&A Volume (ex-IPOS) 2005 – 2013 205
Figure 167: Global Video Game Investment vs. M&A Volume (including-IPOs) 2005 – 2012 205
Figure 168: M&A Volume Trend in Gaming Sectors 2012 206
Figure 169: M&A Volume Trend in Gaming Sectors 2013 206
Figure 170: Selected M&A Deal Value 2013 208
Figure 171: Game Sector among Total Mobile VC Ecosystem Q1 2013 209
Figure 172: Mobile Game VC Investment 2010 – till Q3 2013 210
Figure 173: VC Investment in Social Gaming 2010 – till Q3 2013 210
Figure 174: Kickstarter Performance by Game Sector vs. Value Range 2012 211
Figure 175: Gaming Sectors in Consolidation and Investment Chart 2014 and Beyond 215
Figure 176: GTA Running Interface 218
Figure 177: Nike Sports Point 218
Figure 178: FitBit Lifestyle Marketing 219
Figure 179: Mixi Park with 3D avatar facility 232
Figure 180: Top 5 Free vs. Paid Downloaded Applications June 2013 235
Figure 181: Game on Zorpia group section 236
Figure 182: Games & Reward on Friendster 237
Figure 183: WE-LINK Mobile Social Game on Android 241
Figure 184: Accumulated Kakao Game Subscription 242
Figure 185: iOS App Store vs. Google Play App Downloads vs. Revenue in Q2 2013 248
Figure 186: Revenue growth of iOS vs. Google Play Q1 & 2, 2013 248
Figure 187: Google Play vs. iOS Revenue Proportion of Top 10 Countries 249
Figure 188: Top 5 countries by Download on iOS vs. Google Play 249
Figure 189: Top 5 countries by Revenue on iOS vs. Google Play 250
Figure 190: Top Five Categories by Download on iOS vs. Google Play 250
Figure 191: Top Five Categories by Revenue on iOS vs. Google Play 251
Figure 192: Top Ten Publishers on iOS vs. Google Play by Downloads 252
Figure 193: Top Ten Publishers on iOS vs. Google Play by Revenue 253
Figure 194: Top Ten Game Apps on iOS vs. Google Play by Downloads 254
Figure 195: Top Ten Game Apps on iOS vs. Google Play by Revenue 255
Figure 196: Top Five Revenue Generating Apps in iOS vs. Google Play 255
Figure 197: Top Five Paid Downloaded Apps in iOS vs. Google Play 256
Figure 198: Top Five Free Downloaded Apps in iOS vs. Google Play 256
Figure 199: Kamcord in-game Video Recorder and Social Sharing UI 265
Figure 200: In-game Recording & Sharing on Everyplay 266
Figure 201: BMW Ultimate Drive Apps: Mobile Social Gaming + Discount Promotion 316
Figure 202: Angry Birds Version to Play as Pig against Birds 317
Figure 203: Fruit Nina Frenzy Fruit Slicing 318
Figure 204: Om Nom Monster in Handy Candy update of Cut the Rope 320
Figure 205: Kompu Gacha Game Example 321
Figure 206: Colopula Territory Demo 322
Figure 207: Social Hostess Simulation on Mobage 323
Figure 208: One Million Winning Post of Horse Racing Social Games 324
Figure 209: Smurf Village Screenshot 326
Figure 210: Alchemy Genetics More Addtictive than Original Classic One 327
Figure 211: The Human Element -Future of LBS Mobile game 328
Figure 212: In-game Donation Opportunity for Brands and Gamers 329
Figure 213: Protein Puzzle and Social Ranking 330
Figure 214: Recycle – Redeem – Reward Quest 331
Figure 215: Literacy Game vs. Community Engagement 331
Figure 216: Money Flow in the Game 332
Figure 217: African Village Quest in the Game 332
Figure 218: Contribution for Children’s Education in WeTopia 333
Figure 219: Contribution for Animals in Joy Kingdom 335

Tables

Table 1: Examples of Mobile Casual Game by iOS & Android 48
Table 2: Market Value by East Asia & Pacific, South East Asia, Middle East, Central Asia, and South Asia 2014 – 2019 79
Table 3: East Asia and Pacific (10 countries) Market Value 2014 - 2019 80
Table 4: South East Asia (10 countries) Market Value 2014 - 2019 80
Table 5: Middle East (17 countries) Market Value 2014 – 2019 81
Table 6: Central Asia Country wise (5 countries) Market Value 2014 – 2019 81
Table 7: South Asia (6 countries) Market Value 2014 – 2019 81
Table 8: Mobile Gamer by East Asia & Pacific, South East Asia, Middle East, Central Asia, and South Asia 2014 – 2019 82
Table 9: East Asia and Pacific (10 countries) Mobile Gamer 2014 – 2019 83
Table 10: South East Asia Country wise (10 countries) Mobile Gamer 2014 – 2019 83
Table 11: Middle East (17 countries) Mobile Gamer 2014 – 2019 84
Table 12: Central Asia (5 countries) Mobile Gamer 2014 – 2019 84
Table 13: South Asia (6 countries) Mobile Gamer 2014 – 2019 84
Table 14: Mobile Gamer by Game Category: Standalone vs. MMG vs. Mobile Social vs. Location vs. Wearable 2014 – 2019 85
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 86
Table 16: Mobile Gamer by Game-play Nature: Casual vs. Regular 2014 – 2019 87
Table 17: Mobile Gamer by Payment Pattern: Premium vs. Freemium vs. Micro Transaction vs. Free-to-play vs. Standalone Downloads 2014 – 2019 88
Table 18: Percent of Total Mobile Gamer Asia by OS Platform 2014 – 2019 88
Table 19: Mobile Gamer Asia by OS Platform 2014 – 2019 88
Table 20: Smartphone User vs. Non-Smartphone User by DAU vs. WAU vs. MAU 89
Table 21: Mobile Gamer Asia by Smartphone User vs. Non-Smartphone User DAU vs. WAU vs. MAU in mln 2014 - 2019 89
Table 22: Revenue (among total mobile gaming Asia revenue) by Consumer Spending vs. In-game Ad Funded 2014 - 2019 89
Table 23: Revenue in US $bln in Asia by Consumer Spending vs. In-game Ad Funded 2014 – 2019 89
Table 24: Revenue from Mobile Gaming End User in US $bln & Percentage of Total Revenue 2014 – 2019 89
Table 25: East Asia & Pacific Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 – 2019 90
Table 26: South East Asia Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 – 2019 90
Table 27: Middle East Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 – 2019 90
Table 28: Central Asia Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 – 2019 90
Table 29: South Asia Revenue in US $mln by Consumer Spending vs. In-game Ad Funded 2014 – 2019 90
Table 30: Mobile Gaming Asia ARPU & ARPPU in US $ 2014 – 2019 91
Table 31: Mobile Game Asia Revenue split among Ecosystem / Value chain Stakeholders by Percentage 91
Table 32: Mobile Gaming Ecosystem Stakeholder Revenue in US $bln 2014 – 2019 91
Table 33: East Asia & Pacific Stakeholder Revenue in US $mln 2014 – 2019 92
Table 34: South East Asia Stakeholder Revenue in US $mln 2014 – 2019 92
Table 35: Middle East Stakeholder Revenue in US $mln 2014 – 2019 93
Table 36: Central Asia Stakeholder Revenue in US $mln 2014 – 2019 93
Table 37: South Asia Stakeholder Revenue in US $mln 2014 – 2019 93
Table 38: Mobile Gaming Revenue by OS Platform in Asia in US $bln 2014 – 2019 94
Table 39: East Asia & Pacific Mobile Gaming Revenue by OS Platform in US $mln 2014 – 2019 94
Table 40: South East Asia Mobile Gaming Revenue by OS Platform in US $mln 2014 – 2019 94
Table 41: Middle East Mobile Gaming Revenue by OS Platform in US $mln 2014 – 2019 95
Table 42: Central Asia Mobile Gaming Revenue by OS Platform in US $mln 2014 – 2019 95
Table 43: South Asia Mobile Gaming Revenue by OS Platform in US $mln 2014 – 2019 95
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 96
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 96
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 96
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 96
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 97
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 97
Table 50: Mobile Gaming Asia Revenue by Premium, Freemium & Micro Transaction in US $bln 2014 – 2019 97
Table 51: East Asia & Pacific Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 – 2019 98
Table 52: South East Asia Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 – 2019 98
Table 53: Middle East Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 – 2019 98
Table 54: Central Asia Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 – 2019 98
Table 55: South Asia Mobile Gaming Revenue by Premium vs. Freemium vs. Micro Transaction in US $mln 2014 - 2019 98
Table 56: Male vs. Female Asian Gamer in mln 2014 – 2019 99
Table 57: Male vs. Female Gamer by East Asia & Pacific, South East Asia, Middle East, Central Asia and South Asia in mln 2014 - 2019 99
Table 58: Percent of Total Asia Mobile Gamer by Age Bracket and Gender 100
Table 59: Mobile Gamer Asia in mln by Age bracket 2014 – 2019 100
Table 60: Male vs. Female Mobile Gamer in Asia in mln by Age Bracket 2014 – 2019 100
Table 61: East Asia & Pacific Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 – 2019 100
Table 62: South East Asia Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 – 2019 101
Table 63: Middle East Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 - 2019 101
Table 64: Central Asia Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 – 2019 101
Table 65: South Asia Mobile Gamer by Age Bracket and Male vs. Female in mln 2014 – 2019 101
Table 66: Mobile Gamer Asia in mln by Income Bracket 2014 – 2019 102
Table 67: East Asia & Pacific Mobile Gamer in mln by Income Bracket 2014 - 2019 102
Table 68: South East Asia Mobile Gamer in mln by Income Bracket 2014 – 2019 102
Table 69: Middle East Mobile Gamer in mln by Income Bracket 2014 – 2019 102
Table 70: Central Asia Mobile Gamer in mln by Income Bracket 2014 – 2019 103
Table 71: South Asia Mobile Gamer in mln by Income Bracket 2014 - 2019 103
Table 72: Percentage of Mobile Social Gamer and Traditional Gamer by Age Bracket 103
Table 73: Mobile Social Gamer in Asia by Age Bracket in mln 2014 - 2019 103
Table 74: Casual Gamer in Asia by Male vs. Female in mln and Percent among Casual Gamer 2014 – 2019 103
Table 75: Percent of Time Spending among Total Gaming Time vs. Percent of Revenue Generation in Asia by Age Bracket 104
Table 76: Mobile Gaming Asia Revenue in US $bln by Age Bracket 2014 – 2019 104
Table 77: East Asia & Pacific Revenue in US $bln by Age Bracket 2014 – 2019 104
Table 78: South East Asia Revenue in US $bln by Age Bracket 2014 – 2019 104
Table 79: Middle East Revenue in US $bln by Age Bracket 2014 – 2019 105
Table 80: Central Asia Revenue in US $bln by Age Bracket 2014 – 2019 105
Table 81: South Asia Revenue in US $bln by Age Bracket 2014 – 2019 105
Table 82: Mobile Game Genre Preference List by Male vs. Female in Asia 113
Table 83: Benefits of Mobile Game Play by Percent of Smartphone Users vs. Non-Smartphone & Handheld Device Users 116
Table 84: East Asia & Pacific Country Wise Game Genre Deployment 122
Table 85: South East Asia Country Wise Game Genre Deployment 122
Table 86: Middle East Country Wise Game Genre Deployment 123
Table 87: Central Asia Country Wise Game Genre Deployment 123
Table 88: South Asia Country Wise Game Genre Deployment 124
Table 89: Google Play vs. Apple Store Distribution 144
Table 90: Factors to Consider Monetizing Brand 153
Table 91: Mobile Gaming Power User vs. Session Length 2012 vs. 2013 168
Table 92: Key Considerable Mobile Gaming Strategies 172
Table 93: Revenue Sources vs. Cost Items Affecting Business Model 172
Table 94: Market Challenges & Potential Solutions under Micro Transaction Model 179
Table 95: Parameters to Balance Need Bragging Approach 180
Table 96: Cost vs. Revenue for Successful Single vs. Series of Mobile Social Games 184
Table 97: Unique Natures of Value vs. Volume Markets 203
Table 98: Selected Gaming Consolidation 2013 208



Date of Publication:
Oct 10, 2014
File Format:
PDF via E-mail
Number of Pages:
344 Pages
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