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Mobile Gaming Asia - 2nd Edition

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Mobile gaming is a key value-added service (VAS) application in the Asian market where growth is expect at 19.8% CAGR to 2017 reaching at total of USD $17.4 billion. …

Mobile gaming is a key value-added service (VAS) application in the Asian market where growth is expect at 19.8% CAGR to 2017 reaching at total of USD $17.4 billion.

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.

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

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  • 1. Mobile Gaming Asia:Market and Forecast Analysis, 2nd Edition August 2012
  • 2. Overview:Mobile gaming is a key value-added service (VAS) application in the Asian market where growth is expect at 19.8% CAGR to 2017 reaching attotal of USD $17.4 billion.Mobile Gaming Asia: Market and Forecast Analysis, Second Edition is must have research for anyone focused on mobile gaming and/or VASapplications in Asia. This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into themobile gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobilegaming 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 MicroTransaction Player gaming.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 RussiaThe 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 gamingdemography/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 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 3. 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/Service Advertiser • Game Distributors and Aggregators • M-commerce Application Developers • Mobile / Online Gambling Companies Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 4. Table of Contents1.0 EXECUTIVE SUMMARY 20 5.10 MOBILE SOCNET 452.0 MOBILE GAMING ASIAN MARKET OUTLOOK 23 6.0 MOST POPULAR GAME GENRE IN ASIA 462.1 HISTORICAL ANALYSIS OF MARKET BACK- 6.1 ARCADE-STYLE GAME 46GROUND 23 6.2 ACTION/ADVENTURE GAME 472.1.1 EARLY AGE, CANDY CAR STYLE HANDSET AND 6.3 SPORTS GAME 48SNAKE GAME 24 6.4 RACING GAME 492.1.2 ADVENT OF WAP, J2ME, BREW AND N-GAGE GAM- 6.5 STRATEGY/PUZZLE GAME 49ING 24 6.6 MOVIE GAMES 502.1.3 GAMING OPTIMIZED PHONE AND APPSTORE REVOLU- 6.7 CASINO GAMES 51TION 25 6.8 BOARD GAMES 522.1.4 OPEN SOURCE PLATFORM, FREE-TO-PLAY/ 6.9 SIMULATION GAMES 53FREEMIUM GAME 25 6.10 MOTION DETECTION GAMES 542.1.5 3G/LTE/4G DATA NETWORK, 3D API INTEGRATION, 7.0 KEY MOBILE GAMING MARKET GROWTH DRIVERVIDEO, MMG, SOCIAL, CASUAL & LOCATION BASED MOBILE ANALYSIS OF ASIAN MARKET 55GAMING 26 7.1 MMG (MULTIPLAYER MOBILE GAMING) 552.2 GENERAL LIMITATIONS OF ASIAN MOBILE GAMING 7.2 MOBILE SOCIAL GAMING AND MOBILE SOCNETMARKET 26 USER 562.3 POPULAR MOBILE GAMES IN ASIA 27 7.3 MLBG (MOBILE LOCATION BASED GAMING) 572.3.1 10 POPULAR IPHONE/IPAD GAMES IN ASIA 27 7.4 MOBILE VIDEO GAMING 602.3.2 10 POPULAR ANDROID GAMES IN ASIA 28 7.5 MOBILE CLOUD GAMING 613.0 STRATEGIC IMPACT ANALYSIS OF MOBILE GAMING 7.6 MOBILE CASUAL GAMING 62ASIAN MARKET FORCES / TREND 29 7.7 FREE-TO-PLAY DISTRIBUTION 644.0 MOBILE GAME DEVELOPMENT TECHNOLOGY PLAT- 7.8 CONNECTING CONSOLE WITH MOBILE CLOUD: IM-FORM: ASIAN PERSPECTIVE 32 PACT ON MOBILE GAMING 664.1 MAJOR DEVELOPMENT OS 32 7.9 MOBILE CASINO GAMING & GAMBLING 664.1.1 ANDROID 32 7.10 MOBILE APPS AND IN-GAME MARKETING 674.1.2 IOS 33 7.11 IN-GAME PURCHASE AND MICRO-TRANSACTION OF4.1.3 SYMBIAN 34 VIRTUAL GOODS 684.1.4 BLACKBERRY OS 34 7.12 VIRTUAL GO-TO COMMUNITY 694.1.5 BADA 36 7.13 GAMIFICATION GAMES 714.1.6 DOJA 36 7.14 CROSS-PLATFORM GAME PUBLISHING 724.1.7 J2ME 37 8.0 MOBILE GAMING METRICS AND ECO SYSTEM ACTIV-4.1.8 WINDOWS PHONE 38 ITY 744.2 FUTURE TECHNOLOGY PLATFORM 39 8.1 MOBILE GAMING ECO-SYSTEM: STRUCTURE & MAIN4.2.1 BOOT 2 GECKO (B2G) 39 ACTIVITIES 744.2.2 BLACKBERRY 10 39 8.2 APPSTORE ECOSYSTEM 754.2.3 ALIYUN OS FROM ALIBABA/ALICLOUD (CLOUD 8.3 MOBILE GAMING METRICS: CONNECTING CONSUM-BASED) 39 ERS WITH GAME 764.2.4 TIZEN FROM LINUX 40 8.4 CONVERSION FUNNEL OF ANALYZING MOBILE4.2.5 MELTEMI FROM NOKIA 40 GAMER 774.2.6 HTML5 AND CLOUD 40 9.0 MOBILE GAMING VALUE CHAIN DYNAMICS IN5.0 MMG & SOCIAL GAMING FUNCTIONALITY DRIVERS IN ASIA 78ASIA 41 9.1 VALUE CHAIN 785.1 BLUETOOTH 41 9.2 VALUE CHAIN PARTNERSHIP ANALYSIS 785.2 GPRS 41 9.3 REVENUE SHARING ACROSS VALUE CHAIN 795.3 3G 42 9.4 ECONOMIC DRIVER IN VALUE CHAIN 795.4 MOBILE WI-FI 42 10.0 MOBILE GAMING DISTRIBUTION MODEL IN5.5 ARTIFICIAL INTELLIGENCE (AI) 42 ASIA 805.6 3D 43 10.1 GAME DISTRIBUTION PLATFORM IN MOBILE, TABLET5.7 4G 43 OR HANDHELD DEVICE 805.8 MOBILE CLOUD 445.9 HTML5 – MOBILE WEBS FUTURE 44 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 5. Table of Contents (cont.)10.2 CROSS-PLATFORM GAME DISTRIBUTION MODEL CAST 2012-2017 10081 16.1 MARKET VALUE PROJECTION ASIA 10010.3 DISTRIBUTION FRAGMENTATION OTA VS. OTI 16.1.1 ASIA VS. GLOBAL MARKET SHARE % 2012 – 2017(APPSTORE, SNS & BROWSER BASED) 81 10010.4 GOOGLE PLAY VS. APPLE STORE DISTRIBUTION 16.1.2 ASIA MARKET VALUE IN $ 2012 – 2017 100MODEL 82 16.1.3 APAC VS. SEA VS. CEA VS. ME VS. SA MARKET VALUE10.5 MAJOR CHALLENGES IN FRAGMENTED DISTRIBU- SHARE IN % 2012-2017 101TION: BILLING VS. COST VS. MARKETING VS. CROSS CHAN- 16.1.4 2012 VS. 2017 MARKET VALUE SHARE TREND: APACNEL 82 VS. SEA VS. ME VS. CEA VS. SA 10110.6 CONSUMER BEHAVIOR AND OTI VS. OTA TREND 16.1.5 APAC VS. SEA VS. CEA VS. ME VS. SA MARKET VALUE83 IN $ 2012-2017 10211.0 MOBILE GAMING BUSINESS MODEL IN ASIA 84 16.1.6 APAC: 10 COUNTRY-WISE MARKET VALUE 2012 – 201711.1 11 KEY MOBILE GAMING BUSINESS STRATEGIES 10384 16.1.7 SEA: 10 COUNTRY-WISE MARKET VALUE 2012 – 201711.2 26 BUSINESS MODELS 85 10311.3 2012 TRENDY BUSINESS MODEL IN ASIA 87 16.1.8 ME: 17 COUNTRY-WISE MARKET VALUE 2012 – 201711.4 KEY REVENUE SOURCES & COST ITEM AFFECTING 104BUSINESS MODEL 87 16.1.9 CEA: 5 COUNTRY-WISE MARKET VALUE 2012 – 201711.5 6 KEY SUCCESS POINTS OF CROSS-PLATFORM 104MODEL 89 16.1.10 SA COUNTRY-WISE MARKET VALUE 2012 – 201711.6 KEY BENEFITS OF CROSS-PLATFORM MODEL 89 10511.7 MONETIZING MICRO TRANSACTION IN F2P MODEL: 16.2 REVENUE SOURCES ACROSS ASIA ECOSYSTEM 105CREATING A NEED APPROACH IS KEY 90 16.2.1 ECOSYSTEM REVENUE % IN ASIA 2012 – 2017 10511.8 GAME BALANCING METHOD IN MICRO TRANSACTION 16.2.2 ECOSYSTEM REVENUE SOURCE $ IN ASIA 2012-2017MODEL 90 10611.9 POTENTIAL RISK AND SOLUTION IN F2P VIRTUAL 16.2.3 CONSUMER SPENDING VS. AD FUNDED REVENUEECONOMY 90 2012-2017 10712.0 MOBILE GAMING PRICING MODEL IN ASIA 92 16.2.4 VIRTUAL ECONOMY VS. AD FUNDED REVENUE 2012-12.1 5 KEY TREND IN PRICING MODEL 92 2017 10712.2 FACTORS THAT AFFECT PRICING DECISION: ARPU 16.2.5 TOTAL MOBILE ADVERTISING REVENUE VS. IN-GAMEVS. AVERAGE GAME PRICE VS. AVERAGE GAMERS AD FUNDED REVENUE COMPARISON 108DOWNLOAD & PAY 92 16.2.6 IN-GAME PURCHASE REVENUE SHARE IN IN-APP13.0 MOBILE GAMING LIFECYCLE AND ANALYTICS MET- TRANSACTION ECOSYSTEM 2012-2017 109RICS 93 16.2.7 APAC ECOSYSTEM REVENUE SOURCE 2012-201713.1 PRODUCT LIFE CYCLE OF MOBILE GAME: ADOPTION 109OF MOORE’S LIFECYCLE MODEL 93 16.2.8 SEA ECOSYSTEM REVENUE SOURCE 2012-2017 11013.2 MOBILE GAME ANALYTICS APPROACH 93 16.2.9 ME ECOSYSTEM REVENUE SOURCE 2012-2017 11013.3 VIRAL VS. RETENTION GAME: CONCEPTUAL FRAME- 16.2.10 CEA ECOSYSTEM REVENUE SOURCE 2012-2017 110WORK FOR RETENTION FIRST 94 16.2.11 SA ECOSYSTEM REVENUE SOURCE 2012-2017 11113.4 GAME LIFECYCLE KPI FRAMEWORK 94 16.2.12 MOBILE GAME ARPU IN ASIA 2012-2017 11113.5 CHECKLIST OF RETENTION/ENGAGEMENT METRICS 16.3 REVENUE SHARE AMONG STAKEHOLDERS ACROSS95 ASIA VALUE CHAIN 11213.6 CHECKLIST OF ACQUISITION METRICS 95 16.3.1 REVENUE SHARE % AMONG VALUE CHAIN STAKE-13.7 CHECKLIST OF VIRALITY METRICS 96 HOLDERS 11213.8 CHECKLIST OF MONETIZATION METRICS 96 16.3.2 REVENUE IN $ AMONG VALUE CHAIN STAKEHOLDERS13.9 CUSTOM METRICS TO DERIVE ACTIONABLE INSIGHT 2012-2017 11397 16.3.3 APAC STAKEHOLDER REVENUE 2012-2017 11314.0 SMARTPHONE PENETRATION IN ASIA AND MOBILE 16.3.4 SEA STAKEHOLDER REVENUE 2012-2017 114GAMING 98 16.3.5 ME STAKEHOLDER REVENUE 2012-2017 11415.0 CONCEPTUAL DIAGRAM OF MOBILE GAME DESIGN 16.3.6 CEA STAKEHOLDER REVENUE 2012-2017 115PROCESS VS. ASIAN OUTSOURCE OPPORTUNITY 99 16.3.7 SA STAKEHOLDER REVENUE 2012-2017 11516.0 MOBILE GAMING ASIA: MARKET ANALYSIS & FORE- Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 6. Table of Contents (cont.)16.4 OS PLATFORM, GAME CATEGORY & BUSINESS ING 2011 131MODEL WISE MARKET & REVENUE SHARE IN ASIA 116 16.7 MOBILE GAMER PROJECTION IN ASIA 13216.4.1 OS MARKET SHARE VS. ANNUAL GROWTH IN TERMS 16.7.1 MOBILE VS. ONLINE GAMER % IN ASIA 2012-2017OF GAME TITLE IN ASIA 2012 116 13216.4.2 STANDALONE VS. MMG VS. SOCIAL VS. MLBG MAR- 16.7.2 MOBILE GAMER NUMBER IN ASIA 2012-2017 132KET SHARE 2012- 2017 117 16.7.3 APAC VS. SEA VS. ME VS. CEA VS. SA GAMER %16.4.3 STANDALONE VS. MMG VS. SOCIAL VS. MLBG REVE- AMONG TOTAL ASIAN MOBILE GAMER 2012 133NUE IN $ 2012- 2017 117 16.7.4 APAC MOBILE GAMER NUMBER 2012-2017 13316.4.4 APAC STANDALONE VS. MMG VS. SOCIAL VS. MLBG 16.7.5 SEA MOBILE GAMER NUMBER 2012-2017 134REVENUE 2012-2017 118 16.7.6 ME MOBILE GAMER NUMBER 2012-2017 13416.4.5 SEA STANDALONE VS. MMG VS. SOCIAL VS. MLBG 16.7.7 CEA MOBILE GAMER NUMBER 2012-2017 135REVENUE 2012-2017 119 16.7.8 SA MOBILE GAMER NUMBER 2012-2017 13516.4.6 ME STANDALONE VS. MMG VS. SOCIAL VS. MLBG 16.7.9 STANDALONE VS. MMG VS. SOCIAL VS. LOCATIONREVENUE 2012-2017 119 GAMER % 2012-2017 13616.4.7 CEA STANDALONE VS. MMG VS. SOCIAL VS. MLBG 16.7.10 STANDALONE VS. MMG VS. SOCIAL VS. LOCATIONREVENUE 2012-2017 120 GAMER NUMBER 2012-2017 13616.4.8 SA STANDALONE VS. MMG VS. SOCIAL VS. MLBG 16.7.11 MICRO TRANSACTION PLAYER AMONG MOBILEREVENUE 2012-2017 120 GAMER 2012-2017 13716.4.9 FREE-TO-PLAY VS. FREEMIUM VS. PAY-PER- 16.7.12 NUMBER OF MOBILE GAMER BY DEVICE USED 2012-DOWNLOAD REVENUE GENERATION 2012-2017 121 2017 13716.4.10 REVENUE FROM PREMIUM VS. FREEMIUM GAME TI- 16.8 MOBILE GAMER DEMOGRAPHY ANALYSIS IN ASIATLE 2012-2017 121 13816.4.11 ANDROID VS. IPHONE/IPOD VS. IPAD APPSTORE 16.8.1 MALE VS. FEMALE MOBILE GAMER % IN ASIA 2012REVENUE GENERATION RATIO COMPARISON 2012 122 13816.4.12 PROFITABLE VS. NON-PROFITABLE GAME AMONG 16.8.2 MOBILE GAMER % BY AGE VS. GENDER IN ASIA 2012TOTAL GAMES 2012 123 13816.5 MOBILE GAME GENRE DEPLOYMENT IN ASIA 124 16.8.3 AVERAGE MOBILE GAMERS AGE: MALE VS. FEMALE16.5.1 GENRE DEPLOYMENT RATIO (% AMONG TOTAL ASIAN IN ASIA 2012 139COUNTRIES) 2012 124 16.8.4 INCOME BRACKET CLASSIFICATION (PER YEAR IN-16.5.2 APAC COUNTRY-WISE GENRE DEPLOYMENT 125 COME VS. % OF MOBILE GAMER) IN ASIA 2012 13916.5.3 SEA COUNTRY-WISE GENRE DEPLOYMENT 125 16.8.5 MOBILE SOCIAL VS. TRADITIONAL GAMER % BY AGE16.5.4 ME COUNTRY-WISE GENRE DEPLOYMENT 126 BRACKET 2012 14016.5.5 CEA COUNTRY-WISE GENRE DEPLOYMENT 127 16.8.6 AVERAGE AGE OF MOBILE SOCIAL VS. TRADITIONAL16.5.6 SA COUNTRY-WISE GENRE DEPLOYMENT 127 GAMER 2012 14016.6 MOBILE GAME DEVELOPER REVENUE & PREFER- 16.8.7 MOBILE SOCIAL GAMER %: MALE VS. FEMALE 141ENCE IN ASIA 127 16.8.8 CASUAL VS. CORE GAMER % 2012 -2017 14116.6.1 ASIA VS. GLOBAL MOBILE GAME DEVELOPER REVE- 16.8.9 MALE VS. FEMALE % AMONG CASUAL GAMER 142NUE 2012-2017 127 16.8.10 FREEMIUM GAME: TIME VS. MONEY SPEND % BY AGE16.6.2 MOBILE GAME DEVELOPER REVENUE IN ASIA 2012- GROUP 1422017 128 16.8.11 SMARTPHONE VS. STANDARD VS. WEB ENABLED16.6.3 MOBILE GAME DEVELOPERS DEMOGRAPHY BY AGE PHONE USERS IN ASIA 2012-2017 143128 16.8.12 PREFERRED GAMING DEVICE OF GAMERS BY AGE16.6.4 DAY-TIME CONSUMPTION ON WRITING MOBILE GAME GROUP WHO PLAY AT LEAST ONCE IN A MONTH 143APPS 129 16.8.13 GAMING ON TABLET (% PLAY GAME AT LEAST ONE16.6.5 GAME DEVELOPERS DEMOGRAPHY BY SINGE VS. HOUR IN A MONTH) IN ASIA 144MULTIPLE OS PLATFORM PREFERENCE 129 16.8.14 REGULAR VS. NON-REGULAR MOBILE GAMER %16.6.6 DEVELOPERS PREFERENCE OVER DISTRIBUTION AMONG MOBILE GAMER 145PLATFORM 130 16.9 MOBILE GAMERS’ GAME-PLAY BEHAVIOR ANALYSIS16.6.7 DEVELOPERS’ BELIEF OVER BRAND GAME FOR SUC- & PROJECTION IN ASIA 145CESS OF A GAME 131 16.9.1 MOBILE GAMERS PREFERENCE OVER OS PLATFORM16.6.8 TOP 23 ASIAN MOBILE GAMING DEVELOPER/ FOR GAMING IN ASIA 145PUBLISHER REVENUE VS. % CONTRIBUTION OF MOBILE GAM- Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 7. Table of Contents (cont.)16.9.2 MALE VS. FEMALE PER YEAR AVERAGE EXPENDI- 16.9.25 % OF GAMER BY OS PLATFORM KEEP GAMES ON MO-TURE ON VIRTUAL GOODS 146 BILE 15716.9.3 REAL WORLD MONEY EXPENDITURE ON VIRTUAL 16.9.26 DAU GAME-PLAY % BY OS PLATFORM GAMER 158GOODS: % OF MOBILE GAMER 146 16.9.27 % OF DEVICE USE BY MOBILE GAMER FOR GAMING16.9.4 % OF GAMER WHO SPEND ON VIRTUAL GOODS 158AMONG TOTAL GAMER 147 16.9.28 AVERAGE TIME-SPEND BY OS PLATFORM ON MOBILE16.9.5 EXPENDITURE PATTERN ON VIRTUAL GOOD ITEM’S GAMING: HOURS IN MONTH VS. % DEDICATION 159CATEGORY 147 16.9.29 MOBILE GAME-PLAY LOCATION BY GAMER % 15916.9.6 % OF GAMER PLAYED MOBILE GAME AT LEAST ONCE 16.9.30 % OF HOME GAMERS GAME-PLAY LOCATION 160IN LIFETIME 148 16.9.31 MOBILE PHONE VS. PORTABLE GAMERS ON-THE-GO16.9.7 SMARTPHONE VS. NON-SMARTPHONE OWNERS AV- GAMING INTEREST BY GENRE 160ERAGE NUMBER OF GAME PURCHASE PER YEAR 148 16.9.32 POPULAR GAME CATEGORY/GENRE % PLAYED BY16.9.8 SMARTPHONE VS. NON-SMARTPHONE OWNERS AV- MOBILE GAMER 161ERAGE SPENDING ON MOBILE GAME IN A YEAR 149 16.9.33 GAME ACQUISITION METHOD OF GAMER % BY OS16.9.9 MALE VS. FEMALE MOBILE GAME GENRE PREFER- PLATFORM 161ENCE LIST 149 16.9.34 IN-GAME TRANSACTION SIZE VS. REVENUE GENER-16.9.10 GAME PURCHASE AND PLAN TO PURCHASE % BY ATE % BY EXPENDITURE PATTERN 162SMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER 16.9.35 % OF CONSUMERS PLAYED GAMES ON CROSS-2012-2017 150 PLATFORM (CONSOLE, MOBILE & COMPUTER) 2012-201716.9.11 FREEMIUM GAMER: UPGRADE FREE TO PAID VER- 162SION 2012-2017 150 16.10 MOBILE GAMING APPS BEHAVIOR IN ASIA 16316.9.12 CONTENT PURCHASE (POWER-UP, NEW LEVEL/ 16.10.1 GAMING VS. OTHER APPS % AMONG TOP 100 GROSS-MODES) % BY SMARTPHONE VS. STANDARD/WEB-ENABLED ING APPS 163PHONE OWNER 2012-2017 151 16.10.2 REVENUE GENERATE % FROM GAMING APPS VS.16.9.13 $6+ AMOUNT SPENT & PLAN TO SPEND ON MOBILE OTHER APPS 2012-2017 163GAME 2012-2017 151 16.10.3 % OF CELL-PHONE USER USE MOBILE APPS 2012 –16.9.14 DAU VS. WAU VS. MAU GAME-PLAY % BY SMART- 2017 164PHONE VS. HANDHELD DEVICES 2012 152 16.10.4 ARPU PER YEAR FROM SOCIAL GAME APPS CATE-16.9.15 WAU % BY GAME-PLAY HOURS BY SMARTPHONE VS. GORY (IPHONE & ANDROID) 164STANDARD/WEB-ENABLED PHONE OWNER 152 16.10.5 GAME VS. OTHER APPS USAGE BY % OF TOTAL MO-16.9.16 LENGTH OF GAME-PLAY DURATION BY SMARTPHONE BILE APPS USER 165VS. STANDARD/WEB-ENABLED PHONE OWNER 153 16.10.6 MOBILE GAMERS SPENDING WILLINGNESS OVER16.9.17 % OF MOBILE TIME SPEND ON PLAYING MOBILE APPS: GAME VS. OTHER APPS 166GAMES (EXCLUDING CALL TIME) BY SMARTPHONE VS. STAN- 16.10.7 AVERAGE SPENDING ON GAMING APPS BY OS PLAT-DARD/WEB-ENABLED PHONE OWNER 153 FORM 16616.9.18 % CHANGE IN MOBILE GAME PLAY ACTIVITY OVER 16.10.8 ASIAN GAMER WHO DOWNLOAD GAMING APPS 2011-LAST YEAR BY SMARTPHONE VS. STANDARD/WEB-ENABLED 2017 167PHONE OWNER 154 16.11 MOBILE GAME TREND & PROJECTION IN ASIA 16716.9.19 FACTOR INFLUENCING % ON INCREASING MOBILE 16.11.1 STANDALONE VS. MMG VS. SOCIAL VS. MLBG TRENDGAME-PLAY 154 (% OF TOTAL GAME) 2012- 2017 16716.9.20 BENEFIT EXPERIENCED % FROM PLAYING GAMES ON 16.11.2 CASUAL VS. CORE MOBILE GAME % IN ASIA 2012 -MOBILE PHONE 155 2017 16816.9.21 SOCIAL GAME-PLAY % ON MOBILE PHONE BY SMART- 16.11.3 GPS ADOPTION PREDICTION OF HANDHELD DEVICESPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER 155 FOR LOCATION BASED GAMING 2012-2017 16816.9.22 DAU VS. WAU VS. MAU % OF SOCIAL GAME PLAY ON 16.11.4 LOCAL VS. HYPER LOCAL VS. GAMIFICATION ADOP-MOBILE PHONE BY SMARTPHONE VS. STANDARD/WEB- TION (% OF MOBILE GAME) 2017 169ENABLED PHONE OWNER 156 16.11.5 GAME CHARACTERISTICS INFLUENCING TO RECOM-16.9.23 NEW GAME MARKETING: HOW MOBILE GAMER GET MEND MOBILE GAME TO OTHERS BY SMARTPHONE VS.INFLUENCE BY OPINION LEADER 156 STANDARD/WEB-ENABLED PHONE OWNER % 16916.9.24 RECOMMENDATION OF MOBILE GAME TO OTHER BYSMARTPHONE VS. STANDARD/WEB-ENABLED PHONE OWNER% 157 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 8. Table of Contents (cont.)16.11.6 FREE VS. PAID MOBILE GAME BY DOWNLOAD % 2012- 18.9 SQUARE ENIX: JAPAN BASED 1892017 170 18.10 GAMEPROM: RUSSIA BASED 18916.11.7 FREE VS. PAID MOBILE GAME BY TITLE % IN ASIA 18.11 KAIROSOFT: JAPAN BASED 1892012-2017 170 18.12 KONAMI: JAPAN BASED 18916.11.8 AVERAGE MOBILE GAME PRICE VS. % OF MOBILE 18.13 DISNEY MOBILE: JAPAN BASED 190GAME IN ASIA 2012-2017 171 18.14 GREE: JAPAN BASED 19016.11.9 OTI VS. OTA VS. OTHER MOBILE GAME DOWNLOAD % 18.15 DENA: JAPAN BASED 1902012-2017 171 18.16 TENCENT: CHINA BASED 19116.11.10 OTI VS. OTA MOBILE GAME DISTRIBUTION 18.17 MIG33: CHINA BASED 191PROJECTION IN ASIA 2012-2017 172 18.18 SINA WEIBO: CHINA BASED 19116.11.11 MOBILE GAME DOWNLOAD VOLUME BY OS 18.19 PAPAYA MOBILE: CHINA BASED 192PLATFORM IN ASIA 2012-2017 172 18.20 TMG: SINGAPORE & INDONESIA BASED 19216.11.12 AVERAGE GAME DOWNLOAD BY INDIVIDUAL 18.21 IBIBO: INDIA BASED 192MOBILE GAMER 2012-2017 173 18.22 INIDAGAMES: INDIA BASED 19317.0 COUNTRY ANALYSIS 174 18.23 GAMES2WIN: INDIA BASED 19317.1 JAPAN 174 18.24 HUNGAMA: INDIA BASED 19317.2 CHINA 174 18.25 NAZARA: INDIA BASED 19317.3 SOUTH KOREA 175 18.26 ANINO MOBILE: PHILIPPINES BASED 19417.4 INDIA 175 18.27 GAMEBRAINS: MALAYSIA BASED 19417.5 AUSTRALIA 176 19.0 GOOGLE VS. FACEBOOK: EMERGING MOBILE GAM-17.6 RUSSIA 176 ING PLATFORM TREND 19517.7 NEW ZEALAND 176 19.1 “GOOGLE GAMES” - UNIFIED GAMING PLATFORM17.8 HONG KONG 177 TREND 2013 19517.9 TAIWAN 177 19.2 FACEBOOK’S MOBILE-PLUS-OPEN-GRAPH COMBINA-17.10 INDONESIA 178 TION: W3C MOBILE WEB PLATFORM CORE COMMUNITY17.11 THAILAND 178 GROUP 19517.12 PHILIPPINES 179 20.0 NETWORK OPERATOR ANALYSIS 19717.13 MALAYSIA 179 20.1 NTT DOCOMO - JAPAN 19717.14 SINGAPORE 180 20.2 KDDI AU – JAPAN 19717.15 VIETNAM 180 20.3 CHINA MOBILE – CHINA 19817.16 BRUNEI 181 20.4 CHINA UNICOM – CHINA 19817.17 TURKEY 181 20.5 CHINA TELECOM – CHINA 19917.18 UAE 182 20.6 AIRTEL (BHARTI) – INDIA 19917.19 SAUDI ARABIA 182 20.7 RELIANCE COMMUNICATIONS – INDIA 19917.20 ISRAEL 183 20.8 VODAPHONE ESSAR – INDIA 20017.21 EGYPT 183 20.9 IDEA/SPICE – INDIA 20017.22 KAZAKHSTAN 184 20.10 SK TELECOM – SOUTH KOREA 20017.23 KYRGYZSTAN 184 20.11 TELSTRA MOBILE – AUSTRALIA 20117.24 TAJIKISTAN 185 20.12 OPTUS MOBILE – AUSTRALIA 20117.25 BANGLADESH 185 20.13 VODAPHONE – NEW ZEALAND 20217.26 SRI LANKA 186 20.14 MTS – RUSSIA 20217.27 PAKISTAN 186 20.15 MEGAFON – RUSSIA 20318.0 ASIAN MOBILE GAME DEVELOPER/PUBLISHER 20.16 BEELINE – RUSSIA 203ANALYSIS 187 20.17 CHUNGHWA TELECOM – TAIWAN 20418.1 FIREMINT: AUSTRALIA BASED 187 20.18 3 – HONGKONG & MACAU 20418.2 HALFBRICK: AUSTRALIA BASED 187 20.19 MOBICOM – MONGOLIA 20518.3 CAPCOM: JAPAN BASED 187 20.20 TELKOMSEL – INDONESIA 20618.4 EA MOBILE: JAPAN BASED 187 20.21 INDOSAT – INDONESIA 20618.5 NAMCO BANDAI: JAPAN BASED 188 20.22 VIETTEL – VIETNAM 20718.6 GAMEVIL: S.KOREA BASED 188 20.23 MOBIFONE – VIETNAM 20718.7 COM2US: S.KOREA BASED 188 20.24 SMART COMMUNICATIONS – PHILIPPINE 20818.8 ZEPTOLAB: RUSSIA BASED 188 20.25 GLOBE TELECOM – PHILIPPINE 208 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 9. Table of Contents (cont.)20.26 MAXIS – MALAYSIA 209 NESE BAN CASE AND NEW OPPORTUNITIES 23420.27 SINGTEL MOBILE – SINGAPORE 209 21.6 COLOPULA: LBS GAME MEETS TRAVEL SEARCH – A20.28 AIS – THAILAND 210 CASE IN JAPAN 23620.29 DTAC - THAILAND 210 21.7 HOSTESS CLUB SOCIAL GAME (KOI SHITE KYABA20.30 DSTCOM – BRUNEI 211 JO): A WOMEN COMMUNITY BASED JAPAN CASE 23820.31 MPT – BURMA 211 21.8 SOCIAL HORSE-RACING GAMES: A JAPAN CASE OF20.32 LAO-TELECOM – LAOS 212 MOBILE GAMING TO PRINT MAGAZINE 23920.33 METFONE – CAMBODIA 212 21.9 SMURF VILLAGE: THE REAL VIRTUAL ECONOMY SUC-20.34 TURKCELL – TURKEY 213 CESS 24020.35 MOBILE TELECOMMUNICATION COMPANY OF IRAN 21.10 ALCHEMY: ANDRIOD TITLE SUCCESS CASE IN KOREA(MCI) – IRAN 213 24220.36 STC – SAUDI ARABIA 214 21.11 “THE HUMAN ELEMENT” – A FUTURE LBS MOBILE20.37 ETISALAT – UAE 214 GAME WILL MERGE REAL WORLD WITH GAME VIA MOBILE API20.38 MTN SYRIA – SYRIA 215 24420.39 CELLCOM – ISRAEL 215 22.0 JAPAN & SOUTH KOREA BEST MOBILE GAMING20.40 ROSHAN – AFGHANISTAN 216 PRACTICE: UNDERLYING SUCCESS REASON 24520.41 MTN/SPACETEL YEMEN – YEMEN 216 23.0 MOBILE GAME PIRACY AND VIRTUAL CURRENCY20.42 BATELCO – BAHRAIN 216 SCAMMING CHALLENGE IN CHINA & RUSSIA: EXAMPLE, SOLU-20.43 CYTA MOBILE-VODAFONE – CYPRUS 217 TIONS, AND IOS VS. ANDROID CHINA EXPERIENCE20.44 VODAPHONE – EGYPT 217 24720.45 ZAIN – IRAQ 218 24.0 EXCLUSIVE OPINION OF C-LEVEL GAMING EXECU-20.46 ZAIN – JORDAN 219 TIVE/ COMPANY 25220.47 ZAIN – KUWAIT 219 25.0 CONCLUSIONS AND RECOMMENDATIONS 25420.48 TOUCH – LEBANON 220 25.1 CONCLUSION 25420.49 Q-TEL – QATAR 220 25.2 GENERAL RECOMMENDATION FOR ASIAN MARKET20.50 OMANTEL – OMAN 221 25520.51 K’CELL – KAZAKHSTAN 222 25.3 RECOMMENDATION FOR GAME DEVELOPER INCLUD-20.52 BEELINE – KYRGYZSTAN 222 ING START-UP & PUBLISHER INCLUDING SNS PORTAL20.53 BABILON MOBILE – TAJIKISTAN 223 25520.54 UZDUNROBITA – UZBEKISTAN 223 25.4 RECOMMENDATION FOR CONTENT PROVIDER & AG-20.55 MTS – TURKMENISTAN 224 GREGATOR 25620.56 GRAMEENPHONE – BANGLADESH 224 25.5 RECOMMENDATION FOR VIRTUAL CURRENCY SOLU-20.57 DIALOG – SRILANKA 225 TION PROVIDER & CREDIT CARD PROVIDER 25820.58 MOBILINK – PAKISTAN 225 25.6 RECOMMENDATION FOR HANDSET MANUFACTURER20.59 NCELL – NEPAL 226 & MOBILE OPERATOR 25820.60 DHIRAAGU – MALDIVES 226 25.7 RECOMMENDATION FOR INVESTOR & GAMING COM-20.61 B-MOBILE / BHUTAN TELECOM – BHUTAN 226 PANY 25921.0 CASE STUDY (REVIEW + SUCCESS ANALYSIS + LES-SON) 22821.1 “ULTIMATE DRIVE” APP OF BMW (VIRTUAL GO-TOCOMMUNITY+ MOBILE SOCIAL GAMING + $300-$700 DIS-COUNT ON TEST DRIVE): A GLOBAL CASE 22821.2 ANGRY BIRDS – A GAME TO BRAND SUCCESS: $100MLN GAME BUSINESS VS. CONSUMER PRODUCTS BUSINESSIN CHINA VS. LOCALIZED SERIES GAME RELEASE IN JAPAN22921.3 FRUIT NINJA: $1 MLN BUSINESS VS. CHINA SUCCESS23121.4 CUT THE ROPE: 100 MLN DOWNLOAD TO ONLINE RE-LEASE TO LOCALIZE BUSINESS 23321.5 KOMPU (COMPLETE) GACHA GAMES: IN-GAME SO-CIAL GAMBLING PRACTICES VS. CONSUMER LAW- A JAPA- Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 10. List of FiguresFigure 1: 5 Key Milestones of Mobile Gaming Market Evolution in Asia 23Figure 2: Nokia’a Single Player Primitive Snake Game vs. GREE’s Mobile Social Game Screen (Copyright: NOKIA & GREE) 26Figure 3: Basic Game Architecture framework for Android Platform (copyright: Google) 32Figure 4: Basic Decorator flow diagram of Warior Game for iOS based on ActionScript 3.0 Flash Builder (copyright: Apple) 34Figure 5: BlackBerry Native SDK for Game Development leveraging OpenGL ES (copyright: RIM) 35Figure 6: Bada Apps development framework / class (copyright: Samsung) 36Figure 7: DoJa Game development architecture (copyright: NTT) 37Figure 8: XNA Game development framework for Windows Phone (copyright: Microsoft) 39Figure 9: Boom: a mobile arcade style war game on Android title (copyright: Boom-Mobile) 47Figure 10: Dead Space: 3D action-adventure dark and hunting game for Android (copyright: Dead Space) 48Figure 11: MADDEN NFL 12: A sports game for Mobile (copyright: EA) 48Figure 12: Racing Moto: a fast paced racing game in Android (copyright: Racing Moto) 49Figure 13: Angry Brids: Casual Strategy – Puzzle game (copyright: Rovio) 50Figure 14: The Adventures of Tintin: a movie mobile game (copyright: Gameloft) 51Figure 15: MyNuMo Blackjack: a high quality mobile casino game for iPhone (copyright: Blackjack) 52Figure 16: Monopoly: The best mobile board game (copyright: Monopoly) 53Figure 17: SimCity: a city building mobile simulation game for iOS (copyright: EA) 53Figure 18: Snowboard Super Extreme 3: a motion censored mobile game (copyright: EA) 54Figure 19: N.O.V.A. 3 - Near Orbit Vanguard Alliance MMG (copyright: Gameloft) 56Figure 20: My Town 2: a location based city building Mobile Social Game (copyright: Booyah) 57Figure 21: Game pattern follow by Game while playing MLBG 58Figure 22: Sample Trail-Map of Gamer in a MLBG 59Figure 23: Life is Crime: a social location based mobile game for iOS and Android (copyright: Red Bobot Labs) 59Figure 24: Fruit Ninja: a popular mobile video game (copyright: Fruit Ninja) 60Figure 25: Graphical Presentation of Mobile Cloud Gaming Network Ecosystem (copyright: standford) 62Figure 26: G-Cloud: World’s 1st Mobile Cloud LTE Gaming on Docomo Tablet (copyright: Docomo) 62Figure 27: Mobile Casual Game Flow: Where most casual gamer belongs 64Figure 28: Angry Birds: Most ever successful Mobile Casual Game (copyright: Rovio) 64Figure 29: Snoopy Street: a nostalgic free-to-play game on iOS (copyright: Capcom) 65Figure 30: Onlive Mobile: cloud gaming app on Android facilitating seamless play on PC, Console and Mobile Device (copyright: Onlive)66Figure 31: Casino Games For Nokia E90 Mobile (copyright: Nokia) 67Figure 32: AMEX promotion in FarmVille as Social Currency format (copyright: FarmVille) 68Figure 33: Triple Town: Micro-transaction social games for iOS (copyright: TripleTown) 69Figure 34: BMW Ultimate Drive Apps on-go community (copyright: BMW) 70Figure 35: Gamification training games showcased on Electronic Entertainment Expo conference (copyright: E3) 72Figure 36: Dungeon Defenders: Second Wave- A cross platform game seamlessly can be played on iOS, Android, PC and Console gam-ing (copyright: Dyngeon) 73Figure 37: Structure and Main Activities of Mobile Gaming Ecosystem (copyright: ScienceDirect) 74Figure 38: Appstore Ecosystem Graphics 75Figure 39: Sequential steps of Mobile gaming Metrics: Analyzing Consumer to connect with Game 76Figure 40: Sample Conversion Funnel to Analyze Mobile Gamer 77Figure 41: Mobile Gaming Value Chain Diagram in Asia 78Figure 42: Mobile Gaming Value-Chain Partnership Diagram in Asia 78Figure 43: Revenue Sharing Diagram across Mobile Gaming Value Chain in Asia 79Figure 44: Revenue Dimension in Mobile Gaming 79Figure 45: Mobile Game Distribution Platform (Mobile phone, Tablet & Handheld Device) 80Figure 46: Cross-Platform Mobile Game Distribution Model 81Figure 47: 2012 Trendy Mobile Gaming Business Models in Asia 87Figure 48: 6 key points for success in cross-platform model 89Figure 49: Key Business benefits with Cross-platform Model 89Figure 50: Concept flow of creating a Need Bragging approach to monetize Micro-Transaction in F2P model 90 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 11. List of Figures (cont.)Figure 51: 5 Trendy Mobile Game Pricing Model in Asia 92Figure 52: Adoption of Moore’s Lifecycle Model in Mobile Gaming 93Figure 53: Sequential Steps of Mobile Game Analytic Approach 93Figure 54: Why Retention First in Mobile Gaming? 94Figure 55: Mobile Game Lifecycle KPI Framework 94Figure 56: Checklist of Retention / Engagement Metrics 95Figure 57: User Acquisition Metrics Checklist 95Figure 58: Checklist for Virality Metrics 96Figure 59: Monetization Metrics Checklist 96Figure 60: Deriving Actionable Insight with Custom Metrics 97Figure 61: Conceptual diagram of Mobile Game Design Process vs. Outsource Opportunity in Asian Countries 99Figure 62: Mobile Gaming Market Value % Share: Asia vs. Global 2012-2017 100Figure 63: Mobile Gaming Asia Market Value 2012-2017 100Figure 64: 2012 vs. 2017 Market Value Share trend: APAC vs. SEA vs. ME vs. CEA vs. SA 101Figure 65: Revenue Sources % across Asian Mobile Gaming Ecosystem 2012-2017 105Figure 66: Direct Consumer Spending vs. Ad Funded Mobile Gaming Revenue Trend 2012-2017 107Figure 67: Trend Comparison of Revenue from Virtual Economy vs. Funded Ad of Mobile Gaming 2012-2017 107Figure 68: Comparison between Total Mobile Ad Revenue in Asia vs. In-Game Mobile Ad revenue 2012-2017 108Figure 69: In-game purchase revenue share% in in-app transaction ecosystem in Asia 2012-2017 109Figure 70: Mobile Game ARPU in Asia 2012-2017 111Figure 71: Mobile Gaming revenue sharing % across value chain Stakeholder in Asia 112Figure 72: OS market share vs. Annual growth in Mobile Gaming Asian Market 2012 116Figure 73: Standalone vs. MMG vs. Social vs. Location Based Game % share in Asia 2012-2017 117Figure 74: Standalone vs. MMG vs. Social vs. Location Based Game Revenue in Asia 2012-2017 117Figure 75: APAC standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017 118Figure 76: SEA standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017 119Figure 77: ME standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017 119Figure 78: CEA standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017 120Figure 79: SA standalone vs. MMG vs. Social vs. Location Based Game Revenue 2012-2017 120Figure 80: Revenue generation ration from F2P vs. Freemium vs. PPD Games in Asia 2012-2017 121Figure 81: Revenue Comparison from Premium vs. Freemium Game title in Asia 2012-2017 121Figure 82: Revenue generation comparison between Android vs. iPhone/iPod vs. iPad Appstore 2012 122Figure 83: Profitable vs. Non-profitable game ratio of all grossing game in Asia 2012 123Figure 84: Mobile Game Genre deployment ratio in Asia countries 124Figure 85: Asia vs. Global Mobile Game developer revenue share % 2012-2017 127Figure 86: Y-Y Mobile Game Developer Revenue in Asia 2012-2017 128Figure 87: Mobile Game Developers average age demography in Asia 2012 128Figure 88: ± 50% daytime spend ratio of developer on writing mobile game apps 129Figure 89: % of Game Developer Prefer Game Development OS Platform Single vs. Multiple 2012 129Figure 90: % of Game Developer Prefer Single vs. Multiple Distribution Platform 2012 130Figure 91: Mobile Game developers’ faith on Brand for a game success 2012 131Figure 92: Mobile vs. Online Gamer % in Asia 2012-2017 132Figure 93: Y – Y Mobile Gamer Number in Asia 2012-2017 132Figure 94: APAC vs. SEA vs. ME vs. CEA vs. SA Gamer % of total Mobile Gamer 2012 133Figure 95: Y-Y Mobile Gamer in APAC 2012-2017 133Figure 96: Y-Y Mobile Gamer in SEA 2012-2017 134Figure 97: Y-Y Mobile Gamer in ME 2012-2017 134Figure 98: Y-Y Mobile Gamer in CEA 2012-2017 135Figure 99: Y-Y Mobile Gamer in SA 2012-2017 135Figure 100: Standalone vs. MMG vs. Social vs. Location Based Mobile Gamer in Asia 2012-2017 136Figure 101: Standalone vs. MMG vs. Social vs. Location Based Mobile Gamer number in Asia 2012-2017 136 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 12. List of Figures (cont.)Figure 102: Micro Transaction Player in Asia 2012-2017 137Figure 103: Mobile Gamer by Device Used in Asia 2012-2017 137Figure 104: Male vs. Female Mobile Gamer % in Asia 2012 138Figure 105: Age Bracket vs. Gender wise Mobile Gamer % in Asia 2012 138Figure 106: Male vs. Female Mobile Gamers Average Age in Asia 2012 139Figure 107: Per Year Average Income vs. Mobile Gamer % in Asia 2012 139Figure 108: Mobile Social vs. Traditional Gamer % by Age 2012 140Figure 109: Average age of Mobile Social vs. Traditional Gamer 2012 140Figure 110: Male vs. Female % among Mobile Social Gamer 2012 141Figure 111: Casual vs. Hardcore Mobile Gamer % in Asia 2012-2017 141Figure 112: Male vs. Female ratio among Mobile Casual Gamer 2012 142Figure 113: Time vs. Money Spend % by Mobile Freemium Gamer in Asia 142Figure 114: Smartphone vs. Standard vs. Web-enabled mobile user % in Asia 2012-2017 143Figure 115: Preferred Gaming Device by Broadband Household vs. Different Age group in Asia 2012 144Figure 116: Tablet Gamer Statistics (% play game at least 1 hour in a month) in Asia 2012 144Figure 117: Regular vs. Non-regular Mobile Gamer % in Asia 145Figure 118: Mobile Gamers Preference over OS platform for Gaming in Asia 145Figure 119: Male vs. Female per Year Spending on Virtual Goods while Playing MMG / Casual Game 146Figure 120: % of Mobile Gamer spend real world money on virtual goods / purchase at least once a month 146Figure 121: % of Total Gamer spend on Virtual Goods 147Figure 122: Gamers expenditure pattern on Virtual Good Item’s Category 147Figure 123: % of Asian Gamer played mobile game at least once in lifetime 148Figure 124: Average Number of Game purchase by Smartphone vs. Non-Smartphone Owner in a year 148Figure 125: Smartphone vs. Non-Smartphone Users Average spending on Mobile Game in a year 149Figure 126: Smartphone vs. Standard/Web-enabled phone owners’ mobile game purchase & plan to purchase % 2012-2017 150Figure 127: Upgrade free to paid version % among Freemium Gamer 2012-2017 150Figure 128: Smartphone vs. Standard/Web-enabled phone Owners content Purchase (power-up, new level/modes) % 2012-2017151Figure 129: Smartphone vs. Standard/Web-enabled Phone Owners $6+ amount spent & plan to spend on Mobile Gamer 2012-2017151Figure 130: DAU vs. WAU vs. MAU % among Smartphone vs. Handheld Device Gamer 2012 152Figure 131: Smartphone vs. Standard/Web-enabled phone Owners WAU % by Game-play Hours 152Figure 132: Smartphone vs. Standard/Web-enabled phone owners Length of Game-Play duration on mobile phone 153Figure 133: % of Mobile Time Spend on playing Mobile Games (excluding call time) by Smartphone vs. Standard/Web-enabled phoneOwner 153Figure 134: % Change in Mobile Game Play activity over Last year by Smartphone vs. Standard/Web-enabled phone Owner 154Figure 135: Factor Influencing % on Increasing Mobile game-play 154Figure 136: Benefit Experienced % from Playing Games on Mobile Phone 155Figure 137: Social Game-play % on Standard/web-enabled vs. Smartphone Owner 155Figure 138: DAU vs. WAU vs. MAU % of Social Game Play on Mobile Phone by Smartphone vs. Standard/Web-enabled phone Owner156Figure 139: How Mobile Gamer get influenced about New Game by Opinion Leader 156Figure 140: % of Smartphone vs. Standard/Web-enabled phone Owner Recommend mobile game to other 157Figure 141: % of OS Platform Gamer keeps Game on Mobile 157Figure 142: DAU Game-Play % among Mobile OS Platform Gamer 158Figure 143: % of Device Use by Mobile Gamer for Gaming 158Figure 144: Average time-spend by OS Platform on Mobile Gaming: Hours in Month vs. % Dedication 159Figure 145: Mobile Game-Play location by Gamer % 159Figure 146: % of Home-Gamers Game-play Location 160Figure 147: Mobile phone vs. Portable Gamers on-the-go Game Genre Interest 160Figure 148: Popular Game Category / Genre % Played by Mobile Gamer 161 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 13. List of Figures (cont.)Figure 149: Game acquisition method of gamer% by OS platform 161Figure 150: In-Game Transaction Size vs. Revenue generate % by Expenditure Pattern 162Figure 151: % of Consumers Played Games on Cross-Platform (console, mobile & computer) 2012-2017 162Figure 152: % of Gaming vs. Other Apps among Top 100 Grossing Apps 163Figure 153: Revenue generate % from Game Apps vs. Other Apps 2012-2017 163Figure 154: % of Cell-phone user use mobile Apps 2012 - 2017 164Figure 155: ARPU per year from social game Apps category (iPhone & Android) 164Figure 156: Game vs. Other Apps Usage by % of mobile Apps user 165Figure 157: Mobile Gamers willingness over Gaming vs. Other Apps 166Figure 158: Average Spending on Gaming Apps by OS platform gamer 166Figure 159: Asian Gamer who download Gaming Apps 2011-2017 167Figure 160: Standalone vs. MMG vs. Social vs. MLBG Trend (% of total game) 2012- 2017 167Figure 161: Casual vs. Core Mobile Game % in Asia 2012-2017 168Figure 162: GPS adoption Prediction of Handheld Devices for Location Based Gaming 2012-2017 168Figure 163: Local vs. Hyper Local vs. Gamification Adoption (% of Mobile Game) 2017 169Figure 164: Game Characteristics influencing recommending Mobile Game to Others by Smartphone vs. Standard/Web-enabled phoneOwner % 169Figure 165: Free vs. Paid Mobile Game download % 2012-2017 170Figure 166: Free vs. Paid Mobile Game by Title % in Asia 2012-2017 170Figure 167: Average Mobile Game Price vs. % of Mobile Game in Asia 2012-2017 171Figure 168: Mobile Game Download % by OTI vs. OTA vs. Other 2012-2017 171Figure 169: OTI vs. OTA Mobile Game Distribution Projection in Asia 2012-2017 172Figure 170: Mobile Game download volume by OS platform in Asia 2012-2017 172Figure 171: Average Game downloads number in a year by Individual Gamer 2012-2017 173Figure 172: BMW Ultimate Drive Apps: Mobile Social Gaming + Discount Promotion (copyright: BMW) 229Figure 173: Angry Birds Upcoming Version Concept which may allow to Play as Pig against Birds (Copyright: Rovio & credit: CBSI) 231Figure 174: Fruit Nina Frenzy Fruit Slicing (copyright: Halfbrick) 232Figure 175: Om Nom Monster in Handy Candy update of Cut the Rope Experiment (copyright: Zeptolab) 234Figure 176: Kompu Gacha Game Example (copyright: thenextweb) 236Figure 177: Colopula Territory Demo (copyright: Colopula) 237Figure 178: Social Hostess Simulation on Mobage (copyright: Koi Shite Kyaba Jo) 239Figure 179: 1 mln winning post of Horse Racing Social Games (copyright: Tecmo Koei) 240Figure 180: Smurf Village Screenshot (copyright: Capcom & Beeline) 242Figure 181: Alchemy Genetics More Addtictive than Original Classic One (copyright: Andrey "Zed" Zaikin) 243Figure 182: The Human Element -Future of LBS Mobile game (copyright: Robotoki) 244Figure 183: Fake Angry Birds Game in China 248Figure 184: Fruit Ninja pirated version on a Chinese Tablet 248Figure 185: iPhone Smurf Village Piracy in China (credit: insidemobileapps) 250Figure 186: iphone ipad Where is My water game Piracy (credit: insidemobileapps) 250 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 14. List of TablesTable 1: Title vs. Developer vs. Release year vs. Genre vs. Price vs. User rating wise 10 Popular iPhone/iPad Games in Asia 28Table 2: Title vs. Developer vs. Release year vs. Genre vs. Price vs. User rating wise 10 Popular iPhone/iPad Games in Asia 28Table 3: Strategic Impact Analysis of Consumer Attitude vs. Youth Gamer vs. Technology vs. Network Standard vs. Mobile Device vs.Business Model vs. Mobile Gaming Dynamics on Mobile Gaming in Asia 31Table 4: 10 top 2011 MMG list by Android vs iOS 55Table 5: List of top 10 Mobile social Gaming of 2011 57Table 6: Top 4 MLBG (mobile location based game) 58Table 7: List of Top Mobile Video Game Freemium Download 60Table 8: Top 10 mobile casual game by iOS & Android 63Table 9: List of Top 10 Cross Platform Mobile Game 2011 72Table 10: Comparison of Google Play & Apple Store Distribution Model 82Table 11: 11s Key Considerable Mobile Gaming Strategies 85Table 12: 26 Mobile Gaming Business Model Descriptions 87Table 13: Revenue sources vs. cost items as per eco system player affecting business model 88Table 14: Game Balancing Methods in Virtual Economy 90Table 15: Potential risk & solution in F2P virtual economy 91Table 16: APAC vs. SEA vs. CEA vs. ME vs. SA Market Value Share % among Total Asia Mobile Gaming Market 101Table 17: Mobile Gamming Market Value APAC vs. SEA vs. ME vs. CEA vs. SA 2012-2017 102Table 18: APAC: 10 country-wise market value 2012-2017 103Table 19: SEA: 10 country-wise market value 2012-2017 103Table 20: ME: 17 country-wise market value 2012-2017 104Table 21: CEA: 5 country-wise market value 2012-2017 104Table 22: SA: 6 country-wise market value 2012-2017 105Table 23: Ecosystem-wise Revenue Split in Asia 2012-2017 106Table 24: APAC ecosystem wise revenue source 2012-2017 109Table 25: SEA ecosystem wise revenue source 2012-2017 110Table 26: ME ecosystem wise revenue source 2012-2017 110Table 27: CEA ecosystem wise revenue source 2012-2017 110Table 28: SA ecosystem wise revenue source 2012-2017 111Table 29: Revenue Share in amount USD across Asian Value chain Stakeholder 2012-2017 113Table 30: APAC Value Chain Stakeholder Revenue Share amount 2012-2017 113Table 31: SEA Value Chain Stakeholder Revenue Share amount 2012-2017 114Table 32: ME Value Chain Stakeholder Revenue Share amount 2012-2017 114Table 33: CEA Value Chain Stakeholder Revenue Share amount 2012-2017 115Table 34: Value Chain Stakeholder Revenue Share amount 2012-2017 115Table 35: APAC Country Mobile Game Genre Deployment Chart 2012 125Table 36: SEA Country Mobile Game Genre Deployment Chart 2012 125Table 37: ME Country Mobile Game Genre Deployment Chart 2012 126Table 38: CEA Country Mobile Game Genre Deployment Chart 2012 127Table 39: CEA Country Mobile Game Genre Deployment Chart 2012 127Table 40: 23 Asian Mobile Gaming Developer/Publisher Revenue vs. % contribution of Mobile Gaming 2011 132Table 41: Male vs. Female Game Genre Preference List 149 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 15. Order Form Report Title Mobile Gaming Asia: Market and Forecast Analysis, 2nd Edition License Type Single User License ………….....$ 2,995 USD Company-wide License……$ 6,995 USD Team License (2-5 people) …… $ 3,685 USD Other Licensing options available: Contact Mind Commerce Family/Surname First Name Position Company Address Country Post Code FAX Telephone Email Order Type Order by FAX at 1 877 646 3266 Card Number Expiration Date (MM/YY) CV Code Cardholder’s name Signature Billing Address Postcode Country Signature Date Online Ordering Customers can order online by visiting report web page: http://www.mindcommerce.com/Publications/MobileGamingAsia_Mkt2nEd.phpTel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com