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