TMCnet News

World Mobile Gaming Industry
[April 21, 2015]

World Mobile Gaming Industry


NEW YORK, April 21, 2015 /PRNewswire/ -- This report analyzes the worldwide markets for Mobile Gaming in US$ Million by the following Product Segments: Tablet, and Smartphone. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Latin America, and Rest of World. Annual estimates and forecasts are provided for the period 2014 through 2020. Also, a four-year historic analysis is provided for these markets. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 85 companies including many key and niche players such as -

Blockdot, Inc.
DeNA Co., Ltd.
Electronic Arts, Inc.
Gameloft SA
GAMEVIL

Read the full report: http://www.reportlinker.com/p02851893-summary/view-report.html


I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

Study Reliability and Reporting Limitations I-1
Disclaimers I-2
Data Interpretation & Reporting Level I-2
Quantitative Techniques & Analytics I-3
Product Definitions and Scope of Study I-3

II. EXECUTIVE SUMMARY

1. INDUSTRY OVERVIEW II-1
Wireless Gaming Industry: A Prelude II-1
Table 1: Global Gaming Market (2009 & 2014): Percentage Share
Breakdown of Revenue by Platform (includes corresponding
Graph/Chart) II-2

Table 2: Global Mobile Games Market (2014): Percentage Share
of Breakdown of Revenues by Genre (includes corresponding
Graph/Chart) II-2

Table 3: Mobile Gaming Penetration (As a % of Total Gamers)
in Select Leading Countries in 2014 (includes corresponding
Graph/Chart) II-3

Outlook II-3
Robust Growth in Mobile Users Drives the Gaming Market II-3
Developing Markets to Lend Traction II-4

Table 4: Global Smartphones Market - Percentage Breakdown of
Unit Sales for US, Canada, Japan, Europe, Asia-Pacific,
Middle East & Africa, and Latin America for Years 2009, 2013
& 2018 (includes corresponding Graph/Chart) II-5
Changing Consumer Profile of Mobile Gamers II-6

Table 5: Global Wireless Gaming Market (2014): Percentage
Breakdown of Mobile Gamers by Age Brackets- Under 18, 18-49,
and Above 50 (includes corresponding Graph/Chart) II-6

Table 6: Percentage Breakdown of Time Spent by Users on
Wireless Games by Location (includes corresponding
Graph/Chart) II-7

Table 7: Global Wireless Games Market (2014E): Percentage
Breakdown of Mobile Gamers by Gender (includes corresponding
Graph/Chart) II-7

Importance of Mobile Application Development II-7

Table 8: Average Time Spent (in Minutes) on Mobile Apps on
Smartphones & Tablets Worldwide Per User per Day: Breakdown
by Category (includes corresponding Graph/Chart) II-8
Digital Distribution: A Game Changer for Mobile Games Industry II-8
Smartphones - Shot in the Arm for Wireless Gaming Services II-9
Proliferatino of Android Mobile OS Creates Huge Opportunities
for Android Games II-10

Table 9: Global Smartphone & Tablet Market (2014): Percentage
Share Breakdown of Installed Base by Mobile OS (includes
corresponding Graph/Chart) II-10
Phablets - A Revolution Already in Place II-11

Table 10: Global Handheld Devices Market (2013 & 2015E):
Percentage Share Breakdown of Sales by Screen Size (includes
corresponding Graph/Chart) II-11
Transition from 3G to 4G/5G: A Game Changer II-12
Growing Popularity of Tablet Phones Benefits Mobile Gaming Market II-13

Table 11: Global Mobile Apps Market: Percentage Share
Breakdown of App Revenues by Device Type - Tablet and
Non-Tablet for the Years 2012 and 2016 (includes
corresponding Graph/Chart) II-13

Table 12: Global Tablet Phone Market (2016P): Percentage
Share Breakdown of Estimated Installed Base by Operating
System (includes corresponding Graph/Chart) II-14
Entertainment Apps Lead Smartphone Content II-14

Table 13: Global Mobile Internet Market (2014): Percentage
Share Breakdown of Revenues by Service Category (includes
corresponding Graph/Chart) II-14
App Store and Google Play: Key Distribution Platforms Driving Growth II-14
App Store Vs. Google Play: A Comparative Analysis II-15

Table 14: Google Play Vs. App Store: Percentage Share of
Downloads & Spending on Gaming Apps (includes corresponding
Graph/Chart) II-16

Table 15: Availability of Best Selling Games Apps on App
Store and Google Play (As a % of Total Apps) (includes
corresponding Graph/Chart) II-16

Table 16: Percentage Share Breakdown of Apps by Category on
Google Play (includes corresponding Graph/Chart) II-17

Table 17: Percentage Share Breakdown of Apps by Category on
App Store (includes corresponding Graph/Chart) II-17
Top 5 Mobile Games on App Store in 2014 II-17
Top 5 Mobile Games on Google Play in 2014 II-18
Independent Game Developers See Light through Digital
Distribution II-18

2. KEY MARKET TRENDS & GROWTH DRIVERS II-19
Cross Platform Games Grow in Popularity II-19
Mobile Social Networking Adds Fillip to the Market II-19
Convergence - The Hot Trend II-20
Mobile Cloud-Gaming - The New Paradigm II-21
Key Benefits of Cloud Technology to Boost Internet Gaming
Platforms II-21
Economic Benefits II-21
Extreme Scalability II-22
Ubiquity II-22
Data Management Concerns Outsourced II-23
Cloud Insurance Shields from Losses II-23
Remote Access: The Real Flavor of Cloud Gaming II-23
Mobile Multiplayer Gaming - Capturing Interest II-23
Mobile 3D Games - Striking the Goldmine II-24
Mobile Messaging Services Continue to Exist II-24
Mobile Web Browsers - Gateway to "On-the-Go" Entertainment II-25
Downloadable Wireless Gaming - A Review II-26
High Proportion of Free Games Hurt Revenue II-26

3. COMPETITION II-27
Low Entry Barrier Invites Scores of New Companies II-27
Non-Gaming Enterprises Join the Fray II-27
Profile of Value Chain II-27
Mobile Gaming Ecosystem II-28
Innovative Pricing Models - The In-Thing II-28
Mobile Gaming Value Chain II-29
Consolidation of Mobile Game Publishers II-30

Table 18: Leading Players in the Global Mobile Games Market
(2014E): Percentage Share Breakdown of Revenue for EA Mobile,
Gameloft, Glu Mobile, and Others (includes corresponding
Graph/Chart) II-30

4. PRODUCT OVERVIEW II-31
Mobile Games II-31
Development of Mobile Games II-31
Mobile Game Development Vs Conventional Game Development II-31
Classification of Mobile Games II-31
Single-User Games II-31
Multi-User Games II-32
Online Games II-32
Mobile Gaming - Genre Classification II-32
Action/Combat II-32
Adventure II-32
Arcade/Parlor II-32
Casino/Gambling II-32
Puzzles II-32
Sports II-32
Trivia II-32
Standardization II-33
Types of Mobile Game Technology Standards II-33
Mobile Game Segmentation II-33

5. PRODUCT/SERVICE INNOVATIONS/ INTRODUCTIONS II-34
Glu Mobile Unveils Contract Killer: Sniper on the Google Play
and App Store II-34
GAMEVIL Rolls Out the Mark of the Dragon on Android and iOS II-34
Glu Mobile Rolls Out New Diner Dash Game II-34
GAMEVIL Unveils Legend of Master Online II-34
GAMEVIL Announces New Upcoming Global Game Titles II-34
GigaMedia Unveils Three Kingdoms Partner Mobile Strategy Card
Game II-34
GAMEVIL Releases Jackpot Madness Slots on Google Play II-34
GAMEVIL Rolls Out Akasha II-35
DeNA Releases the Pirate Bash Mobile Game II-35
GREE Unveils Dragon Realms II-35
Glu Mobile Launches Deer Hunter® 2014 for Mac II-35
GigaMedia to Launch New Casino Games II-35
GAMEVIL® Unveils Dark Avenger on Google Play II-35
GAMEVIL® Launches Colosseum Defense II-35
GAMEVIL® Releases Spawn Wars 2 on Google Play II-36
GAMEVIL® Unveils Battle Line™ on App Store II-36
DeNA Unveils Monster Match II-36
GAMEVIL Unleashes Dark Avenger on Android in China II-36
Namco Bandai Launches Soulcalibur® on App Store II-36
Glu Mobile Introduces New Contract Killer Zombies 2 II-36
SOE Introduces New Ever Quest® II: Chains of Eternity™ II-36
Glu Mobile Introduces New Fermium Game, Bombshells: Hell's Belles II-37
Glu Mobile Introduces Eternity Warriors 2 II-37
AMC and RockYou Introduces "The walking Dead Social Game" II-37
Glu Mobile Introduces Family Based Game Small Street II-37
Electronic Arts Launches Five Game-changing Developments for
FIFA 13 II-37
nWay Develops Multiplayer Browser Game, ChronoBlade II-37
Blockdot Releases Clink on Mobiles II-38
DeNA and Marvel Introduce Marvel: War of Heroes™ Card-battle Game II-38
MocoSpace Unveils New Games II-38
Tylted Launches camPAIN 2012 Game II-38
Zynga Launches Ayakashi: Ghost Guild II-38
Zynga Introduces FarmVille 2 II-38
Hasbro and Zynga Collaborate to Introduce New Range of Games II-38
Zynga Introduces ChefVille Game II-39
Zynga Unveils Matching With Friends Game II-39
Zynga Launches Hidden Chronicles II-39
Zynga Unveils Zynga API, Zynga With Friends Network and New Games II-39
Zynga Launches Zynga Slots for iPhone, iPod and iPad II-39
Zynga Launches Zombie Swipeout Mobile Social Game II-39
AOL Extends Games.com to Offer Cross-Platform Gaming II-39
Square Enix to Develop Hardware-free Action RPG II-40
Gameloft Unveils 5 Hd Games on Meadiatek's Mt6575 and Mt6577 II-40
Gameloft Introduces Uno™ to Kindle E-readers II-40
Gameloft Releases New Mobile Game 'The Amazing Spider-Man' II-40
Gameloft to Introduce New Game Titles II-40
Gameloft Launches New Games for All Age Groups II-40
HandyGames Launches 35 New Games for Nokia's Asha Range of
Mobile Phones II-41
Buffalo Launches Buffalo Connected II-41
Mind Candy and GREE to Release 2 Moshi Monsters Mobile Games II-41
Sony Mobile Launches PlayStation Mobile for Smartphones II-41
3 Austria Introduces 3OnlineSpiele II-41
GigaMedia Extends Online Games Business II-41
Hunka Technologies Introduces Fruit Chopper Game for Android
Mobiles II-41
Hunka Technologies Introduces iDino Jump II-42
DeNA and Daum Introduce Daum Mobage II-42
Jump Games Introduces Official Mobile Game on ICC T20 World Cup II-42
Pogo and Jump Games Collaborators Introduce 'Chhota Bheem:
Mice Mayhem' II-42
GAMEVIL Introduces Cartoon Wars: Blade to App Store Game Title II-42
Jump Games and Reliance Animation to Unveil Krishna Aur Kans
Mobile Game II-42
GAMEVIL Releases Legend of Master 3 Game Title to Google Play II-42
GAMEVIL® Releases Sakura Slash II-43
GAMEVIL® Launches Fishing Superstars Social Sports Game II-43
GAMEVIL® Introduces Fruit Rush Puzzle Game II-43
GAMEVIL® Unveils Cartoon Wars 2: Heroes II-43
WiStone and Gree Voice Intention to Release on Gree Platform
'War 2 Victory' MMO Strategy Game II-43
Gamevil® Releases 'Last War' for Android Users II-43

6. RECENT INDUSTRY ACTIVITY II-44
Glu Mobile Takes Over Cie Games II-44
Glu Mobile Takes Over PlayFirst II-44
Gameloft Teams Up with Marvel for New Spider-Man Mobile Game II-44
SendMe Mobile Closes its Business II-44
itsmy Discontinues Operations II-44
Glu Mobile Joins Hands with COLOPL II-44
DeNA Partners with 22cans II-45
Crytek Collaborates wtih DeNA for The Collectables Mobile Game II-45
GAMEVIL to Takeover Everple II-45
Gamevil Takes Over Com2uS II-45
Tencent to Acquire Minority Interest in Epic Games II-45
Glu Takes Over Game Spy Technology II-45
RockYou Takes Over Ryzing II-45
Glu Mobile Buys Deer Hunter® Brand-Name II-46
Tylted Enters into Partnership Agreement with Beintoo II-46
GREE Takes Over App Ant Studios II-46
GREE Partners with Four Leading North American Developers II-46
GREE Acquires Funzio II-46
NEXON Korea to Acquire Shaiya Online II-46
NEXON to Acquire inBlue.inc II-47
NEXON to Acquire Gloops II-47
DeNA Partners with Independent Social and Mobile Game Developers II-47
DeNA and NAMCO BANDAI Games Rebrand Joint Venture II-47
Santaro Acquires Social, IOS and Web Games Team II-47
Virtual Piggy Partners with Exozet II-47
7Red Signs Deal to Use Platform of Mobile Stakes II-48
Zynga Inks Exclusive Partnership Agreement with bwin.party
digital entertainment II-48
Play'n GO Inks Agreement with V&J II-48
GigaMedia's Jidi Joy Acquires Web-based Social Games
Development Team II-48
WI Harper Group Invests in Leiyoo Information Technology II-48
NetDragon to Form Joint Venture with DeNA II-48
GigaMedia Signs Agreement with South Korean Neowiz II-49
Orange Join Forces with Gameloft II-49

7. FOCUS ON SELECT GLOBAL PLAYERS II-50
Blockdot, Inc. (US) II-50
DeNA Co., Ltd. (Japan) II-50
Electronic Arts, Inc. (US) II-50
Gameloft SA (France) II-51
GAMEVIL (Korea) II-51
GREE International, Inc. (US) II-51
Glu Mobile, Inc. (US) II-52
GigaMedia Limited (China) II-52
HandyGames™ (Germany) II-53
I-play (UK) II-53
Jump Games (India) II-53
Kuju Entertainment Ltd. (UK) II-54
MocoSpace (USA) II-54
NAMCO BANDAI Games Inc. (USA) II-54
Nexon America, Inc. (US) II-54
RockYou®, Inc. (US) II-55
Sohu.com, Inc. (China) II-55
Sony Computer Entertainment, Inc. (Japan) II-55
Sony Online Entertainment LLC (US) II-55
Tylted (US) II-55
Zapak Digital Entertainment Ltd. (India) II-56
Zed (Spain) II-56

8. GLOBAL MARKET PERSPECTIVE II-57
Table 19: World Recent Past, Current and Future Analysis for
Mobile Gaming by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific, Latin America and Rest of World
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) II-57

Table 20: World Historic Review for Mobile Gaming by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific, Latin America and Rest of World Markets
Independently Analyzed with Annual Revenues in US$ Million for
Years 2010 through 2013 (includes corresponding Graph/Chart) II-58

Table 21: World 11-Year Perspective for Mobile Gaming by
Geographic Region/Country - Percentage Breakdown of Revenues
for US, Canada, Japan, Europe, Asia-Pacific, Latin America and
Rest of World Markets for Years 2010, 2015 & 2020 (includes
corresponding Graph/Chart) II-59

Table 22: World Recent Past, Current and Future Analysis for
Tablet Gaming by Geographic Region/ Country - US, Canada,
Japan, Europe, Asia-Pacific, Latin America and Rest of World
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (incldes corresponding



Graph/Chart) II-60

Table 23: World Historic Review for Tablet Gaming by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific, Latin America and Rest of World Markets
Independently Analyzed with Annual Revenues in US$ Million for
Years 2010 through 2013 (includes corresponding Graph/Chart) II-61


Table 24: World 11-Year Perspective for Tablet Gaming by
Geographic Region/Country - Percentage Breakdown of Revenues
for US, Canada, Japan, Europe, Asia-Pacific, Latin America and
Rest of World Markets for Years 2010, 2015 & 2020 (includes
corresponding Graph/Chart) II-62

Table 25: World Recent Past, Current and Future Analysis for
Smartphone Gaming by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific, Latin America and Rest of World
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) II-63

Table 26: World Historic Review for Smartphone Gaming by
Geographic Region/ Country - US, Canada, Japan, Europe,
Asia-Pacific, Latin America and Rest of World Markets
Independently Analyzed with Annual Revenues in US$ Million for
Years 2010 through 2013 (includes corresponding Graph/Chart) II-64

Table 27: World 11-Year Perspective for Smartphone Gaming by
Geographic Region/Country - Percentage Breakdown of Revenues
for US, Canada, Japan, Europe, Asia-Pacific, Latin America and
Rest of World Markets for Years 2010, 2015 & 2020 (includes
corresponding Graph/Chart) II-65

III. MARKET

1. THE UNITED STATES III-1
A.Market Analysis III-1
Outlook III-1
Gaming Rapidly Gaining Popularity in the US III-1

Table 28: US Mobile Gaming Market (2014): Preference for
Games by Game Genre (includes corresponding Graph/Chart) III-2
High Penetration of Smart Devices Drives Market Growth III-2
New-Generation LTE-Enabled Smartphones Widen Scope for
Mobile Gaming III-2
Open Market for Mobile Apps Elevates Mobile Gaming to Next
Level III-2
Gaming Monetization Picks Up Momentum III-3

Table 29: US Mobile Games Market (2014): Percentage Share
Breakdown of Revenues by Transaction Type (includes
corresponding Graph/Chart) III-3
A Demographic Profile III-3

Table 30: US Mobile Gaming Market (2014): Percentage
Breakdown of Gamers by Gender (includes corresponding
Graph/Chart) III-4

Table 31: US Mobile Gaming Market (2014): Average Spending
Per Month by Gender (includes corresponding Graph/Chart) III-4

Table 32: US Mobile Gaming Market (2014): Average Spending
Per Month by Age Group (includes corresponding Graph/Chart) III-4

Table 33: US Mobile Gaming Market (2014): Average Spending
Per Month by Mobile Platform (includes corresponding
Graph/Chart) III-4

Table 34: US Mobile Gaming Market (2014): Average Number of
Mobile Game Downloads Per Month by Gender (includes
corresponding Graph/Chart) III-5

Table 35: US Mobile Gaming Market (2014): Average Number of
Mobile Game Downloads Per Month by Age Group (includes
corresponding Graph/Chart) III-5

Table 36: US Mobile Gaming Market (2014): Average Number of
Mobile Game Downloads Per Month by Mobile Platform
(includes corresponding Graph/Chart) III-5
Product Launches III-6
Strategic Corporate Developments III-11
Select Players III-13
B.Market Analytics III-17

Table 37: US Recent Past, Current and Future Analysis for
Mobile Gaming by Device Type - Tablet and Smartphone Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-17

Table 38: US Historic Review for Mobile Gaming by Device
Type - Tablet and Smartphone Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2013 (includes corresponding Graph/Chart) III-18

Table 39: US 11-Year Perspective for Mobile Gaming by Device
Type - Percentage Share Breakdown of Revenues for Tablet and
Smartphone Markets for Years 2010, 2015 and 2020 (includes
corresponding Graph/Chart) III-19

2. CANADA III-20
A.Market Analysis III-20
Outlook III-20
B.Market Analytics III-20

Table 40: Canadian Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-20

Table 41: Canadian Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-21

Table 42: Canadian 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-22

3. JAPAN III-23
A.Market Analysis III-23
Outlook III-23
Growing Preference for Online Entertainment Market III-23
Mobile Games - A Mature Market in Japan III-23
Gacha Regulation Catalyzes Non-Gacha Games III-23
Product Launch III-24
Strategic Corporate Developments III-24
Select Players III-25
B.Market Analytics III-26

Table 43: Japanese Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-26

Table 44: Japanese Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-27

Table 45: Japanese 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-28

4. EUROPE III-29
A.Market Analysis III-29
Outlook III-29
Mobile Gaming Market - On Growth Path III-29
B.Market Analytics III-30

Table 46: European Recent Past, Current and Future Analysis
for Mobile Gaming by Geographic Region - France, Germany,
Italy, UK, Spain, Russia and Rest of Europe Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-30

Table 47: European Historic Review for Mobile Gaming by
Geographic Region - France, Germany, Italy, UK, Spain,
Russia and Rest of Europe Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2013 (includes corresponding Graph/Chart) III-31

Table 48: European 11-Year Perspective for Mobile Gaming by
Geographic Region - Percentage Share Breakdown of Revenues
for France, Germany, Italy, UK, Spain, Russia and Rest of
Europe Markets for Years 2010, 2015 and 2020 (includes
corresponding Graph/Chart) III-32

Table 49: European Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-33

Table 50: European Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-34

Table 51: European 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-35

4a. FRANCE III-36
A.Market Analysis III-36
Outlook III-36
Product Launches III-36
Gameloft SA - Key Player III-37
B.Market Analytics III-38

Table 52: French Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-38

Table 53: French Historic Review for Mobile Gaming by Device
Type - Tablet and Smartphone Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2013 (includes corresponding Graph/Chart) III-39

Table 54: French 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-40

4b. GERMANY III-41
A.Market Analysis III-41
Outlook III-41
Product Launch III-41
Strategic Corporate Developments III-41
HandyGames™ - A Major German Player III-42
B.Market Analytics III-43

Table 55: German Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-43

Table 56: German Historic Review for Mobile Gaming by Device
Type - Tablet and Smartphone Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2013 (includes corresponding Graph/Chart) III-44

Table 57: German 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-45

4c. ITALY III-46
A.Market Analysis III-46
Outlook III-46
B.Market Analytics III-46

Table 58: Italian Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-46

Table 59: Italian Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-47

Table 60: Italian 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-48

4d. THE UNITED KINGDOM III-49
A.Market Analysis III-49
Outlook III-49
Mobile Games Propel Growth in the Overall Gaming Market III-49

Table 61: Most Popular mobile Phone Activity in the
UK(2014) (includes corresponding Graph/Chart) III-49

Table 62: Mobile Gaming Market in the UK (2014): Percentage
Breakdown by Gender (includes corresponding Graph/Chart) III-50

Table 63: Mobile Gaming Market in the UK (2014E):
Percentage Breakdown by Age Group (includes corresponding
Graph/Chart) III-50

Table 64: Mobile Gaming Market in the UK (2014E):
Percentage Breakdown of Number of Users by Platform
(includes corresponding Graph/Chart) III-50

Table 65: Mobile Gaming Market in the UK (2014E):
Percentage Breakdown of Number of Users by Time Spent on
Mobile Games (includes corresponding Graph/Chart) III-51
Product Launches III-51
Strategic Corporate Developments III-51
Select Players III-52
B.Market Analytics III-53

Table 66: United Kingdom Recent Past, Current and Future
Analysis for Mobile Gaming by Device Type - Tablet and
Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-53

Table 67: United Kingdom Historic Review for Mobile Gaming
by Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-54

Table 68: United Kingdom 11-Year Perspective for Mobile
Gaming by Device Type - Percentage Share Breakdown of
Revenues for Tablet and Smartphone Markets for Years 2010,
2015 and 2020 (includes corresponding Graph/Chart) III-55

4e. SPAIN III-56
A.Market Analysis III-56
Outlook III-56
Zed - A Key Spanish Player III-56
B.Market Analytics III-57

Table 69: Spanish Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-57

Table 70: Spanish Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-58

Table 71: Spanish 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-59

4f. RUSSIA III-60
A.Market Analysis III-60
Outlook III-60
Mobile Gaming Market III-60

Table 72: Mobile Gaming Market in Russia (2014E):
Percentage Breakdown by Gender (includes corresponding
Graph/Chart) III-60

Table 73: Mobile Gaming Market in Russia (2014E):
Percentage Breakdown by Age Group (includes corresponding
Graph/Chart) III-60

Table 74: Mobile Gaming Market in Russia (2014E):
Percentage of Most Often Played Games (includes
corresponding Graph/Chart) III-61

Table 75: Mobile Gaming Market in Russia (2014E):
Percentage Share of Number of Games Installed on Smart
Phones (includes corresponding Graph/Chart) III-61
B.Market Analytics III-62

Table 76: Russian Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-62

Table 77: Russian Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-63

Table 78: Russian 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-64

4g. REST OF EUROPE III-65
A.Market Analysis III-65
Outlook III-65
Product Launches III-65
Strategic Corporate Development III-65
B.Market Analytics III-66

Table 79: Rest of Europe Recent Past, Current and Future
Analysis for Mobile Gaming by Device Type - Tablet and
Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-66

Table 80: Rest of Europe Historic Review for Mobile Gaming
by Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-67

Table 81: Rest of Europe 11-Year Perspective for Mobile
Gaming by Device Type - Percentage Share Breakdown of
Revenues for Tablet and Smartphone Markets for Years 2010,
2015 and 2020 (includes corresponding Graph/Chart) III-68

5. ASIA-PACIFIC III-69
A.Market Analysis III-69
Outlook III-69
B.Market Analytics III-70

Table 82: Asia-Pacific Recent Past, Current and Future
Analysis for Mobile Gaming by Geographic Region - China,
India, South Korea and Rest of Asia-Pacific Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-70

Table 83: Asia-Pacific Historic Review for Mobile Gaming by
Geographic Region - China, India, South Korea and Rest of
Asia-Pacific Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2010 through 2013
(includes corresponding Graph/Chart) III-71

Table 84: Asia-Pacific 11-Year Perspective for Mobile Gaming
by Geographic Region - Percentage Share Breakdown of
Revenues for China, India, South Korea and Rest of
Asia-Pacific Markets for Years 2010, 2015 and 2020 (includes
corresponding Graph/Chart) III-72

Table 85: Asia-Pacific Recent Past, Current and Future
Analysis for Mobile Gaming by Device Type - Tablet and
Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-73

Table 86: Asia-Pacific Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-74

Table 87: Asia-Pacific 11-Year Perspective for Mobile Gaming
by Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-75

5a. CHINA III-76
A.Market Analysis III-76
Outlook III-76
Growing Penetration of Smartphones and Growing Uptake of
Mobile Internet Fuel Market Growth III-76
LTE Poised to Deliver High Impact on Mobile Gaming III-76
Transition from Casual Gamers to Hardcore Gamers: The New
Market Trait III-76

Table 88: Chinese Mobile Games Market (2014): Percentage
Share Breakdown of Average Time Spending Per Day on Mobile
Games (includes corresponding Graph/Chart) III-77

Table 89: Chinese Mobile Gaming Market (2014): Percentage
Breakdown of Gamers by Gender (includes corresponding
Graph/Chart) III-77

Table 90: Chinese Mobile Gaming Market (2014): Preference
for Games by Game Genre (includes corresponding
Graph/Chart) III-77
App Stores Drive Adoption of Western Games III-78
Competitive Landscape III-78
Top Publishers Continue to Expand their Share III-78

Table 91: Leading Mobile Games Publishers in the Chinese
Android Market (2013): Percentage Share Breakdown of
Revenues for CMGE, FL Mobile, Game Comb, IDreamSky, Kunlun
and Others (includes corresponding Graph/Chart) III-78

Table 92: Leading Mobile Games Publishers in the Chinese
iOS Market (2013): Percentage Share Breakdown of Revenues
for CMGE, FL Mobile, Kunlun, Ourpalm, Rekoo and Others
(includes corresponding Graph/Chart) III-79
Developers Market Tends to Remain Fragmented III-79

Table 93: Leading Mobile Games Developers in China
(2014E): Percentage Share Breakdown of Revenues for
Linekong, Locojoy, Playcrab, Tencent, YingHan and Others
(includes corresponding Graph/Chart) III-79
Mobile Gaming Providers Market: A Concentrated One III-79

Table 94: Leading Players in the Chinese Mobile Games
Market (2014E): Percentage Share Breakdown of Revenues for
China Mobile, China Telecom, Tencent and Others (includes
corresponding Graph/Chart) III-80
Product Launches III-80
Strategic Corporate Developments III-81
Select Players III-81
B.Market Analytics III-82

Table 95: Chinese Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-82

Table 96: Chinese Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-83

Table 97: Chinese 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-84

5b. INDIA III-85
A.Market Analysis III-85
Outlook III-85
Overview III-85
Spreading Awareness - Key to Success III-85
Product Launches III-86
Select Players III-86
B.Market Analytics III-88

Table 98: Indian Recent Past, Current and Future Analysis
for Mobile Gaming by Device Type - Tablet and Smartphone
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) III-88

Table 99: Indian Historic Review for Mobile Gaming by Device
Type - Tablet and Smartphone Markets Independently Analyzed
with Annual Revenues in US$ Million for Years 2010 through
2013 (includes corresponding Graph/Chart) III-89

Table 100: Indian 11-Year Perspective for Mobile Gaming by
Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-90

5c. SOUTH KOREA III-91
A.Market Analysis III-91
Outlook III-91
One of the Major Markets for Mobile Gaming III-91

Table 101: South Korean Mobile Gaming Market (2014):
Percentage Breakdown of Gamers by Gender (includes
corresponding Graph/Chart) III-91

Table 102: South Korean Mobile Gaming Market (2014):
Preference for Games by Game Genre (includes corresponding
Graph/Chart) III-92
Competition III-92

Table 103: Leading Players in the South Korean Mobile
Gaming Market (2014): Percentage Share Breakdown of
Revenues for Gamevil, Nexon and Others (includes
corresponding Graph/Chart) III-92

Market Sees High-Profile M&A Deals III-92
Gaming Promotion Channels: A Review III-93
Regional Market Players Look to Overseas Markets III-93
Product Launches III-93
Strategic Corporate Developments III-95
GAMEVIL - A Key Korean Player III-95
B.Market Analytics III-96

Table 104: South Korean Recent Past, Current and Future
Analysis for Mobile Gaming by Device Type - Tablet and
Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-96

Table 105: South Korean Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-97

Table 106: South Korean 11-Year Perspective for Mobile
Gaming by Device Type - Percentage Share Breakdown of
Revenues for Tablet and Smartphone Markets for Years 2010,
2015 and 2020 (includes corresponding Graph/Chart) III-98

5d. REST OF ASIA-PACIFIC III-99
A.Market Analysis III-99
Outlook III-99
Strategic Corporate Development III-99
B.Market Analytics III-100

Table 107: Rest of Asia-Pacific Recent Past, Current and
Future Analysis for Mobile Gaming by Device Type - Tablet
and Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-100

Table 108: Rest of Asia-Pacific Historic Review for Mobile
Gaming by Device Type - Tablet and Smartphone Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2010 through 2013 (includes corresponding
Graph/Chart) III-101

Table 109: Rest of Asia-Pacific 11-Year Perspective for
Mobile Gaming by Device Type - Percentage Share Breakdown of
Revenues for Tablet and Smartphone Markets for Years 2010,
2015 and 2020 (includes corresponding Graph/Chart) III-102

6. LATIN AMERICA III-103
A.Market Analysis III-103
Outlook III-103
B.Market Analytics III-103

Table 110: Latin American Recent Past, Current and Future
Analysis for Mobile Gaming by Geographic Region - Brazil and
Rest of Latin America Markets Independently Analyzed with
Annual Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-103

Table 111: Latin American Historic Review for Mobile Gaming
by Geographic Region - Brazil and Rest of Latin America
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2010 through 2013 (includes corresponding
Graph/Chart) III-104

Table 112: Latin American 11-Year Perspective for Mobile
Gaming by Geographic Region - Percentage Share Breakdown of
Revenues for Brazil and Rest of Latin America Markets for
Years 2010, 2015 and 2020 (includes corresponding
Graph/Chart) III-105

Table 113: Latin American Recent Past, Current and Future
Analysis for Mobile Gaming by Device Type - Tablet and
Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-106

Table 114: Latin American Historic Review for Mobile Gaming
by Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-107

Table 115: Latin American 11-Year Perspective for Mobile
Gaming by Device Type - Percentage Share Breakdown of
Revenues for Tablet and Smartphone Markets for Years 2010,
2015 and 2020 (includes corresponding Graph/Chart) III-108

6a. BRAZIL III-109
A.Market Analysis III-109
Outlook III-109
B.Market Analytics III-109

Table 116: Brazilian Recent Past, Current and Future
Analysis for Mobile Gaming by Device Type - Tablet and
Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-109

Table 117: Brazilian Historic Review for Mobile Gaming by
Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-110

Table 118: Brazilian 11-Year Perspective for Mobile Gaming
by Device Type - Percentage Share Breakdown of Revenues for
Tablet and Smartphone Markets for Years 2010, 2015 and 2020
(includes corresponding Graph/Chart) III-111

6b. REST OF LATIN AMERICA III-112
A.Market Analysis III-112
Outlook III-112
B.Market Analytics III-112

Table 119: Rest of Latin American Recent Past, Current and
Future Analysis for Mobile Gaming by Device Type - Tablet
and Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-112

Table 120: Rest of Latin American Historic Review for Mobile
Gaming by Device Type - Tablet and Smartphone Markets
Independently Analyzed with Annual Revenues in US$ Million
for Years 2010 through 2013 (includes corresponding
Graph/Chart) III-113

Table 121: Rest of Latin American 11-Year Perspective for
Mobile Gaming by Device Type - Percentage Share Breakdown of
Revenues for Tablet and Smartphone Markets for Years 2010,
2015 and 2020 (includes corresponding Graph/Chart) III-114

7. REST OF WORLD III-115
A.Market Analysis III-115
Outlook III-115
Strategic Corporate Development III-115
B.Market Analytics III-116

Table 122: Rest of World Recent Past, Current and Future
Analysis for Mobile Gaming by Device Type - Tablet and
Smartphone Markets Independently Analyzed with Annual
Revenues in US$ Million for Years 2014 through 2020
(includes corresponding Graph/Chart) III-116

Table 123: Rest of World Historic Review for Mobile Gaming
by Device Type - Tablet and Smartphone Markets Independently
Analyzed with Annual Revenues in US$ Million for Years 2010
through 2013 (includes corresponding Graph/Chart) III-117

Table 124: Rest of World 11-Year Perspective for Mobile
Gaming by Device Type - Percentage Share Breakdown of
Revenues for Tablet and Smartphone Markets for Years 2010,
2015 and 2020 (includes corresponding Graph/Chart) III-118

IV. COMPETITIVE LANDSCAPE

Total Companies Profiled: 85 (including Divisions/Subsidiaries - 95)

The United States (35)
Japan (8)
Europe (23)
- France (2)
- Germany (11)
- The United Kingdom (5)
- Spain (1)
- Rest of Europe (4)
Asia-Pacific (Excluding Japan) (29)

Read the full report: http://www.reportlinker.com/p02851893-summary/view-report.html

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