JSB Market Research: Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition

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Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition On 14thOctober 2014

Overview: 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.

You can buy this Report @ http://www.jsbmarketresearch.com/telecommunications/r-mobile-gamingasia-market-and-forecast-analysis-63479 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: Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 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 youre 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 • KCell • KDDI • KickStarter • Kidalang • Kik Messenger • King.com • Konami Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 • Playdemic • POPPY • PremierAppShop • Pretty Simple • Qihoo 360 • QQ Mobile • Q-Tel • Qzone • Raise the Village • RecycleBank • Reliance • Renren • Robotoki • Rock Gaming • Roshan Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


• Twitter • Uzdunrobita • Vietel • Viximo Game • Vkontakte • Vodafone • Vodaphone • Wandoujia • Wechat • Wetopia • WhatsApp • Wildtangent • Xiaomi • Xsplit • Yahoo-Mobage • Yonja • Zain • Zalo • Zattikka • Zeptolab • Zorpia • Zynga

Other industries we cover: • • • • • • • • •

Advertising and Media Automotive and Parts Consumer Goods Healthcare and Medical Finance and Banking Food and Beverages Travel and Tourism Textiles and Clothing SWOT Analysis

Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


Table of Content 1.0 EXECUTIVE SUMMARY 27 2.0 INTRODUCTION 29 2.1 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT 30 3.0 MOBILE GAMING ASIA MARKET AND TREND ANALYSIS 31 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 WEBS 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 80 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 139 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 183 6.1 FEATURES THAT NEED TO INCORPORATE 183 6.2 POPULAR VS. NEW GAMING IP: WHAT TO FOLLOW? 184 6.3 COSTS TABLE 185 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 SIMPLES CRIMINAL CASE LESSON 189 6.7.2 SOJO STUDIOS WETOPIA AND JOY KINGDOM LESSON 190 6.7.3 KING.COM LESSON 193 6.7.4 ZYNGA LESSON 193 7.0 INVESTMENT TREND ANALYSIS 195 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 217 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 221 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 231 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 248 11.1 "GOOGLE GAMES" - UNIFIED GAMING PLATFORM TREND 248 11.2 FACEBOOKS 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 258 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 265 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 270 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 KCELL - KAZAKHSTAN 294 14.52 BEELINE - KYRGYZSTAN 295 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 300 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 316 16.1 BMW ULTIMATE DRIVE APP 316 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 338 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

List Of 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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. Ingame 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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

List Of Figures Figure 1: McDonald Features Special Events on Firmville 32 Figure 2: Nokiaa Single Player Primitive Snake Game vs. GREEs 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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. NonSmartphone User 109 Figure 65: Per Year Average Spending on Mobile Game by Smartphone Users vs. NonSmartphone 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. NonSmartphone & 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. Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Developers 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Samsungs 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


Figure 146: The Presence of Monsters in Tourettes 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 Email ID- contact@jsbmarketresearch.com Tel No- 91 2241236650 Published by- http:/www.jsbmarketresearch.com/


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 Childrens Education in WeTopia 333 Figure 219: Contribution for Animals in Joy Kingdom 335

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