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市場調查報告書

手機遊戲的美國市場預測 2014-2019年

Mobile Gaming in the United States: Analysis of Platforms, Technical and Business Issues, Market Outlook and Forecasts through 2019

出版商 Mind Commerce 商品編碼 342312
出版日期 內容資訊 英文 266 Pages
商品交期: 最快1-2個工作天內
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手機遊戲的美國市場預測 2014-2019年 Mobile Gaming in the United States: Analysis of Platforms, Technical and Business Issues, Market Outlook and Forecasts through 2019
出版日期: 2015年02月28日 內容資訊: 英文 266 Pages
簡介

手機遊戲在支援資料的行動裝置爆炸性增加,受到F2P收益模式,行動賭場遊戲,及遊戲中廣告的各式各樣因素促進,成為美國收成非常好的商務領域。

本報告提供美國的手機遊戲市場相關的總括性調查、設備、遊戲類型、OS平台、性、年齡、人種、所得,及各教育水準的遊戲玩家比率等分析、預測。

  • 手機遊戲市場規模:各設備
  • 美國的手機遊戲市場規模比率:消費者支出分類 vs. 廣告支援
  • 美國的手機遊戲市場規模區分:消費者支出分類 vs. 廣告支援
  • 美國的行動遊戲玩家 vs. 行動遊戲玩家收益比率:各生態系統相關利益者
  • 美國的手機遊戲市場規模區分 (以金額為準):各生態系統相關利益者
  • 美國的手機遊戲市場規模區分 (比率、以金額為準):各OS平台
  • 手機遊戲分類的收益比率 vs. 市場規模區分
  • 美國的手機遊戲 1個月、1年的ARPU 及 ARPPU
  • 平板電腦 vs. 行動電話設備的ARPU
  • 行動遊戲玩家:平板電腦 vs. 智慧型手機 vs. 功能型手機 vs. 連網型終端 vs. 穿戴式設備
  • 美國的行動遊戲玩家:西部 vs. 東北部 vs. 南部 vs. 中西部
  • 遊戲玩家 vs. 行動收費遊戲玩家比率:高級 vs. 免費增值 vs. 微交易遊戲玩家
  • 美國的行動遊戲玩家比率:Android vs. iOS
  • 美國的行動遊戲玩家比率:獨立的 vs. MMG vs. 行動社群 vs. 穿戴式遊戲玩家
  • 美國的行動遊戲玩家比率:休閒 vs. 正常大小遊戲玩家
  • 美國的行動遊戲玩家比率:DAU vs. MAU
  • 美國的行動遊戲玩家比率:男性 vs.女性
  • 美國的行動遊戲玩家比率:各年齡層
  • 美國的行動遊戲玩家比率:男性遊戲玩家,各年齡層
  • 美國的行動遊戲玩家比率:女性玩家,各年齡層
  • 美國的行動遊戲玩家比率:各家庭所得層
  • 美國的行動遊戲玩家比率:各人種
  • 美國的行動遊戲玩家比率:各教育
  • 美國的行動遊戲玩家 vs. 社群遊戲玩家比率:各教育
  • 美國的行動遊戲玩家的月平均支出:性別 vs. 年齡層 vs. OS平台 vs. 利用時間、其他

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目錄

Overview:

Mobile gaming has become a very lucrative business sector in the United States with solid growth driven by a variety of factors including the explosion of data enabled mobile devices, F2P revenue model, mobile casino gaming, and in-game advertising that includes display banner, interactive, video ads and “advergaming” (brand sponsorship).

The global mobile gaming market is expected to reach $ 78.7B USD by 2019 with a CAGR of 20.2% from its current market value of $31.4 USD. Mind Commerce sees many global trends contributing to continued growth including the rise of wearable gaming, local and user-generated content, and “gamification” (embedded gaming). More than just entertainment, mobile gaming has become big business and a concern for virtually every consumer related business.

This research covers the technology, business issues, ecosystem, and opportunities for mobile gaming in the United States. The report addresses business and technical issues as well as evaluation of ecosystem participants and prospects for new development and integration of gaming into different applications. This report is a must read for ICT leaders as well as business executives, directors, and managers. All purchases of Mind Commerce reports 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 Application Developers
  • Mobile Handset Manufacturers
  • Location-based Service Providers
  • Brand/Product/Service Advertiser
  • Game Distributors and Aggregators
  • M-commerce Application Developers
  • Mobile / Online Gambling Companies

Report Benefits

  • Mobile gaming forecasts
  • Learn about impact of wearable tech on gaming
  • Identify leading applications by category and OS
  • Learn strategies of leading app development companies
  • Effective mobile game monetization methods and metrics
  • Recommended actions for mobile gaming value chain partners

Table of Contents

1.0. INTRODUCTION

  • 1.1. MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT
  • 1.2. THE DAYS OF MOBILE GAMING AS A SILO STRATEGY ARE DONE
  • 1.3. PARLAYING A CORE GAMING PLATFORM FOR COMMUNICATIONS, CONTENT, AND COMMERCE
  • 1.4. THE THREAT OF COMMODITIZED BEARER SERVICES: VOICE AND RAW DATA GET “CHEAP”
  • 1.5. THE NEED FOR VALUE-ADDED, CROSS-PRODUCT/SERVICE, GAMING INTEGRATION
  • 1.6. THE RISE OF LOCAL CONTENT AND USER GENERATED CONTENT (UGC)

2.0. MARKET TREND ANALYSIS

  • 2.1. MOBILE SOCIAL AND MULTISCREEN GAMING
  • 2.2. FREEMIUM MONETIZATION AND ADVERGAMING
  • 2.3. GAMING OPTIMIZED DEVICE, DATA NETWORK AND APPSTORE REVOLUTION
  • 2.4. HUMAN INTERACTION AND WORD OF MOUTH
  • 2.5. WEARABLE GAMING

3.0. MARKET IMPACT ANALYSIS

  • 3.1. MARKET FORCES VS. IMPACT
  • 3.2. SWOT ANALYSIS
  • 3.3. MOBILE OS ANALYSIS

4.0. MARKET GROWTH DRIVER ANALYSIS

  • 4.1. MULTIPLAYER MOBILE GAMING (MMG)
  • 4.2. MOBILE SOCIAL GAMING
  • 4.3. MOBILE LOCATION BASED GAMING
  • 4.4. MOBILE VIDEO GAMING
  • 4.5. MOBILE CLOUD GAMING
  • 4.6. MOBILE CASUAL GAMING
  • 4.7. FREE-TO-PLAY DISTRIBUTION
  • 4.8. CONNECTED CONSOLE AND MOBILE CLOUD
  • 4.9. MOBILE CASINO GAMING
  • 4.10. ADVERGAMING
  • 4.11. IN-GAME RMT (REAL MONEY TRANSACTION)
  • 4.12. VIRTUAL GO-TO COMMUNITY
  • 4.13. GAMIFICATION
  • 4.14. CROSS-PLATFORM PUBLISHING
  • 4.15. EMERGING GAMING PLATFORM

5.0. FUNCTIONALITY DRIVER ANALYSIS

  • 5.1. PUBLIC WI-FI
  • 5.2. ARTIFICIAL INTELLIGENCE (AI)
  • 5.3. 3D API
  • 5.4. LTE ADVANCE
  • 5.5. MOBILE CLOUD
  • 5.6. HTML5-MOBILE WEB'S FUTURE

6.0. GAME GENRE ANALYSIS

  • 6.1. ARCADE-STYLE GAME
  • 6.2. ACTION/ADVENTURE GAME
  • 6.3. SPORTS GAME
  • 6.4. RACING GAME
  • 6.5. STRATEGY/PUZZLE GAME
  • 6.6. MOVIE GAMES
  • 6.7. CASINO GAMES
  • 6.8. BOARD GAMES
  • 6.9. SIMULATION GAMES
  • 6.10. MOTION DETECTION GAMES

7.0. LEGAL FRAMEWORK ANALYSIS

  • 7.1. ANTIPIRACY LAW
  • 7.2. INDEMNIFICATION LAW
  • 7.3. ZYNGA WITH PRIVACYVILLE
  • 7.4. CYBERCRIMINAL ATTACK ON MOBILE SOCIAL GAME
  • 7.5. IN-GAME SCAM DEBATE IN MOBILE SOCIAL GAME
  • 7.6. ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE
  • 7.7. RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION
  • 7.8. GAMING VS. CASINO AND GAMBLING

8.0. ECOSYSTEM ANALYSIS

  • 8.1. ACTIVITIES IN ECOSYSTEM STRUCTURE
  • 8.2. APPSTORE FRAMEWORK
  • 8.3. SNS PORTAL FRAMEWORK
  • 8.4. ECONOMIC DRIVERS
  • 8.5. VALUE CHAIN FRAMEWORK
  • 8.6. REVENUE SHARE ACROSS VALUE CHAIN STAKEHOLDERS
  • 8.7. ROLE OF NEW ENTRANTS IN MOBILE GAMING VALUE CHAIN
    • 8.7.1. TECHNICAL & LEGAL ROLE OF TECHNOLOGY PROVIDER / PUBLISHER
    • 8.7.2. VIRTUAL GOODS & CURRENCY PROVIDER CAN PLAY CRITICAL ROLE ON GAME SUCCESS
    • 8.7.3. GAMING ECONOMY OR MICRO TRANSACTION SOLUTION PROVIDER TO PROVIDE MONETIZED PLATFORM FOR USER & GAME DEVELOPER
    • 8.7.4. OTI VS. OTA DISTRIBUTION FRAMEWORK TO CROSS PLATFORM
  • 8.8. DISTRIBUTION FRAGMENTATION OTA VS. OTI (APPSTORE, SNS & BROWSER BASED)
  • 8.9. MAJOR CHALLENGES IN FRAGMENTED DISTRIBUTION

9.0. MONETIZATION METRICS

  • 9.1. CONVERTING MOBILE GAMING METRICS TO CONVERSION FUNNEL
  • 9.2. GAME LIFE CYCLE & KPI MANAGEMENT METRICS
  • 9.3. ANALYTIC APPROACH
    • 9.3.1. VIRAL VS. RETENTION: WHERE TO FOCUS?
    • 9.3.2. CHECKLIST FOR RETENTION METRICS
    • 9.3.3. CHECKLIST FOR VIRALITY METRICS
    • 9.3.4. ACQUISITION METRICS
    • 9.3.5. BUSINESS MONETIZATION METRICS
    • 9.3.6. CUSTOM METRICS
  • 9.4. BRAND MONETIZATION METRICS
    • 9.4.1. MONITORING METRICS
  • 9.5. GAME MONETIZATION
    • 9.5.1. CROWDED GAME STORES
    • 9.5.2. PLAYER RETENTION AND ENGAGEMENT
    • 9.5.3. PREMIUM MODELS
    • 9.5.4. OPPORTUNITY FOR GAME MAKER
  • 9.6. MOBILE SOCIAL GAME DESIGN FRAMEWORK & DILEMMA
    • 9.6.1. F2P MOBILE SOCIAL GAME DESIGN FRAMEWORK
    • 9.6.2. BENEFITS FOR USING FRAMEWORK
    • 9.6.3. NINE DIMENSIONS OF THE FRAMEWORK
    • 9.6.4. ADDING FUN IN GAME DESIGN
    • 9.6.5. INDIE PUBLISHING VS. PLATFORM CHOICE OF GAME DEVELOPERS
  • 9.7. GAME MARKETING: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL
    • 9.7.1. GAMING APPS MARKETING
    • 9.7.2. VIDEO MARKETING
    • 9.7.3. ROLE OF SMART TV & LOCATION TARGETING
    • 9.7.4. IMPORTANCE OF VIRAL
  • 9.8. MOBILE SOCIAL GAMER ENGAGEMENT PANORAMA
    • 9.8.1. FIRST 3 DAYS DILEMMA
    • 9.8.2. 7. DAY + DILEMMA
    • 9.8.3. RISING MOBILE GAMING ENGAGEMENT
    • 9.8.4. BLENDING GAME SCIENCE WITH ART
  • 9.9. EMPATHY GAME: NEW WAVE OF ENGAGEMENT

10.0. BUSINESS MODEL ANALYSIS

  • 10.1. KEY MOBILE GAMING STRATEGIES
  • 10.2. KEY REVENUE SOURCES & COST ITEMS
  • 10.3. TRENDING BUSINESS MODELS
    • 10.3.1. VIRTUAL ITEMS AND MICRO TRANSACTIONS
    • 10.3.2. IN-GAME AD / BRANDED GAMES
    • 10.3.3. SUBSCRIPTION/BUNDLE PACK WITH VIRTUAL ITEMS TRADING
    • 10.3.4. IN-GAME AD / BRANDED GAME WITH IN-STORE BENEFITS
    • 10.3.5. PREMIUM GAME WITH IN-STORE BENEFITS
    • 10.3.6. CASINO / CLUB GAMBLING MODEL
    • 10.3.7. USER GENERATED MODEL
    • 10.3.8. RESEARCH & GAMIFICATION CENTRIC MODEL
  • 10.4. TIPS FOR APPLYING ECONOMIC & GAMIFICATION IN BUSINESS MODEL
    • 10.4.1. FREE ENTERTAINMENT ILLUSION
    • 10.4.2. NEVER SET PAYMENT LIMIT FOR USER
    • 10.4.3. FOCUS ON DETAIL ACTIVITIES
    • 10.4.4. RECRUIT MORE PLAYERS
  • 10.5. CURRENT TREND IN PRICING MODEL
  • 10.6. ADVERTISING MODEL
    • 10.6.1. CPC ADVERTISING MODEL
    • 10.6.2. CPI ADVERTISING MODEL
    • 10.6.3. PROFITABLE CPI
    • 10.6.4. PRICING OF VIRTUAL GOODS
    • 10.6.5. BUILDING MATHEMATICAL MODEL TO SET PRICE
  • 10.7. MARKET CHALLENGE & GAME BALANCING METHOD IN VIRTUAL GOODS BASED GAME
  • 10.8. BENEFITS OF CROSS-PLATFORM MODEL

11.0. SUCCESS STRATEGY ANALYSIS

  • 11.1. FEATURES THAT NEED TO INCORPORATE
  • 11.2. POPULAR VS. NEW GAMING IP: WHAT TO FOLLOW?
  • 11.3. COSTS TABLE
  • 11.4. HOW TO CREATE SUCCESSFUL GAMING IP LINE?
  • 11.5. HOW TO MINIMIZE MARKETING & USER ACQUISITION COST?
  • 11.6. HOW TO USE MONETIZATION STRATEGIES?
  • 11.7. CASE STUDY
    • 11.7.1. PRETTY SIMPLE'S CRIMINAL CASE LESSON
    • 11.7.2. SOJO STUDIO'S WETOPIA AND JOY KINGDOM LESSON
    • 11.7.3. KING.COM LESSON
    • 11.7.4. ZYNGA LESSON

12.0. GAMING INDUSTRY INVESTMENT TREND ANALYSIS

  • 12.1. SECOND SCREEN INCLUDING MOBILE DEVICES AND TV
  • 12.2. SOCIAL VS. GAME NETWORK
  • 12.3. GAMING DEALS
  • 12.4. POST ZYNGA ERA VS. VENTURE CAPITAL (VC) IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION
  • 12.5. GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS
  • 12.6. GAMING SECTOR AND BUSINESS MODEL
  • 12.7. VALUE VS. VOLUME REGIONS
  • 12.8. MERGER & ACQUISITION (M&A) TREND
  • 12.9. GAMING VENTURE CAPITAL (VC) TRENDS
  • 12.10. CROWD FUNDING TREND
    • 12.10.1. KICKSTARTER PERFORMANCE
    • 12.10.2. APPGENIUS WITH GETFUNDED.COM
    • 12.10.3. POPPY WITH KICKSTARTER FOR AR GAMES
    • 12.10.4. GOLDEN FINGERS WITH INDIEGOGO.COM FOR WRITEON GAME
  • 12.11. CASE STUDY
    • 12.11.1. IBM FOUNDER FAMILY ON PLAYDEMIC FOR SOCIAL GAME
    • 12.11.2. ZATTIKKA ACQUISITION OF HATTRICK, CONCEPT ART HOUSE AND SNEAKY GAMES
    • 12.11.3. SUPERCELL FUNDING AND TREND AROUND FREEMIUM MODEL
    • 12.11.4. IMI.VC INVESTMENT FOR GAME INSIGHT
    • 12.11.5. ROCK GAMING INTEREST ON CAESARS INTERACTIVE
    • 12.11.6. NEXON INVESTMENT TO RUMBLE ENTERTAINMENT, ROBOTOKI, SHIVER ENTERTAINMENT, AND SECRETNEWCO
    • 12.11.7. FACEBOOK'S ACQUISITION OF OCULUS RIFT
    • 12.11.8. ALIBABA'S INVESTMENT IN KABAM
    • 12.11.9. AMAZON'S ACQUISITION OF TWITCH
    • 12.11.10. TANGO'S GAME INVESTMENT FUND
    • 12.11.11. MICROSOFT'S ACQUISITION OF MOJANG
    • 12.11.12. ZHONGJI'S ACQUISITION OF FUNPLUS
    • 12.11.13. OPPORTUNITY CHART BY GAMING SECTORS

13.0. WEARABLE TECHNOLOGY INFLUENCE ON GAMING

  • 13.1. WEARABLE TECHNOLOGY
    • 13.1.1. BODY AREA NETWORKS (BAN)
    • 13.1.2. AUGMENTED REALITY (AR)
    • 13.1.3. VIRTUAL REALITY (VR)
    • 13.1.4. SENSORS AND AMBIENT AWARENESS
  • 13.2. SMARTWATCH AS WEARABLE GAMING PLATFORM
    • 13.2.1. PERVASIVENESS
    • 13.2.2. INTERFACE
  • 13.3. GAMING PLATFORM ANALYSIS
    • 13.3.1. MIND PIRATE
    • 13.3.2. OBJE (OBSCENE INTERACTIVE)
    • 13.3.3. OCULUS RIFT
    • 13.3.4. SONY
  • 13.4. PRIVACY CONCERNS
  • 13.5. CASE STUDY
    • 13.5.1. GRAND THEFT AUTO (GTA)
    • 13.5.2. NIKE AND SPORTS GAME
    • 13.5.3. FITBIT CASUAL GAMING

14.0. MARKET PROJECTIONS AND DEMOGRAPHIC ANALYSIS

  • 14.1. MARKET VALUE / REVENUE PROJECTION & ANALYSIS 2014-2019
    • 14.1.1. MARKET VALUE IN $ BLN
    • 14.1.2. MARKET VALUE IN $ BLN BY REGION
    • 14.1.3. MARKET VALUE IN $ BLN BY DEVICE
    • 14.1.4. MOBILE LEARNING GAME MARKET VALUE IN $ BLN
    • 14.1.5. MARKET VALUE BY TYPE
    • 14.1.6. MARKET VALUE BY ECOSYSTEM STAKEHOLDERS
    • 14.1.7. MARKET VALUE BY OS PLATFORM
    • 14.1.8. MARKET VALUE BY MOBILE GAME CATEGORY
    • 14.1.9. ARPU VS. ARPPU
    • 14.1.10. SPENDING ON GAMING APP
  • 14.2. MOBILE GAMER PROJECTION & DEMOGRAPHY ANALYSIS 2014-2019
    • 14.2.1. MOBILE GAMER IN MLN
    • 14.2.2. MOBILE GAMER IN MLN BY DEVICE
    • 14.2.3. MOBILE GAMER IN MLN BY REGION
    • 14.2.4. PAYING VS. F2P GAMER
    • 14.2.5. MOBILE GAMER BY OS PLATFORM
    • 14.2.6. MOBILE GAMER BY GAME CATEGORY
    • 14.2.7. CASUAL VS. REGUALR GAMER
    • 14.2.8. DAU VS. MAU
    • 14.2.9. MOBILE GAMER BY GENDER
    • 14.2.10. MOBILE GAMER BY AGE BRACKET
    • 14.2.11. MOBILE GAMER BY HOUSEHOLD INCOME
    • 14.2.12. MOBILE GAMER BY RACE
    • 14.2.13. MOBILE GAMER BY EDUCATION
    • 14.2.14. AVERAGE GAME DOWNLOAD
    • 14.2.15. AVERAGE MONTHLY EXPENSE
    • 14.2.16. GAMING TIME VS. MOBILE GAMING REVENUE
    • 14.2.17. TABLET GAMER
    • 14.2.18. VIRTUAL GOODS GAMER
    • 14.2.19. GAMER RECOMMENDATION
    • 14.2.20. MOBILE GAME GENRE PREFERENCE
    • 14.2.21. DAILY GAMING TIME SPEND FOR MOBILE GAMING
    • 14.2.22. MOBILE GAMER LIFE CYCLE
    • 14.2.23. TIME SPENT ON MOBILE GAMES
    • 14.2.24. MOBILE GAME PLAY ACTIVITY CHANGE
    • 14.2.25. REASON OF MOBILE GAME PLAY INCREASE
    • 14.2.26. BENEFITS OF MOBILE GAME PLAY
    • 14.2.27. SOURCES OF MOBILE GAME PLAY INFLUENCE
    • 14.2.28. GAME KEEPING RATIO
    • 14.2.29. TIME SPEND VS. DEDICATION BY OS PLATFORM
    • 14.2.30. MOBILE GAME PLAY LOCATION
    • 14.2.31. MOBILE GAMING GENRE INTEREST
    • 14.2.32. POPULAR GAME GENRE
    • 14.2.33. MOBILE GAME ACQUISITION METHOD
    • 14.2.34. CROSS-DEVICE GAME PLAY
    • 14.2.35. NEW PLAYER RETENTION RATIO
  • 14.3. MOBILE GAME DEVELOPER ANALYSIS 2014-2019
    • 14.3.1. DEVELOPER REVENUE
    • 14.3.2. DEMOGRAPHY
    • 14.3.3. DAY TIME CONSUMPTION ON WRITING MOBILE GAMING APPS
    • 14.3.4. OS PLATFORM PREFERENCE
    • 14.3.5. DISTRIBUTION PREFERENCE BY OS PLATFORM
    • 14.3.6. BELIEF OVER BRAND VS. NON-BRAND GAME
  • 14.4. MOBILE GAME TREND ANALYSIS 2014-2019
    • 14.4.1. GAMING APPS VS. OTHER APPS
    • 14.4.2. MOBILE GAMING APP REVENUE
    • 14.4.3. MOBILE PHONE USER USE MOBILE APPS
    • 14.4.4. MOBILE SOCIAL GAMING ARPU OF TOP 6 INTERNET COMPANIES
    • 14.4.5. GAME VS. OTHER MOBILE APPS USAGE
    • 14.4.6. SPENDING WILLINGNESS OF MOBILE GAMING APP USER
    • 14.4.7. MOBILE GAME BY GAME CATEGORY
    • 14.4.8. GAMING FEATURE ADOPTION
    • 14.4.9. GAME CHARACTERISTICS
    • 14.4.10. MOBILE GAME DOWNLOAD
    • 14.4.11. MOBILE GAME TITLE
    • 14.4.12. MOBILE GAME PRICE
    • 14.4.13. OTI VS. OTA VS. PEER-TO-PEER
    • 14.4.14. MOBILE GAME DISCTRIBUTION
    • 14.4.15. MOBILE GAME DOWNLOAD BY OS
    • 14.4.16. MOBILE GAME DOWNLOAD BY INDIVIDUAL GAMER
    • 14.4.17. PROFITABLE VS. NON-PROFITABLE MOBILE GAME
  • 14.5. SOCIAL POINT WITH MASS GAME

15.0. APPSTORE ANALYSIS: GOOGLE PLAY VS. IOS

  • 15.1. GOOGLE PLAY VS. IOS
    • 15.1.1. “GOOGLE GAMES”-UNIFIED GAMING PLATFORM TREND
    • 15.1.2. FACEBOOK'S MOBILE-PLUS-OPEN-GRAPH COMBINATION
    • 15.1.3. TREND ANALYSIS 2013
    • 15.1.4. APPSTORE PERFORMANCE 2013
    • 15.1.5. TOP 5 COUNTRIES BY DOWNLOAD VS. REVENUE Q2 2013
    • 15.1.6. TOP 5 CATEGORIES BY DOWNLOAD VS. REVENUE Q2 2013
    • 15.1.7. TOP 10 PUBLISHER BY DOWNLOAD VS. REVENUE ON JUNE 2013
    • 15.1.8. TOP 10 GAME APPS BY DOWNLOAD VS. REVENUE IN JUNE 2013
    • 15.1.9. TOP 5 REVENUE GENERATING APPS IN JULY 2013
    • 15.1.10. TOP 5 PAID DOWNLOAD APPS IN JULY 2013
    • 15.1.11. TOP 5 FREE DOWNLOAD APPS IN JULY 2013
  • 15.2. ALTERNATIVE APPSTORE FOR ANDROID
    • 15.2.1. SLIDE ME
    • 15.2.2. GETJAR
    • 15.2.3. SOC.IO MALL
    • 15.2.4. CODENGO
    • 15.2.5. APPSLIB
    • 15.2.6. 1MOBILE
    • 15.2.7. CAMANGI MARKET
    • 15.2.8. TEGRA STORE
    • 15.2.9. MIKANDI
    • 15.2.10. ANDROIDPIT
    • 15.2.11. ANZI
    • 15.2.12. HIAPK
    • 15.2.13. N-DUO MARKET
    • 15.2.14. F-DROID
  • 15.3. ALTERNATIVE APPSTORE FOR IOS
    • 15.3.1. CYDIA
    • 15.3.2. LIMA
    • 15.3.3. PREMIERAPPSHOP
    • 15.3.4. SEXAPPSHOP
    • 15.3.5. 91 HIAPK
  • 15.4. ALTERNATIVE APPSTORE FOR BLACKBERRY OS
    • 15.4.1. BLACKBERRY WORLD
    • 15.4.2. CRACKBERRY STORE
    • 15.4.3. BBNATION
  • 15.5. ALTERNATIVE CROSS-PLATFORM APPSTORE
    • 15.5.1. NOOK APP STORE
    • 15.5.2. TAOBAO APP MARKET
    • 15.5.3. HANDMARK & ONELOUDER
    • 15.5.4. HANDSTER
    • 15.5.5. PHOLOAD
    • 15.5.6. MOBANGO
    • 15.5.7. HANDANGO
    • 15.5.8. BISKERO
    • 15.5.9. OPERA MOBILE APP STORE
    • 15.5.10. APPITALISM
    • 15.5.11. NEXVA
    • 15.5.12. KONGREGATE
    • 15.5.13. MAOPAO
    • 15.5.14. DJUZZ
    • 15.5.15. APPCITY
    • 15.5.16. ALTERNATIVE.TO
    • 15.5.17. 360 MARKET
    • 15.5.18. APPOKE
  • 15.6. OEMS APPSTORE
    • 15.6.1. SAMSUNG APPS
    • 15.6.2. LG SMART WORLD
    • 15.6.3. DOCOMO MARKET
    • 15.6.4. XIAOMI APPSTORE
  • 15.7. MOBILE CARRIER APPSTORE
    • 15.7.1. VODAFONE DEVELOPER
    • 15.7.2. MOBILE MARKET OF CHINA MOBILE
    • 15.7.3. SPRINT DEVELOPER PROGRAM
    • 15.7.4. AIRCEL POCKETAPPS
    • 15.7.5. AIRTEL APP CENTRAL
    • 15.7.6. MAXIS 1STORE
    • 15.7.7. M1 APP STORE
    • 15.7.8. T-STORE
    • 15.7.9. TURKCELL T-MARKET
    • 15.7.10. OMNITEL APP STORE
    • 15.7.11. MTNPLAY

16.0. EMERGING GAME PLATFORMS AND A LOOK AT OTHER COUNTRIES

  • 16.1. SINA WEIBO IN CHINA
  • 16.2. TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU
  • 16.3. RENREN IN CHINA
  • 16.4. KAIXIN001 IN CHINA
  • 16.5. 51.COM IN CHINA
  • 16.6. MIXI IN JAPAN
  • 16.7. CYWORLD IN KOREA
  • 16.8. IBIBO GAMES IN INDIA
  • 16.9. MILLAT FACEBOOK IN PAKISTAN
  • 16.10. YAHOO-MOBAGE IN JAPAN
  • 16.11. AMEBA PIG IN JAPAN
  • 16.12. BEBO
  • 16.13. TWITTER
  • 16.14. AMAZON
  • 16.15. ZORPIA
  • 16.16. PERFSPOT
  • 16.17. FRIENDSTER
  • 16.18. GAIA ONLINE
  • 16.19. BADOO
  • 16.20. TAGGED
  • 16.21. HI5
  • 16.22. HABBO
  • 16.23. COME2PLAY
  • 16.24. VIXIMO GAME NETWORK
  • 16.25. CHILLINGO
  • 16.26. WECHAT & QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM
  • 16.27. KAKAOTALK
  • 16.28. LINE
  • 16.29. 91 WIRELESS
  • 16.30. WHATSAPP
  • 16.31. TANGO
  • 16.32. KIK MESSENGER
  • 16.33. ZALO
  • 16.34. QIHOO 360 PLATFORM
  • 16.35. WANDOUJIA
  • 16.36. BAIDU APP STORE
  • 16.37. APPCHINA
  • 16.38. D.CN GAMES CENTER
  • 16.39. GFAN
  • 16.40. MOBAGE IN JAPAN
  • 16.41. HEYZAP
  • 16.42. VKONTAKTE IN RUSSIA
  • 16.43. YONJA IN TURKEY

17.0. SERVICE & ECONOMY MANAGEMENT PROVIDER

  • 17.1. VIXIMO GAME NETWORK
  • 17.2. WILDTANGENT
  • 17.3. IWIN
  • 17.4. KAMCORD
  • 17.5. EVERYPLAY
  • 17.6. TWITCH.TV
  • 17.7. MEDIUM / MATCHFUEL
  • 17.8. ONEAPI
  • 17.9. APPOLICIOUS
  • 17.10. APPIA
  • 17.11. XSPLIT

18.0. CASE STUDIES

  • 18.1. BMW ULTIMATE DRIVE APP
  • 18.2. ANGRY BIRDS
  • 18.3. FRUIT NINJA: $1 MLN BUSINESS VS. CHINA SUCCESS
  • 18.4. CUT THE ROPE
  • 18.5. KOMPU (COMPLETE) GACHA GAMES
  • 18.6. COLOPULA
  • 18.7. HOSTESS CLUB SOCIAL GAME (KOI SHITE KYABA JO)
  • 18.8. SOCIAL HORSE-RACING GAME
  • 18.9. SMURF VILLAGE: THE REAL VIRTUAL ECONOMY SUCCESS
  • 18.10. ALCHEMY: ANDRIOD TITLE SUCCESS CASE IN KOREA
  • 18.11. THE HUMAN ELEMENT
  • 18.12. MOBILE SOCIAL NETWORK GAME
    • 18.12.1. HALF THE SKY MOVEMENT
    • 18.12.2. FOLDIT: RESEARCH FOR MANKIND & COMMUNITY PATENT
    • 18.12.3. RECYCLEBANK: COMMUNITY AWARENESS
    • 18.12.4. MILLEE LITERACY GAME: EDUCATION & LITERACY
    • 18.12.5. SPENT: POVERTY ALLEVIATION
    • 18.12.6. RAISE THE VILLAGE: CONSTRUCTING VILLAGE
    • 18.12.7. WETOPIA CASE: CHARITIES FOR CHILDREN
    • 18.12.8. CHARITIES FOR ANIMAL: JOY KINGDOM CASE
    • 18.12.9. SOCIAL-GOOD FOCUSED GAMING COMPANY OR NETWORK: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, & BUDGE
  • 18.13. JAPAN & KOREA SUCCESS STORY

19.0. CONCLUSIONS AND RECOMMENDATIONS

  • 19.1. RECOMMENDED CONSIDERATION FOR USA MARKET
  • 19.2. RECOMMENDATION FOR GAME DEVELOPER AND PUBLISHER
  • 19.3. RECOMMENDATION FOR GAME NETWORKS INCLUDING MOBILE SOCIAL NETWORK
  • 19.4. RECOMMENDATION FOR CONTENT AGGREGATOR
  • 19.5. RECOMMENDATION FOR PAYMENT SOLUTION PROVIDER
  • 19.6. RECOMMENDATION FOR OEM AND MNO
  • 19.7. RECOMMENDATION FOR INVESTORS
  • 19.8. RECOMMENDATION FOR BRANDS

Figures

  • Figure 1: UGC in MineCraft
  • Figure 2: McDonald Features Special Events on Firmville
  • Figure 3: Nokia'a Single Player Primitive Snake Game vs. GREE's Mobile Social Game Screen
  • Figure 4: Top Five USA Smartphone OEMs Market Share 2014
  • Figure 5: Top Five Smartphone OS Market Share in USA 2014
  • Figure 6: Tablet Market Share in USA 2014
  • Figure 7: MMG: N.O.V.A. 3 - Near Orbit Vanguard Alliance
  • Figure 8: My Town 2: Location Based City Building Mobile Social Game
  • Figure 9: Game Pattern follow by Gamer while Playing Mobile Location Based Gaming
  • Figure 10: Sample Trail-Map of Gamer in a Mobile Location Based Gaming
  • Figure 11: Life is Crime: a Social Location based Mobile Game for iOS and Android
  • Figure 12: Fruit Ninja: a Popular Mobile Video Game
  • Figure 13: Mobile Cloud Gaming Network Ecosystem
  • Figure 14: G-Cloud on Docomo Tablet
  • Figure 15: Mobile Casual Game Flow where Most Casual Gamer Belongs
  • Figure 16: Angry Birds Mobile Casual Game
  • Figure 17: Snoopy Street: Free-to-Play Game on iOS
  • Figure 18: Onlive Mobile: Cloud Gaming App on Android Played on PC, Console, Tablet & Smartphone
  • Figure 19: Casino Games for Nokia E90 Mobile
  • Figure 20: AMEX Social Currency Promotion in FarmVille
  • Figure 21: Triple Town: Micro-transaction Social Games for iOS
  • Figure 22: BMW Ultimate Drive Apps on-go Community
  • Figure 23: Simulation based Gamification Training Game
  • Figure 24: Dungeon Defenders: Second Wave- Cross Platform Game
  • Figure 25: Boom: Mobile Arcade Style War Game on Android
  • Figure 26: Dead Space: 3D Action-Adventure Dark and Hunting Game for Android
  • Figure 27: MADDEN NFL 12: Sports Game for Mobile
  • Figure 28: Racing Moto: Fast Paced Racing Game on Android
  • Figure 29: Angry Brids: Casual Strategy - Puzzle Game
  • Figure 30: The Adventures of Tintin: Movie Mobile Game
  • Figure 31: MyNuMo Blackjack: High Quality Mobile Casino Game for iPhone
  • Figure 32: Monopoly: Mobile Board Game
  • Figure 33: SimCity: City Building Mobile Simulation Game for iOS
  • Figure 34: Snowboard Super Extreme 3: Motion Censored Mobile Game
  • Figure 35: Piracy warning in Spyro: Year of the Dragon
  • Figure 36: Privacy Points on PrivacyVille
  • Figure 37: Number of cyber-criminal attack in different countries
  • Figure 38: How Malware Works in Game
  • Figure 39: Typical Scam Offering in-game Currency
  • Figure 40: Lead-generation Scam
  • Figure 41: SLAP! - Original vs. Copy Version
  • Figure 42: Activities in Mobile Gaming Ecosystem
  • Figure 43: Mobile Game Publishing Framework for Appstore
  • Figure 44: Mobile Game Publishing Framework for SNS Portal
  • Figure 45: Economic Drivers of Mobile Gaming Ecosystem
  • Figure 46: Mobile Gaming Value Chain Framework
  • Figure 47: Revenue Sharing Percent across Mobile Gaming Value Chain
  • Figure 48: Mobile Game OTI vs. OTA Distribution
  • Figure 49: Cross Platform Distribution
  • Figure 50: Metrics to Connect Mobile Gamer
  • Figure 51: Conversion Funnel to Analyze Mobile Gamer
  • Figure 52: Life cycle of a Mobile game
  • Figure 53: KPI Framework including Direction to Manage Mobile Game Life Cycle
  • Figure 54: Steps to Develop Game Analytics Approach
  • Figure 55: Sample viral vs. retention metrics: what to focus?
  • Figure 56: Checklist to Develop Retention Metrics
  • Figure 57: Checklist to Measure Game Virality
  • Figure 58: Checklist for Managing Acquisition Metrics
  • Figure 59: Checklist for Business Monetization Metrics
  • Figure 60: Sample Custom Metrics for Actionable Insight
  • Figure 61: Sample Monitoring Metrics
  • Figure 62: F2P Mobile Social Game Design Framework
  • Figure 63: Framework to Identify the Psychology behind Fun
  • Figure 64: Game Developers Preference over Platforms in 2013
  • Figure 65: Developer Attitudes towards eCPM claims of App Marketing Agency 2013
  • Figure 66: Share of impression of Gaming apps marketing on May 2012 vs. 2013
  • Figure 67: Result of Samsung's Angry Birds integrated Smart TV Promotion 2012
  • Figure 68: Viral Marketing & Adverting Loop for Social Games
  • Figure 69: Best Viral Placement of Feeds Notifying Installation
  • Figure 70: Viral Feeds that can Increase Gamers Accomplishment
  • Figure 71: Viral Placement using Screenshot
  • Figure 72: Viral Placement in Direct Invitation
  • Figure 73: Mobile Social Gamer Engagement Percent during Day 1 - 11
  • Figure 74: Social Game: 7day + Engagement
  • Figure 75: The Presence of Monsters in Tourette's Quest
  • Figure 76: Trendy Mobile Game Pricing Model
  • Figure 77: Framework to Deploy a Need Bragging Approach in Mobile Social Game
  • Figure 78: Key Business benefits with Cross-Platform Model
  • Figure 79: Nightclub City vs. Party Central Case
  • Figure 80: Retention Funnels to Monitor Game Performance
  • Figure 81: Objects in Criminal Case
  • Figure 82: Contribution for Children Education in WeTopia
  • Figure 83: Contribution for Animals in Joy Kingdom
  • Figure 84: Apps Category vs. Gaming Apps Usage 2014
  • Figure 85: Mobile Game vs. Non-Game Mobile App Revenue 2010 - 2013
  • Figure 86: Gaming Companies Spotted in the Market Fragmentation Chart
  • Figure 87: Communal Gameplay Trend 2014
  • Figure 88: Communal Game Revenue Trend 2014
  • Figure 89: Business Model Trend 2014 - 2016
  • Figure 90: Gaming Investment Trend in Sectors 2014
  • Figure 91: Selected Gaming Investment & Values 2013
  • Figure 92: Video Game Acquisition Deal & Values 2014
  • Figure 93: Top Countries under Value vs. Volume Regions
  • Figure 94: Gaming Revenue Trend in Regions 2011 - 2017
  • Figure 95: Global Video Games Revenue Trend 2011 - 2017
  • Figure 96: Global Video Game Investment vs. M&A Volume (ex-IPOS) 2005 - 2014
  • Figure 97: Global Video Game Investment vs. M&A Volume (inc-IPOs) 2005 - 2014
  • Figure 98: M&A Volume Trend in Gaming Sectors 2014
  • Figure 99: M&A Volume Trend in Gaming Sectors 2013
  • Figure 100: Selected M&A Deal Value 2014
  • Figure 101: Game Sector among Total Mobile VC Ecosystem 2013
  • Figure 102: Kickstarter Performance by Game Sector vs. Value Range 2012
  • Figure 103: Gaming Sectors in Consolidation and Investment Chart 2014 and Beyond
  • Figure 104: GTA Running Interface
  • Figure 105: Nike Sports Point
  • Figure 106: FitBit Lifestyle Marketing
  • Figure 107: Mobile Gaming USA Market Value / Revenue 2014 - 2019
  • Figure 108: Mobile Learning Game USA Market Value 2014 - 2019
  • Figure 109: Average Spending Per Year in $ on Gaming Apps by OS Platform
  • Figure 110: Mobile Gamer in USA 2014 - 2019
  • Figure 111: Average Number of Mobile Game Download in USA by Gender vs. Age Bracket vs. OS Platform
  • Figure 112: USA Tablet Gamer Play Game vs. Adult vs. Teen Tablet Gamer 2014 - 2019
  • Figure 113: Smartphone vs. Tablet Gamer Recommend Mobile Game to Others
  • Figure 114: Smartphone & Tablet Gamer vs. Daily Percent of Gaming Time Spend on Mobile Gaming
  • Figure 115: Mobile Gamer Life Cycle by Percent of Smartphone vs. Tablet Gamer
  • Figure 116: Smartphone Gamer and Handheld Device Time Spend on Mobile Gaming
  • Figure 117: Mobile Game Play Increased vs. Decreased vs. Remained Same in 2014 Comparing 2013
  • Figure 118: Reason of Mobile Game Increase vs. Percent of Smartphone vs. Tablet Gamer
  • Figure 119: Percent of Mobile Gamer get Influenced from Different Sources
  • Figure 120: Percent of Mobile Gamer by OS Platform keeps Mobile Game on Devices
  • Figure 121: Monthly Average Hours Spend by Mobile Gamer vs. Percent of Dedication
  • Figure 122: Game Play Location vs. Percent of Mobile Gamer
  • Figure 123: Game Play Location in Home vs. Percent of Mobile Gamer
  • Figure 124: Mobile Gaming Smartphone Gamer & Other Handheld Device Gamer vs. Casual & Regular Gamer
  • Figure 125: Mobile Game Genre Preference by Percent of Mobile Gamer
  • Figure 126: Mobile Game Acquisition Method by OS Platform
  • Figure 127: Cross-Device Game Play by Percent of Mobile Gamer 2014 - 2019
  • Figure 128: Retention Ration by Percent of New Mobile Gamer
  • Figure 129: Mobile Game USA Developer Revenue in $ mln 2014 - 2019
  • Figure 130: Percent of Mobile Game Developer USA by Age Bracket
  • Figure 131: Percent of Mobile Game Developer USA Spends Daytime on writing Gaming Apps
  • Figure 132: Percent of Mobile Game Developer USA prefer OS Platform
  • Figure 133: Percent of Game Developer USA prefer OS Platform for Mobile Game Distribution
  • Figure 134: Percent of Mobile Game Developer USA Belief over Brand vs. Non-Brand Game for Success
  • Figure 135: Percent of Gaming vs. Other Apps among Top 100 Grossing Apps
  • Figure 136: Percent of Total Mobile Gaming vs. Other Apps Generates Revenue 2014 - 2019
  • Figure 137: Percent of Mobile Phone User use Mobile Apps 2014 - 2019
  • Figure 138: Mobile Social Gaming ARPU Per Year in $ of Top Six Internet Companies
  • Figure 139: Mobile App User use Game vs. Other Apps
  • Figure 140: Mobile App User want to Spend on Gaming vs. Other Apps
  • Figure 141: Mobile Game by Standalone vs. MMG vs. Social vs. Location Based vs. Wearable Game 2014 - 2019
  • Figure 142: Mobile Game would Use Local vs. Hyper Local vs. Gamification Feature in 2019
  • Figure 143: Mobile Gamer recommend Mobile Game to Others by Different Characteristics
  • Figure 144: Mobile Game Download by Free vs. Paid Model 2014 - 2019
  • Figure 145: Free vs. Paid Game Title among Total Mobile Game 2014 - 2019
  • Figure 146: Average Mobile Game Price vs. Percent of Mobile Game 2014 - 2019
  • Figure 147: Mobile Game Download by OTI vs. OTA vs. Peer-to-Peer 2014 - 2019
  • Figure 148: Mobile Game Distribution by OTI vs. OTA 2014 - 2019
  • Figure 149: obile Game Download by OS Platform 2014 - 2019
  • Figure 150: Number of Mobile Game Download Per Year by Individual Gamer 2014 - 2019
  • Figure 151: Profitable vs. Non-profitable Game Ratio among Total Grossing Mobile Games
  • Figure 152: iOS App Store vs. Google Play App Downloads vs. Revenue in Q2 2013
  • Figure 153: Revenue growth of iOS vs. Google Play Q1 & 2, 2013
  • Figure 154: Google Play vs. iOS revenue proportion of top 10 countries in July 2013
  • Figure 155: Top 5 countries by download on iOS vs. Google Play
  • Figure 156: Top 5 countries by revenue on iOS vs. Google Play
  • Figure 157: Top 5 categories by download on iOS vs. Google Play
  • Figure 158: Top 5 categories by revenue on iOS vs. Google Play
  • Figure 159: Top 10 Publishers on iOS vs. Google Play by downloads
  • Figure 160: Top 10 Publishers on iOS vs. Google Play by Revenue
  • Figure 161: Top 10 Game Apps on iOS vs. Google Play by Downloads
  • Figure 162: Top 10 Game Apps on iOS vs. Google Play by Revenue
  • Figure 163: Top 5 revenue generating apps in iOS vs. Google Play in July 2013
  • Figure 164: Top 5 paid downloaded apps in iOS vs. Google Play in July 2013
  • Figure 165: Top 5 free downloaded apps in iOS vs. Google Play in July 2013
  • Figure 166: Mixi Park with 3D avatar facility
  • Figure 167: Top 5 Free vs. Paid Downloaded Applications June 2013
  • Figure 168: Game on Zorpia group section
  • Figure 169: Games & Reward on Friendster
  • Figure 170: WE-LINK mobile social game on Android
  • Figure 171: Accumulated Kakao game subscription
  • Figure 172: Kamcord in-game Video Recorder and Social Sharing UI
  • Figure 173: In-game Recording & Sharing on Everyplay
  • Figure 174: BMW Ultimate Drive Apps: Mobile Social Gaming + Discount Promotion
  • Figure 175: Angry Birds Version to Play as Pig against Birds
  • Figure 176: Fruit Nina Frenzy Fruit Slicing
  • Figure 177: Om Nom Monster in Handy Candy update of Cut the Rope
  • Figure 178: Kompu Gacha Game Example
  • Figure 179: Colopula Territory Demo
  • Figure 180: Social Hostess Simulation on Mobage
  • Figure 181: 1 mln winning post of Horse Racing Social Games
  • Figure 182: Smurf Village Screenshot
  • Figure 183: Alchemy Genetics More Addictive than Original Classic One
  • Figure 184: The Human Element -Future of LBS Mobile game
  • Figure 185: In-game donation opportunity for Brands and Gamers
  • Figure 186: Protein puzzle & social ranking
  • Figure 187: Recycle - Redeem - Reward Quest
  • Figure 188: Literacy game vs. Community engagement
  • Figure 189: Money Flow in the Game
  • Figure 190: African Village Quest in the Game
  • Figure 191: Contribution for children education in WeTopia
  • Figure 192: Contribution for Animals in Joy Kingdom

Tables

  • Table 1: Examples of Mobile Casual Game by iOS & Android
  • Table 2: Google Play vs. Apple Store Distribution
  • Table 3: Factors to Consider to Monetize Brand
  • Table 4: Mobile Gaming Power User vs. Session Length 2012 vs. 2013
  • Table 5: Key Considerable Mobile Gaming Strategies
  • Table 6: Revenue Sources vs. Cost Items Affecting Business Model
  • Table 7: Market Challenges & Potential Solutions under Micro Transaction Model
  • Table 8: Parameters to Balance Need Bragging Approach
  • Table 9: Cost vs. Revenue for Successful Single vs. Series of Mobile Social Games
  • Table 10: Unique Natures of Value vs. Volume Markets
  • Table 11: Mobile Gaming Market Value by West vs. Northeast vs. South vs. Midwest Region 2014 - 2019
  • Table 12: Lists of Division & State by Region
  • Table 13: Mobile Gaming Market Value by Device 2014 - 2019
  • Table 14: Split of Mobile Gaming USA Market Value by Consumer Spending Categories vs. Ad Funded 2014 - 2019
  • Table 15: Mobile Gaming USA Market Value Split in $ bln by Consumer Spending Categories vs. Ad Funded 2014 - 2019
  • Table 16: Percentage Split of Mobile Gaming USA Revenue by Ecosystem Stakeholders
  • Table 17: Mobile Gaming USA Market Value Split in $ bln by Ecosystem Stakeholders 2014 - 2019
  • Table 18: Mobile Gaming USA Market Value Split by Percent and Value in $ bln by OS Platform 2014 - 2019
  • Table 19: Percent of Revenue vs. Market Value Split in $ bln by Mobile Game Category 2014 - 2019
  • Table 20: Mobile Gaming USA Monthly and Yearly ARPU and ARPPU in $ 2014 - 2019
  • Table 21: ARPU in $ by Tablet vs. Mobile Phone Device 2014 - 2019
  • Table 22: ARPPU in $ by Tablet vs. Mobile Phone Device 2014 - 2019
  • Table 23: Mobile Gamer by Tablet vs. Smartphone vs. Feature Phone vs. Connected Console vs. Wearable Device 2014 - 2019
  • Table 24: USA Mobile Gamer in mln by West vs. Northeast vs. South vs. Midwest Region 2014 - 2019
  • Table 25: Gamer vs. Mobile Gamer USA in mln by Paying vs. F2P Gamer 2014 - 2019
  • Table 26: Gamer vs. Mobile Paying Gamer USA in mln by Premium vs. Freemium vs. Micro Transaction Gamer 2014 - 2019
  • Table 27: Mobile Gamer vs. Mobile Gamer USA in mln by Android vs. iOS vs. Others 2014 - 2019
  • Table 28: Mobile Gamer vs. Mobile Gamer USA in mln by Standalone vs. MMG, Mobile Social, and Wearable Gamer 2014 - 2019
  • Table 29: Mobile Gamer vs. Mobile Gamer USA in mln by Casual vs. Regular Gamer 2014 - 2019
  • Table 30: Mobile Gamer vs. Mobile Gamer USA in mln by DAU vs. MAU 2014 - 2019
  • Table 31: Tablet Gamer vs. Tablet Gamer USA in mln by DAU vs. MAU 2014 - 2019
  • Table 32: Mobile Phone Gamer vs. Mobile Phone Gamer USA in mln by DAU vs. MAU 2014 - 2019
  • Table 33: Mobile Gamer vs. Mobile Gamer USA in mln by Male vs. Female 2014 - 2019
  • Table 34: Mobile Gamer vs. Mobile Gamer USA in mln by Age Bracket 2014 - 2019
  • Table 35: Mobile Gamer vs. Mobile Male Gamer USA in mln by Age Bracket 2014 - 2019
  • Table 36: Mobile Gamer vs. Mobile Female Gamer USA in mln by Age Bracket 2014 - 2019
  • Table 37: Mobile Gamer vs. Mobile Gamer USA in mln by Household Income Bracket 2014 - 2019
  • Table 38: Mobile Gamer vs. Mobile Gamer USA in mln by Race 2014 - 2019
  • Table 39: Mobile Gamer vs. Mobile Gamer USA in mln by Education 2014 - 2019
  • Table 40: Mobile Gamer vs. Mobile Social Gamer USA in mln by Education 2014 - 2019
  • Table 41: Average Monthly Expense Mobile Gamer USA in $ by Gender vs. Age Bracket vs. OS Platform vs. Time Spent 2014 - 2019
  • Table 42: Percent of Gaming Time Spent vs. Mobile Gaming USA Revenue Contribution by Age Bracket 2014 - 2019
  • Table 43: Virtual Goods Gamer by Percent of Mobile Gamer vs. Gamer Paying Real World Money 2014 - 2019
  • Table 44: Virtual Goods Consumption Patterns in Micro Transaction Mobile Gamer in mln 2014 - 2019
  • Table 45: Average Gamer Spending on Virtual Goods 2014 - 2019
  • Table 46: Preferred Lists of Mobile Game Genre by Male vs. Female
  • Table 47: Benefits of Mobile Game Play for Mobile Gamer vs. Percent of Smartphone & Tablet Gamer
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