首頁 產業/市場分類 出版商一覽 Email 通知 GII媒體代理會議 公司簡介 聯絡我們
- English Japanese Korean
首頁 > 市場調查報告書 > 通訊 > Contents > 亞洲行動遊戲的市場與預測分析
產業/市場分類
通訊 (11616)
企業概況 (774)
光纖網路 (265)
次世代無線通信 (543)
行動用戶 (129)
行動設備 (764)
軟體 (1034)
電子商務 (209)
網路 (677)
網路與進入設備 (268)
數位廣播 (305)
數據中心 (345)
寬頻 (392)
衛星遠程通信 (141)
線上廣告 (144)
整合 (177)
整合通訊 (305)
機上盒 (63)
聯繫中心 (135)
Contents (627)
IT安全性 (503)
IT委外 (323)
LBS (160)
NFC (152)
RFID (215)
Web服務 (554)
WLAN/WiMAX (568)
市場調查報告書

亞洲行動遊戲的市場與預測分析

Mobile Gaming Asia: Market and Forecast Analysis

出版商 Mind Commerce Publishing LLC
出版日期 2011年11月 商品編碼 223813
內容資訊 英文 189 Pages
價格
US $ 2995 PDF by E-mail (Single User License)
US $ 3685 PDF by E-mail (1-5 User License)
US $ 6995 PDF by E-mail (Company-wide License)


亞洲行動遊戲的市場與預測分析 是由出版商Mind Commerce Publishing LLC在2011年11月所出版的。 這份英文市場調查報告書包含189 Pages 價格從美金2995起跳。

簡介

行動遊戲市場不論在收益面或市佔率方面,皆持續穩定的成長。該全球市場規模預估在2015年將達到540億美元。亞洲地區佔了市場的40%,另一方面,中東等新興市場國家的市場也急速成長中。

本報告,實施亞洲各國行動遊戲市場的全面分析,彙整行動遊戲產業的整體結構與現狀的課題・機會、行動遊戲技術・媒體的現狀與未來圖、主要企業的檔案資料、世界整體以及亞洲地區的市場展望、國家別・電信業者別的事業展望、價值鏈分析、今後的發展動向等情報,由下列摘要形式闡述。

目錄

  • 概要
  • 何謂行動遊戲
  • 行動遊戲的歷史與代表遊戲
  • 行動遊戲的限制
  • 行動遊戲的技術平台(全部17種類)
  • 將來的行動遊戲技術平台(全部4種類)
  • 行動遊戲技術平台的將來:HTML5、LimeJS、雲端
  • OS的市佔率與動向分析
  • 行動遊戲企業的平台選擇・行動賭場・ANROID
  • 行動定位活用型行動遊戲與今後的遊戲趨勢
  • 個案研究:SCVNGR-行動定位活用型行動遊戲・平台
  • 亞洲的行動LBS(行動定位服務)遊戲:現狀分析與將來的方向性
  • 多人式行動遊戲(MMG)
  • ANROID:前10大多人遊戲
  • iPhone:前10大多人遊戲
  • MMG的功能面驅動器(全部6種)
  • 將來的MMG功能面驅動器(全部3種)
  • 行動遊戲的類型
  • 創新的行動遊戲
  • 「行動遊戲獎2010」(POCKET GAMER AWARDS 2010)
  • 行動雲端與行動遊戲
  • Ruby平台與行動遊戲
  • 社群媒體與行動遊戲
  • 行動應用程式與「財源」的創造
  • 電玩遊戲業界來自行動遊戲的學習
  • 行動遊戲的銷售平台
  • 行動遊戲開發企業(整體狀況・國家別概況・主要5家企業的情報等)
  • 行動遊戲的經濟促進因素
  • 行動通訊的普及與遊戲市場(2011年以後)
  • 亞洲的行動遊戲市場
  • 整體亞太地區
  • 中亞
  • 東南亞
  • 各國的市場展望(全部31國)
  • 通訊電信業者的分析(全部25家)
  • 行動遊戲的價格設定
  • 行動廣告收入(2015年)
  • 亞洲的行動博弈市場:至2015年以年平均3.91%成長
  • 行動遊戲的事業策略
  • 行動遊戲的「貨幣化」方式:29種商業模式
  • 個案研究:ANGRY BIRDS-行動遊戲的成功故事
  • 行動遊戲的銷售管道
  • 行動遊戲的生態系統/價值鏈
  • 價值鏈・夥伴關係
  • 行動遊戲價值鏈上的利益分享
  • 行動遊戲業務的主要收入來源與成本因素
  • 品牌在行動遊戲成功上的影響
  • 行動遊戲:電玩遊戲與行動資料・應用程式的交叉點
  • 行動遊戲的進化:概念上的架構
  • 遊戲業界的最佳實務:日本與韓國
  • 財源存在何處
  • 機會存在何處:遊戲化的動向
  • 建議

圖表一覽

目錄

Abstract

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:

  • 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

Table of Contents

  • ABSTRACT
  • WHAT IS MOBILE GAMING
  • MOBILE GAMING HISTORY AND BRAND GAMES
  • LIMITATIONS OF MOBILE GAMING
  • MOBILE GAMING TECHNOLOGY PLATFORM
    • 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
  • 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 GAMES
  • 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 PROSPECT
    • 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 1
      • 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 1
      • 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 5
  • 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 opportunity150

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

Press Release

亞洲太平洋的行動遊戲市場為188億美元規模,以年平均率10%成長

2012年03月12日

Global Information, Inc.已開始銷售Mind Commerce Publishing LLC所發行的報告書「Mobile Gaming Asia: Market and Forecast Analysis (亞洲行動遊戲的市場與預測分析)」

行動遊戲通常都透過行動經營者的無線網路下載來預先安裝,或透過紅外線連接、Bluetooth、記憶卡安裝到手機。

最近行動遊戲的傾向有來自網路遊戲、應用軟體店的遊戲下載、MMG(許多人參加型遊戲)等。

其意義為Apple iOS、Android和Windows等平台主導市場。

手機首次的對戰遊戲是裝載到Nokia 6110的一種Snake遊戲,利用紅外線連接。

之後狀況大幅進展,現在有朝向「遊戲化」傾向。所謂的遊戲化乃指使行動遊戲和品牌交流融合的行銷手法。

2014年之前,為了行銷消費財和維持顧客的遊戲化服務,Facebook和eBay或Amazon同樣重要,預估全球2000家企業中有70%以上至少擁有1個遊戲應用軟體。

自出現行動遊戲化以來,平台在技術上大幅提高,亦有新企業進入。

除了現在的市場領導者以外,2012年Gecko (B2G)、Aliyun OS、Tizen、Meltemi平台、及行動雲端將威脅到Anroid和Apple iOS等。

現在平台的市佔率如下圖所示。

image1

image2

Back to Top