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| ![]() Market Report, "Mobile Gaming Asia: Market and Forecast Analysis, 2nd Edition", publishedNew Wireless market report from MindCommerce: "Mobile Gaming Asia: Market and Forecast Analysis, 2nd Edition"
By: Fast Market Research, Inc. Mobile Gaming Asia: Market and Forecast Analysis, Second 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 companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and mobile network operator. The report provides 2012 - 2017 market value projections for Asia-Pacific (APAC), Southeast Asia (SEA), Central Asia (CEA), South Asia (SEA), and the Middle East (ME) regions. This includes projections for each region for Standalone vs. MMG vs. Social vs. Location Gamer and Micro Transaction Player gaming. ------------------------------------------------------------ Full Report Details at - http://www.fastmr.com/ ------------------------------------------------------------ Additional country-specific market analysis includes: * Analysis of mobile gaming success factors in Japan and South Korea * Mobile game piracy and virtual currency scamming analysis for China and Russia The research also addresses various demand drivers/factors including: Asian mobile gaming demographic analysis, Asian mobile gamers game-play behavior, game-play preference and projection analysis. Additionally, the report provides a comparative analysis of Asian mobile gaming demography/preferences including: Male vs. Female, Casual vs. Core, "Freemium" vs. Premium, Social vs. Traditional, Tablet vs. Mobile, Smartphone vs. Web Enabled vs. Standard Phone, Regular vs. Irregular, Time and Money Spending dynamics. Our 2012 Edition of Mobile Gaming Asia: Market and Forecast Analysis further expands upon the first edition to add the following: * Key opinions from C-level executives * Analysis of 61 Asian network operators * Mobile gaming prospect analysis for 27 countries * Analysis of 27 Asia based mobile game developer/publishers * Cases studies focusing of 11 Asian mobile gaming market launches * Current market data and projection analysis with accompanying charts Key Findings: * MMG games will be the highest share by 34% of total Mobile Games in Asia by 2017 * 60% mobile games in Asia will be hyper localized and 80% mobile games will be free to download * Across the mobile gaming ecosystem, spending on virtual economy/in-game transactions increase from current 20% to 52% level by 2017 * The Asian mobile gaming market is expected to grow by 19.8% CAGR through 2017 reaching USD $17.4 billion representing 50% of total global value * Among the five regions studied (Asia-Pacific, Southeast Asia, Central Asia, South Asia), and the Middle East), South Asia, APAC will be top market value player * Among 48 countries, Japan will be hold top position reaching USD $5 billion market cap by 2017 but Bahrain will have the highest CAGR growth by 81.14% 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/ * Game Distributors and Aggregators * M-commerce Application Developers * Mobile / Online Gambling Companies Partial Table of Contents: 1.0 EXECUTIVE SUMMARY 2.0 MOBILE GAMING ASIAN MARKET OUTLOOK 2.1 HISTORICAL ANALYSIS OF MARKET BACKGROUND 2.1.1 EARLY AGE, CANDY CAR STYLE HANDSET AND SNAKE GAME 2.1.2 ADVENT OF WAP, J2ME, BREW AND N-GAGE GAMING 2.1.3 GAMING OPTIMIZED PHONE AND APPSTORE REVOLUTION 2.1.4 OPEN SOURCE PLATFORM, FREE-TO-PLAY/ 2.1.5 3G/LTE/4G DATA NETWORK, 3D API INTEGRATION, VIDEO, MMG, SOCIAL, CASUAL & LOCATION BASED MOBILE GAMING 2.2 GENERAL LIMITATIONS OF ASIAN MOBILE GAMING MARKET 2.3 POPULAR MOBILE GAMES IN ASIA 2.3.1 10 POPULAR IPHONE/IPAD GAMES IN ASIA 2.3.2 10 POPULAR ANDROID GAMES IN ASIA 3.0 STRATEGIC IMPACT ANALYSIS OF MOBILE GAMING ASIAN MARKET FORCES / TREND 4.0 MOBILE GAME DEVELOPMENT TECHNOLOGY PLATFORM: ASIAN PERSPECTIVE 4.1 MAJOR DEVELOPMENT OS 4.1.1 ANDROID 4.1.2 IOS 4.1.3 SYMBIAN 4.1.4 BLACKBERRY OS 4.1.5 BADA 4.1.6 DOJA 4.1.7 J2ME 4.1.8 WINDOWS PHONE 4.2 FUTURE TECHNOLOGY PLATFORM 4.2.1 BOOT 2 GECKO (B2G) 4.2.2 BLACKBERRY 10 4.2.3 ALIYUN OS FROM ALIBABA/ALICLOUD (CLOUD BASED) 4.2.4 TIZEN FROM LINUX 4.2.5 MELTEMI FROM NOKIA 4.2.6 HTML5 AND CLOUD 5.0 MMG & SOCIAL GAMING FUNCTIONALITY DRIVERS IN ASIA 5.1 BLUETOOTH 5.2 GPRS 5.3 3G 5.4 MOBILE WI-FI 5.5 ARTIFICIAL INTELLIGENCE (AI) 5.6 3D 5.7 4G 5.8 MOBILE CLOUD 5.9 HTML5 - MOBILE WEB'S FUTURE 5.10 MOBILE SOCNET 6.0 MOST POPULAR GAME GENRE IN ASIA 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 KEY MOBILE GAMING MARKET GROWTH DRIVER ANALYSIS OF ASIAN MARKET 7.1 MMG (MULTIPLAYER MOBILE GAMING) 7.2 MOBILE SOCIAL GAMING AND MOBILE SOCNET USER 7.3 MLBG (MOBILE LOCATION BASED GAMING) 7.4 MOBILE VIDEO GAMING 7.5 MOBILE CLOUD GAMING 7.6 MOBILE CASUAL GAMING 7.7 FREE-TO-PLAY DISTRIBUTION Full Table of Contents is available at: -- http://www.fastmr.com/ About Mind Commerce The Mind Commerce mission is to provide customized research, consulting, training, and writing services for the telecommunications and IT industry within their areas of expertise. Mind Commerce clients include manufacturers, developers, service providers, industry organizations, and government. Mind Commerce partners include various leading firms in the telecommunications industry. End
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