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行動遊戲市場:不想花錢玩遊戲的消費者

Mobile Games: Consumers Don't Pay to Play

出版商 eMarketer 聯絡我們
出版日期 2008/08 內容資訊 11 Pages, 18 Charts
商品編碼 71940
價格 US $ 695 ~ Price List
US $ 695 PDF by E-mail (Single User License)
本頁所標示之售價為不含購買者所在地消費稅之未稅價格,相關消費稅金將另行加至交易金額中
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PDF by E-Mail
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Hard Copy/CD-ROM
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TOC
此出版品為英文撰寫

Abstract

Mobile gaming is tricky ground for marketers. On one hand, games have some of the best engagement metrics among mobile content categories. On the other hand, that engagement is not translating into sales.

The Mobile Games report analyzes the trends behind why consumers are so excited about playing and so hesitant about paying.

Consumers like mobile gaming. Research shows they spend several minutes a session with a mobile game, and frequently re-visit to play some more. Moreover, consumers consistently report gaming is one of their favorite mobile activities.

But, so far, marketers are unsure of mobile gaming' s potential as an advertising platform.

However, in developing markets, mobile phones are already the de facto gaming platform - and millions more consumers will start experiencing mobile games with the introduction of new, improved handsets. Marketers would do well to keep an eye on mobile gaming for these reasons alone.

Key questions the “Mobile Games” report answers:

  • How big will mobile games grow worldwide by 2012?
  • How great will the opportunity for ad-supported mobile gaming become?
  • What are some of the drivers for mobile games?
  • What roadblocks are slowing growth in the category?
  • How does the US market compare to other worldwide markets?
  • How do mobile phone and PDA games compare?
  • What is the difference between preloaded and sideloaded games?
  • And many others......

eMarketer Reports - On Target and Up to Date

The Mobile Games report aggregates the latest data from worldwide marketing and communications researchers with eMarketer analysis to provide the information you need to make smart, accurate business decisions.

Table of Contents

Executive Summary

  • Mobile Gamers and Mobile Game Spending Worldwide, 2007-2012 (millions)
  • Key Questions

The eMarketer View

  • Key eMarketer Numbers-Mobile Games

Mobile Game Revenues

  • Mobile Gamers and Mobile Game Spending Worldwide, 2007-2012 (millions)
  • Mobile Entertainment Revenues Worldwide, by Type, 2007-2012 (millions)
  • Mobile Gaming Revenues Worldwide, 2007, 2008 & 2011 (billions and CAGR*)
  • Premium Mobile Content* Revenues Worldwide, by Category, 2007-2012 (millions)
  • Mobile Game Revenues in the US
    • US Mobile Gamers and Mobile Game Spending, 2007-2012 (millions)
    • Mobile Gaming Revenues in North America, 2007-2012 (millions and % worldwide market share)
    • Unique Downloads and Average Download Price Paid Among Top Five US Mobile Game Publishers, Ranked by Revenues, Q2 2008
    • US Mobile Gaming Revenues, by Source, 2007-2012 (% of total)
    • Ad-Supported Mobile Entertainment Content Revenues in the US, by Type, 2013 (millions)

The Audience for Mobile Games

  • Mobile Games Usage by Mobile Subscribers in the US and Select Countries in Western Europe, December 2007 (% of mobile subscribers)
  • Mobile Content and Application Activities of Mobile Subscribers in Select Countries, December 2007 (% of mobile subscribers)
  • Mobile Gamers in the US
    • Mobile Internet Activities of UK and US Mobile Internet Users, May 2008 (% of respondents)
    • US Adult Mobile Device* Users Who Have Used Mobile Content and Applications, by Frequency, October-December 2007 (% of respondents)
    • US Adult Mobile Phone Users, by Mobile Services Used*, Q4 2007 (millions)
    • US Mobile Content User Growth, by Category, 2007-2017 (CAGR*)
    • Mobile Game Genre that US Internet Users* Are Most Interested in Playing, by Platform, 2007 (% of respondents)
    • op Five US Mobile Game Categories, Ranked by Revenues, Q2 2008 (% market share)

Mobile Gaming Case Studies

  • Greystripe
  • Mobage-town

Related Information and Links

  • Related Links
  • Contact
  • Report Contributors
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