SoLoMo Gaming in 3G, LTE, Cloud, & HTML5 Ecosystem: Market Analysis & Forecast 2012-2017


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(Price : $995 ) The convergence of Social Local and Mobile (SoLoMo) is a powerful force with big implications for applications of all types and gaming is no exception. SoLoMo Gaming will cause no less than a revitalization of the gaming ecosystem resulting in disruption as new market players assume market share for existing providers. The growth of LTE, smartphone and tablet devices, social media/networking, mobile payment, HTML5 technology, cloud-based gaming, and brand's deeper engagement represent some key factors that are pushing this wave to make the 2013 - 2015 period explosive for SoLoMo gaming.

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SoLoMo Gaming in 3G, LTE, Cloud, & HTML5 Ecosystem: Market Analysis & Forecast 2012-2017

  1. 1. Category :
  2. 2. Introduction to Report Launch Date: 1st November, 2012 Number of Pages: 67 Geography Coverage: Global Available Format: PDF Price For Single User License: USD 995 Price For Site User License: USD 1,865 Price For Global User License: USD 2,995 Delivery Time: Within 24 Hours (During Working Days)
  3. 3. Key Findings SoLoMo gaming market value (core + market shift) isestimated to reach $6.15 billion USD by 2017. SoLoMo gaming is going to replace certain existingecosystem market players with new entrants. SoLoMo gamer-base including Core & Shifted gameris estimated to increase 12 times by 2017. Virtual Goods will be the key for revenue monetizationholding more than 50% market share . 35+ age bracket is the high payer in SoLoMo gamingplatform
  4. 4. Report Coverage:SoLoMo market overview and gaming evolutionLocative game dynamics in SoLoMo paradigmMarket growth driver analysis of SoLoMo gamingSoLoMo game development technology platform trendEco-system and value chain in SoLoMo gaming environmentSoLoMo game distribution trendSoLoMo game monetization metricsSoLoMo gaming business & pricing model analysisSoLoMo gaming market projection 2012 – 2017What next in SoLoMo gaming evolution?
  5. 5. Target Audience: Mobile network operators Virtual goods solution providers Cloud gaming platform providers Mobile HTML5 solution providers Mobile Application store providers Mobile gaming investment companies Mobile social and location game platform developers Mobile gaming marketing and consultancy companies Mobile game development and publishing companies Mobile Ad network, payment solutions and contentproviders
  6. 6. Companies Covered:1. PopCap 19. CityVille2. GREE 20. Alibaba3. Electronic Arts (EA) 21. Ubitus inc.4. Playdom 22. OnLive5. Massive Damage inc. 23. NHN Japan6. Grey Area Ltd. 24. NTT Docomo7. Yelp 25. FriendSter8. DeNA 26. AT&T9. inOnRoad 27. Orange10. Blippar 28. Vodafone11. 29. KDDI12. Booyah 30. Sony13. Zynga 31. Locaid14. Nexon 32. PaymentOne15. FirmVille 33. Simplelifeform.com16. MasterCard 34. QQ17. Everything 35. Orange Everywhere18. Deutsche Telekom
  7. 7. Companies Covered:36. Live Gamer 55. Barclay37. Blizzard Entertainment 56. Giesecke38. America Online 57. Devrient39. Gaia 58. McDonalds40. WeeWorld 59. Oracle41. CloudMade 60. Nike42. Gaikai 61. Starbucks43. 62. Nokia44. 63. H&M45. MoPub 64. Loopt46. W3i 65. Google47. Rovio 66. Yahoo48. PayPal 67. Bing49. Gameloft 68. Mixi50. France Telecom 69. Facebook51. Bouygues Telecom 70. Pinterest52. SFR 71. Twitter53. NRJ 72. Foursquare54. mPass 73. Apple
  8. 8. How To Buy This Report?Visit following URL to see Table of Content andpurchase this publication: About Market Research ReportsMarket Research Reports provides a customized setof reports from reputed Publishers, built on theintelligence available within organizations andleverages on our motto of “Intelligence Redefined”. Contact : Amitava Sen Email : Phone: +91-8762746600