Overview:
Mobile gaming has become a very lucrative business sector in the United States with solid growth driven by a variety of factors including the explosion of data enabled mobile devices, F2P revenue model, mobile casino gaming, and in-game advertising that includes display banner, interactive, video ads and “advergaming” (brand sponsorship).
The global mobile gaming market is expected to reach $ 78.7B USD by 2019 with a CAGR of 20.2% from its current market value of $31.4 USD. Mind Commerce sees many global trends contributing to continued growth including the rise of wearable gaming, local and user-generated content, and “gamification” (embedded gaming). More than just entertainment, mobile gaming has become big business and a concern for virtually every consumer related business.
This research covers the technology, business issues, ecosystem, and opportunities for mobile gaming in the United States. The report addresses business and technical issues as well as evaluation of ecosystem participants and prospects for new development and integration of gaming into different applications. This report is a must read for ICT leaders as well as business executives, directors, and managers. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.
Target Audience:
Report Benefits
1.0 INTRODUCTION 21
1.1 MOBILE GAME VS. CONVENTIONAL APPS DEVELOPMENT 22
1.2 THE DAYS OF MOBILE GAMING AS A SILO STRATEGY ARE DONE 22
1.3 PARLAYING A CORE GAMING PLATFORM FOR COMMUNICATIONS, CONTENT, AND COMMERCE 23
1.4 THE THREAT OF COMMODITIZED BEARER SERVICES: VOICE AND RAW DATA GET “CHEAP” 23
1.5 THE NEED FOR VALUE-ADDED, CROSS-PRODUCT/SERVICE, GAMING INTEGRATION 23
1.6 THE RISE OF LOCAL CONTENT AND USER GENERATED CONTENT (UGC) 23
2.0 MARKET TREND ANALYSIS 25
2.1 MOBILE SOCIAL AND MULTISCREEN GAMING 25
2.2 FREEMIUM MONETIZATION AND ADVERGAMING 25
2.3 GAMING OPTIMIZED DEVICE, DATA NETWORK AND APPSTORE REVOLUTION 26
2.4 HUMAN INTERACTION AND WORD OF MOUTH 28
2.5 WEARABLE GAMING 28
3.0 MARKET IMPACT ANALYSIS 29
3.1 MARKET FORCES VS. IMPACT 29
3.2 SWOT ANALYSIS 31
3.3 MOBILE OS ANALYSIS 32
4.0 MARKET GROWTH DRIVER ANALYSIS 34
4.1 MULTIPLAYER MOBILE GAMING (MMG) 34
4.2 MOBILE SOCIAL GAMING 35
4.3 MOBILE LOCATION BASED GAMING 35
4.4 MOBILE VIDEO GAMING 38
4.5 MOBILE CLOUD GAMING 39
4.6 MOBILE CASUAL GAMING 40
4.7 FREE-TO-PLAY DISTRIBUTION 42
4.8 CONNECTED CONSOLE AND MOBILE CLOUD 43
4.9 MOBILE CASINO GAMING 44
4.10 ADVERGAMING 45
4.11 IN-GAME RMT (REAL MONEY TRANSACTION) 46
4.12 VIRTUAL GO-TO COMMUNITY 47
4.13 GAMIFICATION 48
4.14 CROSS-PLATFORM PUBLISHING 49
4.15 EMERGING GAMING PLATFORM 50
5.0 FUNCTIONALITY DRIVER ANALYSIS 51
5.1 PUBLIC WI-FI 51
5.2 ARTIFICIAL INTELLIGENCE (AI) 51
5.3 3D API 52
5.4 LTE ADVANCE 52
5.5 MOBILE CLOUD 52
5.6 HTML5 - MOBILE WEB'S FUTURE 52
6.0 GAME GENRE ANALYSIS 54
6.1 ARCADE-STYLE GAME 54
6.2 ACTION/ADVENTURE GAME 54
6.3 SPORTS GAME 55
6.4 RACING GAME 56
6.5 STRATEGY/PUZZLE GAME 56
6.6 MOVIE GAMES 57
6.7 CASINO GAMES 58
6.8 BOARD GAMES 59
6.9 SIMULATION GAMES 60
6.10 MOTION DETECTION GAMES 61
7.0 LEGAL FRAMEWORK ANALYSIS 62
7.1 ANTIPIRACY LAW 62
7.2 INDEMNIFICATION LAW 62
7.3 ZYNGA WITH PRIVACYVILLE 63
7.4 CYBERCRIMINAL ATTACK ON MOBILE SOCIAL GAME 64
7.5 IN-GAME SCAM DEBATE IN MOBILE SOCIAL GAME 65
7.6 ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE 66
7.7 RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION 67
7.8 GAMING VS. CASINO AND GAMBLING 68
8.0 ECOSYSTEM ANALYSIS 69
8.1 ACTIVITIES IN ECOSYSTEM STRUCTURE 69
8.2 APPSTORE FRAMEWORK 70
8.3 SNS PORTAL FRAMEWORK 71
8.4 ECONOMIC DRIVERS 72
8.5 VALUE CHAIN FRAMEWORK 73
8.6 REVENUE SHARE ACROSS VALUE CHAIN STAKEHOLDERS 73
8.7 ROLE OF NEW ENTRANTS IN MOBILE GAMING VALUE CHAIN 74
8.7.1 TECHNICAL & LEGAL ROLE OF TECHNOLOGY PROVIDER / PUBLISHER 74
8.7.2 VIRTUAL GOODS & CURRENCY PROVIDER CAN PLAY CRITICAL ROLE ON GAME SUCCESS 75
8.7.3 GAMING ECONOMY OR MICRO TRANSACTION SOLUTION PROVIDER TO PROVIDE MONETIZED PLATFORM FOR USER & GAME DEVELOPER 75
8.7.4 OTI VS. OTA DISTRIBUTION FRAMEWORK TO CROSS PLATFORM 76
8.8 DISTRIBUTION FRAGMENTATION OTA VS. OTI (APPSTORE, SNS & BROWSER BASED) 77
8.9 MAJOR CHALLENGES IN FRAGMENTED DISTRIBUTION 78
9.0 MONETIZATION METRICS 79
9.1 CONVERTING MOBILE GAMING METRICS TO CONVERSION FUNNEL 79
9.2 GAME LIFE CYCLE & KPI MANAGEMENT METRICS 81
9.3 ANALYTIC APPROACH 82
9.3.1 VIRAL VS. RETENTION: WHERE TO FOCUS? 83
9.3.2 CHECKLIST FOR RETENTION METRICS 84
9.3.3 CHECKLIST FOR VIRALITY METRICS 84
9.3.4 ACQUISITION METRICS 85
9.3.5 BUSINESS MONETIZATION METRICS 85
9.3.6 CUSTOM METRICS 86
9.4 BRAND MONETIZATION METRICS 87
9.4.1 MONITORING METRICS 88
9.5 GAME MONETIZATION 88
9.5.1 CROWDED GAME STORES 89
9.5.2 PLAYER RETENTION AND ENGAGEMENT 89
9.5.3 PREMIUM MODELS 90
9.5.4 OPPORTUNITY FOR GAME MAKER 90
9.6 MOBILE SOCIAL GAME DESIGN FRAMEWORK & DILEMMA 90
9.6.1 F2P MOBILE SOCIAL GAME DESIGN FRAMEWORK 90
9.6.2 BENEFITS FOR USING FRAMEWORK 91
9.6.3 NINE DIMENSIONS OF THE FRAMEWORK 91
9.6.4 ADDING FUN IN GAME DESIGN 92
9.6.5 INDIE PUBLISHING VS. PLATFORM CHOICE OF GAME DEVELOPERS 94
9.7 GAME MARKETING: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL 95
9.7.1 GAMING APPS MARKETING 95
9.7.2 VIDEO MARKETING 96
9.7.3 ROLE OF SMART TV & LOCATION TARGETING 97
9.7.4 IMPORTANCE OF VIRAL 98
9.8 MOBILE SOCIAL GAMER ENGAGEMENT PANORAMA 102
9.8.1 FIRST 3 DAYS DILEMMA 102
9.8.2 7 DAY + DILEMMA 103
9.8.3 RISING MOBILE GAMING ENGAGEMENT 103
9.8.4 BLENDING GAME SCIENCE WITH ART 104
9.9 EMPATHY GAME: NEW WAVE OF ENGAGEMENT 104
10.0 BUSINESS MODEL ANALYSIS 106
10.1 KEY MOBILE GAMING STRATEGIES 106
10.2 KEY REVENUE SOURCES & COST ITEMS 108
10.3 TRENDING BUSINESS MODELS 108
10.3.1 VIRTUAL ITEMS AND MICRO TRANSACTIONS 108
10.3.2 IN-GAME AD / BRANDED GAMES 108
10.3.3 SUBSCRIPTION/BUNDLE PACK WITH VIRTUAL ITEMS TRADING 109
10.3.4 IN-GAME AD / BRANDED GAME WITH IN-STORE BENEFITS 109
10.3.5 PREMIUM GAME WITH IN-STORE BENEFITS 109
10.3.6 CASINO / CLUB GAMBLING MODEL 109
10.3.7 USER GENERATED MODEL 109
10.3.8 RESEARCH & GAMIFICATION CENTRIC MODEL 110
10.4 TIPS FOR APPLYING ECONOMIC & GAMIFICATION IN BUSINESS MODEL 110
10.4.1 FREE ENTERTAINMENT ILLUSION 111
10.4.2 NEVER SET PAYMENT LIMIT FOR USER 111
10.4.3 FOCUS ON DETAIL ACTIVITIES 111
10.4.4 RECRUIT MORE PLAYERS 112
10.5 CURRENT TREND IN PRICING MODEL 113
10.6 ADVERTISING MODEL 114
10.6.1 CPC ADVERTISING MODEL 114
10.6.2 CPI ADVERTISING MODEL 114
10.6.3 PROFITABLE CPI 114
10.6.4 PRICING OF VIRTUAL GOODS 114
10.6.5 BUILDING MATHEMATICAL MODEL TO SET PRICE 115
10.7 MARKET CHALLENGE & GAME BALANCING METHOD IN VIRTUAL GOODS BASED GAME 116
10.8 BENEFITS OF CROSS-PLATFORM MODEL 118
11.0 SUCCESS STRATEGY ANALYSIS 119
11.1 FEATURES THAT NEED TO INCORPORATE 119
11.2 POPULAR VS. NEW GAMING IP: WHAT TO FOLLOW? 120
11.3 COSTS TABLE 121
11.4 HOW TO CREATE SUCCESSFUL GAMING IP LINE? 122
11.5 HOW TO MINIMIZE MARKETING & USER ACQUISITION COST? 123
11.6 HOW TO USE MONETIZATION STRATEGIES? 124
11.7 CASE STUDY 125
11.7.1 PRETTY SIMPLE’S CRIMINAL CASE LESSON 125
11.7.2 SOJO STUDIO’S WETOPIA AND JOY KINGDOM LESSON 127
11.7.3 KING.COM LESSON 129
11.7.4 ZYNGA LESSON 130
12.0 GAMING INDUSTRY INVESTMENT TREND ANALYSIS 132
12.1 SECOND SCREEN INCLUDING MOBILE DEVICES AND TV 132
12.2 SOCIAL VS. GAME NETWORK 132
12.3 GAMING DEALS 132
12.4 POST ZYNGA ERA VS. VENTURE CAPITAL (VC) IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION 133
12.5 GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS 133
12.6 GAMING SECTOR AND BUSINESS MODEL 136
12.7 VALUE VS. VOLUME REGIONS 140
12.8 MERGER & ACQUISITION (M&A) TREND 142
12.9 GAMING VENTURE CAPITAL (VC) TRENDS 145
12.10 CROWD FUNDING TREND 146
12.10.1 KICKSTARTER PERFORMANCE 146
12.10.2 APPGENIUS WITH GETFUNDED.COM 147
12.10.3 POPPY WITH KICKSTARTER FOR AR GAMES 147
12.10.4 GOLDEN FINGERS WITH INDIEGOGO.COM FOR WRITEON GAME 147
12.11 CASE STUDY 148
12.11.1 IBM FOUNDER FAMILY ON PLAYDEMIC FOR SOCIAL GAME 148
12.11.2 ZATTIKKA ACQUISITION OF HATTRICK, CONCEPT ART HOUSE AND SNEAKY GAMES 148
12.11.3 SUPERCELL FUNDING AND TREND AROUND FREEMIUM MODEL 149
12.11.4 IMI.VC INVESTMENT FOR GAME INSIGHT 149
12.11.5 ROCK GAMING INTEREST ON CAESARS INTERACTIVE 149
12.11.6 NEXON INVESTMENT TO RUMBLE ENTERTAINMENT, ROBOTOKI, SHIVER ENTERTAINMENT, AND SECRETNEWCO 150
12.11.7 FACEBOOK’S ACQUISITION OF OCULUS RIFT 150
12.11.8 ALIBABA’S INVESTMENT IN KABAM 151
12.11.9 AMAZON’S ACQUISITION OF TWITCH 151
12.11.10 TANGO’S GAME INVESTMENT FUND 151
12.11.11 MICROSOFT’S ACQUISITION OF MOJANG 152
12.11.12 ZHONGJI’S ACQUISITION OF FUNPLUS 152
12.11.13 OPPORTUNITY CHART BY GAMING SECTORS 152
13.0 WEARABLE TECHNOLOGY INFLUENCE ON GAMING 154
13.1 WEARABLE TECHNOLOGY 154
13.1.1 BODY AREA NETWORKS (BAN) 154
13.1.2 AUGMENTED REALITY (AR) 155
13.1.3 VIRTUAL REALITY (VR) 155
13.1.4 SENSORS AND AMBIENT AWARENESS 156
13.2 SMARTWATCH AS WEARABLE GAMING PLATFORM 156
13.2.1 PERVASIVENESS 157
13.2.2 INTERFACE 157
13.3 GAMING PLATFORM ANALYSIS 157
13.3.1 MIND PIRATE 157
13.3.2 OBJE (OBSCENE INTERACTIVE) 158
13.3.3 OCULUS RIFT 158
13.3.4 SONY 158
13.4 PRIVACY CONCERNS 158
13.5 CASE STUDY 158
13.5.1 GRAND THEFT AUTO (GTA) 158
13.5.2 NIKE AND SPORTS GAME 159
13.5.3 FITBIT CASUAL GAMING 159
14.0 MARKET PROJECTIONS AND DEMOGRAPHIC ANALYSIS 161
14.1 MARKET VALUE / REVENUE PROJECTION & ANALYSIS 2014 - 2019 161
14.1.1 MARKET VALUE IN $ BLN 161
14.1.2 MARKET VALUE IN $ BLN BY REGION 161
14.1.3 MARKET VALUE IN $ BLN BY DEVICE 162
14.1.4 MOBILE LEARNING GAME MARKET VALUE IN $ BLN 163
14.1.5 MARKET VALUE BY TYPE 163
14.1.6 MARKET VALUE BY ECOSYSTEM STAKEHOLDERS 164
14.1.7 MARKET VALUE BY OS PLATFORM 165
14.1.8 MARKET VALUE BY MOBILE GAME CATEGORY 165
14.1.9 ARPU VS. ARPPU 166
14.1.10 SPENDING ON GAMING APP 166
14.2 MOBILE GAMER PROJECTION & DEMOGRAPHY ANALYSIS 2014 - 2019 167
14.2.1 MOBILE GAMER IN MLN 167
14.2.2 MOBILE GAMER IN MLN BY DEVICE 168
14.2.3 MOBILE GAMER IN MLN BY REGION 168
14.2.4 PAYING VS. F2P GAMER 168
14.2.5 MOBILE GAMER BY OS PLATFORM 169
14.2.6 MOBILE GAMER BY GAME CATEGORY 169
14.2.7 CASUAL VS. REGUALR GAMER 169
14.2.8 DAU VS. MAU 169
14.2.9 MOBILE GAMER BY GENDER 170
14.2.10 MOBILE GAMER BY AGE BRACKET 170
14.2.11 MOBILE GAMER BY HOUSEHOLD INCOME 171
14.2.12 MOBILE GAMER BY RACE 171
14.2.13 MOBILE GAMER BY EDUCATION 172
14.2.14 AVERAGE GAME DOWNLOAD 172
14.2.15 AVERAGE MONTHLY EXPENSE 173
14.2.16 GAMING TIME VS. MOBILE GAMING REVENUE 173
14.2.17 TABLET GAMER 174
14.2.18 VIRTUAL GOODS GAMER 174
14.2.19 GAMER RECOMMENDATION 175
14.2.20 MOBILE GAME GENRE PREFERENCE 175
14.2.21 DAILY GAMING TIME SPEND FOR MOBILE GAMING 176
14.2.22 MOBILE GAMER LIFE CYCLE 176
14.2.23 TIME SPENT ON MOBILE GAMES 177
14.2.24 MOBILE GAME PLAY ACTIVITY CHANGE 177
14.2.25 REASON OF MOBILE GAME PLAY INCREASE 178
14.2.26 BENEFITS OF MOBILE GAME PLAY 178
14.2.27 SOURCES OF MOBILE GAME PLAY INFLUENCE 179
14.2.28 GAME KEEPING RATIO 179
14.2.29 TIME SPEND VS. DEDICATION BY OS PLATFORM 180
14.2.30 MOBILE GAME PLAY LOCATION 180
14.2.31 MOBILE GAMING GENRE INTEREST 181
14.2.32 POPULAR GAME GENRE 182
14.2.33 MOBILE GAME ACQUISITION METHOD 182
14.2.34 CROSS-DEVICE GAME PLAY 183
14.2.35 NEW PLAYER RETENTION RATIO 183
14.3 MOBILE GAME DEVELOPER ANALYSIS 2014 - 2019 184
14.3.1 DEVELOPER REVENUE 184
14.3.2 DEMOGRAPHY 184
14.3.3 DAY TIME CONSUMPTION ON WRITING MOBILE GAMING APPS 185
14.3.4 OS PLATFORM PREFERENCE 185
14.3.5 DISTRIBUTION PREFERENCE BY OS PLATFORM 186
14.3.6 BELIEF OVER BRAND VS. NON-BRAND GAME 186
14.4 MOBILE GAME TREND ANALYSIS 2014 - 2019 187
14.4.1 GAMING APPS VS. OTHER APPS 187
14.4.2 MOBILE GAMING APP REVENUE 187
14.4.3 MOBILE PHONE USER USE MOBILE APPS 188
14.4.4 MOBILE SOCIAL GAMING ARPU OF TOP 6 INTERNET COMPANIES 188
14.4.5 GAME VS. OTHER MOBILE APPS USAGE 189
14.4.6 SPENDING WILLINGNESS OF MOBILE GAMING APP USER 190
14.4.7 MOBILE GAME BY GAME CATEGORY 190
14.4.8 GAMING FEATURE ADOPTION 191
14.4.9 GAME CHARACTERISTICS 191
14.4.10 MOBILE GAME DOWNLOAD 192
14.4.11 MOBILE GAME TITLE 192
14.4.12 MOBILE GAME PRICE 193
14.4.13 OTI VS. OTA VS. PEER-TO-PEER 193
14.4.14 MOBILE GAME DISCTRIBUTION 194
14.4.15 MOBILE GAME DOWNLOAD BY OS 194
14.4.16 MOBILE GAME DOWNLOAD BY INDIVIDUAL GAMER 195
14.4.17 PROFITABLE VS. NON-PROFITABLE MOBILE GAME 195
14.5 SOCIAL POINT WITH MASS GAME 196
15.0 APPSTORE ANALYSIS: GOOGLE PLAY VS. IOS 197
15.1 GOOGLE PLAY VS. IOS 197
15.1.1 “GOOGLE GAMES” - UNIFIED GAMING PLATFORM TREND 197
15.1.2 FACEBOOK’S MOBILE-PLUS-OPEN-GRAPH COMBINATION 197
15.1.3 TREND ANALYSIS 2013 198
15.1.4 APPSTORE PERFORMANCE 2013 199
15.1.5 TOP 5 COUNTRIES BY DOWNLOAD VS. REVENUE Q2 2013 200
15.1.6 TOP 5 CATEGORIES BY DOWNLOAD VS. REVENUE Q2 2013 201
15.1.7 TOP 10 PUBLISHER BY DOWNLOAD VS. REVENUE ON JUNE 2013 202
15.1.8 TOP 10 GAME APPS BY DOWNLOAD VS. REVENUE IN JUNE 2013 204
15.1.9 TOP 5 REVENUE GENERATING APPS IN JULY 2013 206
15.1.10 TOP 5 PAID DOWNLOAD APPS IN JULY 2013 206
15.1.11 TOP 5 FREE DOWNLOAD APPS IN JULY 2013 207
15.2 ALTERNATIVE APPSTORE FOR ANDROID 207
15.2.1 SLIDE ME 207
15.2.2 GETJAR 207
15.2.3 SOC.IO MALL 207
15.2.4 CODENGO 208
15.2.5 APPSLIB 208
15.2.6 1MOBILE 208
15.2.7 CAMANGI MARKET 208
15.2.8 TEGRA STORE 208
15.2.9 MIKANDI 208
15.2.10 ANDROIDPIT 208
15.2.11 ANZI 208
15.2.12 HIAPK 208
15.2.13 N-DUO MARKET 208
15.2.14 F-DROID 208
15.3 ALTERNATIVE APPSTORE FOR IOS 209
15.3.1 CYDIA 209
15.3.2 LIMA 209
15.3.3 PREMIERAPPSHOP 209
15.3.4 SEXAPPSHOP 209
15.3.5 91 HIAPK 209
15.4 ALTERNATIVE APPSTORE FOR BLACKBERRY OS 209
15.4.1 BLACKBERRY WORLD 209
15.4.2 CRACKBERRY STORE 209
15.4.3 BBNATION 209
15.5 ALTERNATIVE CROSS-PLATFORM APPSTORE 210
15.5.1 NOOK APP STORE 210
15.5.2 TAOBAO APP MARKET 210
15.5.3 HANDMARK & ONELOUDER 210
15.5.4 HANDSTER 210
15.5.5 PHOLOAD 210
15.5.6 MOBANGO 210
15.5.7 HANDANGO 210
15.5.8 BISKERO 210
15.5.9 OPERA MOBILE APP STORE 211
15.5.10 APPITALISM 211
15.5.11 NEXVA 211
15.5.12 KONGREGATE 211
15.5.13 MAOPAO 211
15.5.14 DJUZZ 211
15.5.15 APPCITY 211
15.5.16 ALTERNATIVE.TO 211
15.5.17 360 MARKET 212
15.5.18 APPOKE 212
15.6 OEMS APPSTORE 212
15.6.1 SAMSUNG APPS 212
15.6.2 LG SMART WORLD 212
15.6.3 DOCOMO MARKET 212
15.6.4 XIAOMI APPSTORE 212
15.7 MOBILE CARRIER APPSTORE 213
15.7.1 VODAFONE DEVELOPER 213
15.7.2 MOBILE MARKET OF CHINA MOBILE 213
15.7.3 SPRINT DEVELOPER PROGRAM 213
15.7.4 AIRCEL POCKETAPPS 213
15.7.5 AIRTEL APP CENTRAL 213
15.7.6 MAXIS 1STORE 213
15.7.7 M1 APP STORE 213
15.7.8 T-STORE 213
15.7.9 TURKCELL T-MARKET 214
15.7.10 OMNITEL APP STORE 214
15.7.11 MTNPLAY 214
16.0 EMERGING GAME PLATFORMS AND A LOOK AT OTHER COUNTRIES 215
16.1 SINA WEIBO IN CHINA 215
16.2 TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU 215
16.3 RENREN IN CHINA 216
16.4 KAIXIN001 IN CHINA 216
16.5 51.COM IN CHINA 216
16.6 MIXI IN JAPAN 216
16.7 CYWORLD IN KOREA 217
16.8 IBIBO GAMES IN INDIA 218
16.9 MILLAT FACEBOOK IN PAKISTAN 218
16.10 YAHOO-MOBAGE IN JAPAN 218
16.11 AMEBA PIG IN JAPAN 219
16.12 BEBO 219
16.13 TWITTER 219
16.14 AMAZON 220
16.15 ZORPIA 221
16.16 PERFSPOT 221
16.17 FRIENDSTER 222
16.18 GAIA ONLINE 223
16.19 BADOO 223
16.20 TAGGED 223
16.21 HI5 224
16.22 HABBO 224
16.23 COME2PLAY 224
16.24 VIXIMO GAME NETWORK 225
16.25 CHILLINGO 225
16.26 WECHAT & QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM 226
16.27 KAKAOTALK 227
16.28 LINE 228
16.29 91 WIRELESS 228
16.30 WHATSAPP 229
16.31 TANGO 229
16.32 KIK MESSENGER 229
16.33 ZALO 229
16.34 QIHOO 360 PLATFORM 230
16.35 WANDOUJIA 230
16.36 BAIDU APP STORE 230
16.37 APPCHINA 231
16.38 D.CN GAMES CENTER 231
16.39 GFAN 231
16.40 MOBAGE IN JAPAN 231
16.41 HEYZAP 232
16.42 VKONTAKTE IN RUSSIA 232
16.43 YONJA IN TURKEY 232
17.0 SERVICE & ECONOMY MANAGEMENT PROVIDER 233
17.1 VIXIMO GAME NETWORK 233
17.2 WILDTANGENT 233
17.3 IWIN 234
17.4 KAMCORD 234
17.5 EVERYPLAY 235
17.6 TWITCH.TV 235
17.7 MEDIUM / MATCHFUEL 236
17.8 ONEAPI 236
17.9 APPOLICIOUS 237
17.10 APPIA 237
17.11 XSPLIT 237
18.0 CASE STUDIES 238
18.1 BMW ULTIMATE DRIVE APP 238
18.2 ANGRY BIRDS 239
18.3 FRUIT NINJA: $1 MLN BUSINESS VS. CHINA SUCCESS 240
18.4 CUT THE ROPE 242
18.5 KOMPU (COMPLETE) GACHA GAMES 243
18.6 COLOPULA 244
18.7 HOSTESS CLUB SOCIAL GAME (KOI SHITE KYABA JO) 246
18.8 SOCIAL HORSE-RACING GAME 247
18.9 SMURF VILLAGE: THE REAL VIRTUAL ECONOMY SUCCESS 248
18.10 ALCHEMY: ANDRIOD TITLE SUCCESS CASE IN KOREA 249
18.11 THE HUMAN ELEMENT 250
18.12 MOBILE SOCIAL NETWORK GAME 251
18.12.1 HALF THE SKY MOVEMENT 251
18.12.2 FOLDIT: RESEARCH FOR MANKIND & COMMUNITY PATENT 252
18.12.3 RECYCLEBANK: COMMUNITY AWARENESS 253
18.12.4 MILLEE LITERACY GAME: EDUCATION & LITERACY 254
18.12.5 SPENT: POVERTY ALLEVIATION 255
18.12.6 RAISE THE VILLAGE: CONSTRUCTING VILLAGE 255
18.12.7 WETOPIA CASE: CHARITIES FOR CHILDREN 256
18.12.8 CHARITIES FOR ANIMAL: JOY KINGDOM CASE 257
18.12.9 SOCIAL-GOOD FOCUSED GAMING COMPANY OR NETWORK: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, & BUDGE 258
18.13 JAPAN & KOREA SUCCESS STORY 259
19.0 CONCLUSIONS AND RECOMMENDATIONS 260
19.1 RECOMMENDED CONSIDERATION FOR USA MARKET 261
19.2 RECOMMENDATION FOR GAME DEVELOPER AND PUBLISHER 262
19.3 RECOMMENDATION FOR GAME NETWORKS INCLUDING MOBILE SOCIAL NETWORK 263
19.4 RECOMMENDATION FOR CONTENT AGGREGATOR 263
19.5 RECOMMENDATION FOR PAYMENT SOLUTION PROVIDER 264
19.6 RECOMMENDATION FOR OEM AND MNO 265
19.7 RECOMMENDATION FOR INVESTORS 266
19.8 RECOMMENDATION FOR BRANDS 266
Figures
Figure 1: UGC in MineCraft 24
Figure 2: McDonald Features Special Events on Firmville 26
Figure 3: Nokia’a Single Player Primitive Snake Game vs. GREE’s Mobile Social Game Screen 28
Figure 4: Top Five USA Smartphone OEMs Market Share 2014 32
Figure 5: Top Five Smartphone OS Market Share in USA 2014 33
Figure 6: Tablet Market Share in USA 2014 33
Figure 7: MMG: N.O.V.A. 3 - Near Orbit Vanguard Alliance 34
Figure 8: My Town 2: Location Based City Building Mobile Social Game 35
Figure 9: Game Pattern follow by Gamer while Playing Mobile Location Based Gaming 36
Figure 10: Sample Trail-Map of Gamer in a Mobile Location Based Gaming 37
Figure 11: Life is Crime: a Social Location based Mobile Game for iOS and Android 37
Figure 12: Fruit Ninja: a Popular Mobile Video Game 38
Figure 13: Mobile Cloud Gaming Network Ecosystem 39
Figure 14: G-Cloud on Docomo Tablet 40
Figure 15: Mobile Casual Game Flow where Most Casual Gamer Belongs 41
Figure 16: Angry Birds Mobile Casual Game 42
Figure 17: Snoopy Street: Free-to-Play Game on iOS 43
Figure 18: Onlive Mobile: Cloud Gaming App on Android Played on PC, Console, Tablet & Smartphone 44
Figure 19: Casino Games for Nokia E90 Mobile 45
Figure 20: AMEX Social Currency Promotion in FarmVille 46
Figure 21: Triple Town: Micro-transaction Social Games for iOS 47
Figure 22: BMW Ultimate Drive Apps on-go Community 48
Figure 23: Simulation based Gamification Training Game 49
Figure 24: Dungeon Defenders: Second Wave- Cross Platform Game 50
Figure 25: Boom: Mobile Arcade Style War Game on Android 54
Figure 26: Dead Space: 3D Action-Adventure Dark and Hunting Game for Android 55
Figure 27: MADDEN NFL 12: Sports Game for Mobile 56
Figure 28: Racing Moto: Fast Paced Racing Game on Android 56
Figure 29: Angry Brids: Casual Strategy - Puzzle Game 57
Figure 30: The Adventures of Tintin: Movie Mobile Game 58
Figure 31: MyNuMo Blackjack: High Quality Mobile Casino Game for iPhone 59
Figure 32: Monopoly: Mobile Board Game 60
Figure 33: SimCity: City Building Mobile Simulation Game for iOS 60
Figure 34: Snowboard Super Extreme 3: Motion Censored Mobile Game 61
Figure 35: Piracy warning in Spyro: Year of the Dragon 62
Figure 36: Privacy Points on PrivacyVille 63
Figure 37: Number of cyber-criminal attack in different countries 64
Figure 38: How Malware Works in Game 65
Figure 39: Typical Scam Offering in-game Currency 66
Figure 40: Lead-generation Scam 66
Figure 41: SLAP! - Original vs. Copy Version 67
Figure 42: Activities in Mobile Gaming Ecosystem 69
Figure 43: Mobile Game Publishing Framework for Appstore 70
Figure 44: Mobile Game Publishing Framework for SNS Portal 71
Figure 45: Economic Drivers of Mobile Gaming Ecosystem 72
Figure 46: Mobile Gaming Value Chain Framework 73
Figure 47: Revenue Sharing Percent across Mobile Gaming Value Chain 74
Figure 48: Mobile Game OTI vs. OTA Distribution 76
Figure 49: Cross Platform Distribution 76
Figure 50: Metrics to Connect Mobile Gamer 79
Figure 51: Conversion Funnel to Analyze Mobile Gamer 80
Figure 52: Life cycle of a Mobile game 81
Figure 53: KPI Framework including Direction to Manage Mobile Game Life Cycle 82
Figure 54: Steps to Develop Game Analytics Approach 82
Figure 55: Sample viral vs. retention metrics: what to focus? 83
Figure 56: Checklist to Develop Retention Metrics 84
Figure 57: Checklist to Measure Game Virality 84
Figure 58: Checklist for Managing Acquisition Metrics 85
Figure 59: Checklist for Business Monetization Metrics 85
Figure 60: Sample Custom Metrics for Actionable Insight 86
Figure 61: Sample Monitoring Metrics 88
Figure 62: F2P Mobile Social Game Design Framework 90
Figure 63: Framework to Identify the Psychology behind Fun 92
Figure 64: Game Developers Preference over Platforms in 2013 94
Figure 65: Developer Attitudes towards eCPM claims of App Marketing Agency 2013 96
Figure 66: Share of impression of Gaming apps marketing on May 2012 vs. 2013 96
Figure 67: Result of Samsung’s Angry Birds integrated Smart TV Promotion 2012 98
Figure 68: Viral Marketing & Adverting Loop for Social Games 99
Figure 69: Best Viral Placement of Feeds Notifying Installation 100
Figure 70: Viral Feeds that can Increase Gamers Accomplishment 100
Figure 71: Viral Placement using Screenshot 101
Figure 72: Viral Placement in Direct Invitation 101
Figure 73: Mobile Social Gamer Engagement Percent during Day 1 - 11 102
Figure 74: Social Game: 7day + Engagement 103
Figure 75: The Presence of Monsters in Tourette’s Quest 105
Figure 76: Trendy Mobile Game Pricing Model 113
Figure 77: Framework to Deploy a Need Bragging Approach in Mobile Social Game 117
Figure 78: Key Business benefits with Cross-Platform Model 118
Figure 79: Nightclub City vs. Party Central Case 121
Figure 80: Retention Funnels to Monitor Game Performance 124
Figure 81: Objects in Criminal Case 125
Figure 82: Contribution for Children Education in WeTopia 128
Figure 83: Contribution for Animals in Joy Kingdom 129
Figure 84: Apps Category vs. Gaming Apps Usage 2014 133
Figure 85: Mobile Game vs. Non-Game Mobile App Revenue 2010 - 2013 134
Figure 86: Gaming Companies Spotted in the Market Fragmentation Chart 135
Figure 87: Communal Gameplay Trend 2014 136
Figure 88: Communal Game Revenue Trend 2014 137
Figure 89: Business Model Trend 2014 - 2016 138
Figure 90: Gaming Investment Trend in Sectors 2014 138
Figure 91: Selected Gaming Investment & Values 2013 139
Figure 92: Video Game Acquisition Deal & Values 2014 139
Figure 93: Top Countries under Value vs. Volume Regions 140
Figure 94: Gaming Revenue Trend in Regions 2011 - 2017 141
Figure 95: Global Video Games Revenue Trend 2011 - 2017 142
Figure 96: Global Video Game Investment vs. M&A Volume (ex-IPOS) 2005 - 2014 142
Figure 97: Global Video Game Investment vs. M&A Volume (inc-IPOs) 2005 - 2014 143
Figure 98: M&A Volume Trend in Gaming Sectors 2014 143
Figure 99: M&A Volume Trend in Gaming Sectors 2013 143
Figure 100: Selected M&A Deal Value 2014 145
Figure 101: Game Sector among Total Mobile VC Ecosystem 2013 146
Figure 102: Kickstarter Performance by Game Sector vs. Value Range 2012 147
Figure 103: Gaming Sectors in Consolidation and Investment Chart 2014 and Beyond 152
Figure 104: GTA Running Interface 159
Figure 105: Nike Sports Point 159
Figure 106: FitBit Lifestyle Marketing 160
Figure 107: Mobile Gaming USA Market Value / Revenue 2014 - 2019 161
Figure 108: Mobile Learning Game USA Market Value 2014 - 2019 163
Figure 109: Average Spending Per Year in $ on Gaming Apps by OS Platform 166
Figure 110: Mobile Gamer in USA 2014 - 2019 167
Figure 111: Average Number of Mobile Game Download in USA by Gender vs. Age Bracket vs. OS Platform 172
Figure 112: USA Tablet Gamer Play Game vs. Adult vs. Teen Tablet Gamer 2014 - 2019 174
Figure 113: Smartphone vs. Tablet Gamer Recommend Mobile Game to Others 175
Figure 114: Smartphone & Tablet Gamer vs. Daily Percent of Gaming Time Spend on Mobile Gaming 176
Figure 115: Mobile Gamer Life Cycle by Percent of Smartphone vs. Tablet Gamer 176
Figure 116: Smartphone Gamer and Handheld Device Time Spend on Mobile Gaming 177
Figure 117: Mobile Game Play Increased vs. Decreased vs. Remained Same in 2014 Comparing 2013 177
Figure 118: Reason of Mobile Game Increase vs. Percent of Smartphone vs. Tablet Gamer 178
Figure 119: Percent of Mobile Gamer get Influenced from Different Sources 179
Figure 120: Percent of Mobile Gamer by OS Platform keeps Mobile Game on Devices 179
Figure 121: Monthly Average Hours Spend by Mobile Gamer vs. Percent of Dedication 180
Figure 122: Game Play Location vs. Percent of Mobile Gamer 180
Figure 123: Game Play Location in Home vs. Percent of Mobile Gamer 181
Figure 124: Mobile Gaming Smartphone Gamer & Other Handheld Device Gamer vs. Casual & Regular Gamer 181
Figure 125: Mobile Game Genre Preference by Percent of Mobile Gamer 182
Figure 126: Mobile Game Acquisition Method by OS Platform 182
Figure 127: Cross-Device Game Play by Percent of Mobile Gamer 2014 - 2019 183
Figure 128: Retention Ration by Percent of New Mobile Gamer 183
Figure 129: Mobile Game USA Developer Revenue in $ mln 2014 - 2019 184
Figure 130: Percent of Mobile Game Developer USA by Age Bracket 184
Figure 131: Percent of Mobile Game Developer USA Spends Daytime on writing Gaming Apps 185
Figure 132: Percent of Mobile Game Developer USA prefer OS Platform 185
Figure 133: Percent of Game Developer USA prefer OS Platform for Mobile Game Distribution 186
Figure 134: Percent of Mobile Game Developer USA Belief over Brand vs. Non-Brand Game for Success 186
Figure 135: Percent of Gaming vs. Other Apps among Top 100 Grossing Apps 187
Figure 136: Percent of Total Mobile Gaming vs. Other Apps Generates Revenue 2014 - 2019 187
Figure 137: Percent of Mobile Phone User use Mobile Apps 2014 - 2019 188
Figure 138: Mobile Social Gaming ARPU Per Year in $ of Top Six Internet Companies 188
Figure 139: Mobile App User use Game vs. Other Apps 189
Figure 140: Mobile App User want to Spend on Gaming vs. Other Apps 190
Figure 141: Mobile Game by Standalone vs. MMG vs. Social vs. Location Based vs. Wearable Game 2014 - 2019 190
Figure 142: Mobile Game would Use Local vs. Hyper Local vs. Gamification Feature in 2019 191
Figure 143: Mobile Gamer recommend Mobile Game to Others by Different Characteristics 192
Figure 144: Mobile Game Download by Free vs. Paid Model 2014 - 2019 192
Figure 145: Free vs. Paid Game Title among Total Mobile Game 2014 - 2019 192
Figure 146: Average Mobile Game Price vs. Percent of Mobile Game 2014 - 2019 193
Figure 147: Mobile Game Download by OTI vs. OTA vs. Peer-to-Peer 2014 - 2019 193
Figure 148: Mobile Game Distribution by OTI vs. OTA 2014 - 2019 194
Figure 149: obile Game Download by OS Platform 2014 - 2019 194
Figure 150: Number of Mobile Game Download Per Year by Individual Gamer 2014 - 2019 195
Figure 151: Profitable vs. Non-profitable Game Ratio among Total Grossing Mobile Games 195
Figure 152: iOS App Store vs. Google Play App Downloads vs. Revenue in Q2 2013 198
Figure 153: Revenue growth of iOS vs. Google Play Q1 & 2, 2013 198
Figure 154: Google Play vs. iOS revenue proportion of top 10 countries in July 2013 199
Figure 155: Top 5 countries by download on iOS vs. Google Play 200
Figure 156: Top 5 countries by revenue on iOS vs. Google Play 200
Figure 157: Top 5 categories by download on iOS vs. Google Play 201
Figure 158: Top 5 categories by revenue on iOS vs. Google Play 201
Figure 159: Top 10 Publishers on iOS vs. Google Play by downloads 202
Figure 160: Top 10 Publishers on iOS vs. Google Play by Revenue 203
Figure 161: Top 10 Game Apps on iOS vs. Google Play by Downloads 204
Figure 162: Top 10 Game Apps on iOS vs. Google Play by Revenue 205
Figure 163: Top 5 revenue generating apps in iOS vs. Google Play in July 2013 206
Figure 164: Top 5 paid downloaded apps in iOS vs. Google Play in July 2013 206
Figure 165: Top 5 free downloaded apps in iOS vs. Google Play in July 2013 207
Figure 166: Mixi Park with 3D avatar facility 217
Figure 167: Top 5 Free vs. Paid Downloaded Applications June 2013 221
Figure 168: Game on Zorpia group section 221
Figure 169: Games & Reward on Friendster 223
Figure 170: WE-LINK mobile social game on Android 227
Figure 171: Accumulated Kakao game subscription 228
Figure 172: Kamcord in-game Video Recorder and Social Sharing UI 235
Figure 173: In-game Recording & Sharing on Everyplay 235
Figure 174: BMW Ultimate Drive Apps: Mobile Social Gaming + Discount Promotion 239
Figure 175: Angry Birds Version to Play as Pig against Birds 240
Figure 176: Fruit Nina Frenzy Fruit Slicing 241
Figure 177: Om Nom Monster in Handy Candy update of Cut the Rope 243
Figure 178: Kompu Gacha Game Example 244
Figure 179: Colopula Territory Demo 246
Figure 180: Social Hostess Simulation on Mobage 247
Figure 181: 1 mln winning post of Horse Racing Social Games 248
Figure 182: Smurf Village Screenshot 249
Figure 183: Alchemy Genetics More Addictive than Original Classic One 250
Figure 184: The Human Element -Future of LBS Mobile game 251
Figure 185: In-game donation opportunity for Brands and Gamers 252
Figure 186: Protein puzzle & social ranking 253
Figure 187: Recycle - Redeem - Reward Quest 254
Figure 188: Literacy game vs. Community engagement 254
Figure 189: Money Flow in the Game 255
Figure 190: African Village Quest in the Game 255
Figure 191: Contribution for children education in WeTopia 256
Figure 192: Contribution for Animals in Joy Kingdom 258
Tables
Table 1: Examples of Mobile Casual Game by iOS & Android 41
Table 2: Google Play vs. Apple Store Distribution 77
Table 3: Factors to Consider to Monetize Brand 88
Table 4: Mobile Gaming Power User vs. Session Length 2012 vs. 2013 103
Table 5: Key Considerable Mobile Gaming Strategies 107
Table 6: Revenue Sources vs. Cost Items Affecting Business Model 108
Table 7: Market Challenges & Potential Solutions under Micro Transaction Model 116
Table 8: Parameters to Balance Need Bragging Approach 117
Table 9: Cost vs. Revenue for Successful Single vs. Series of Mobile Social Games 121
Table 10: Unique Natures of Value vs. Volume Markets 141
Table 11: Mobile Gaming Market Value by West vs. Northeast vs. South vs. Midwest Region 2014 - 2019 161
Table 12: Lists of Division & State by Region 162
Table 13: Mobile Gaming Market Value by Device 2014 - 2019 162
Table 14: Split of Mobile Gaming USA Market Value by Consumer Spending Categories vs. Ad Funded 2014 - 2019 163
Table 15: Mobile Gaming USA Market Value Split in $ bln by Consumer Spending Categories vs. Ad Funded 2014 - 2019 164
Table 16: Percentage Split of Mobile Gaming USA Revenue by Ecosystem Stakeholders 164
Table 17: Mobile Gaming USA Market Value Split in $ bln by Ecosystem Stakeholders 2014 - 2019 164
Table 18: Mobile Gaming USA Market Value Split by Percent and Value in $ bln by OS Platform 2014 - 2019 165
Table 19: Percent of Revenue vs. Market Value Split in $ bln by Mobile Game Category 2014 - 2019 165
Table 20: Mobile Gaming USA Monthly and Yearly ARPU and ARPPU in $ 2014 - 2019 166
Table 21: ARPU in $ by Tablet vs. Mobile Phone Device 2014 - 2019 166
Table 22: ARPPU in $ by Tablet vs. Mobile Phone Device 2014 - 2019 166
Table 23: Mobile Gamer by Tablet vs. Smartphone vs. Feature Phone vs. Connected Console vs. Wearable Device 2014 - 2019 168
Table 24: USA Mobile Gamer in mln by West vs. Northeast vs. South vs. Midwest Region 2014 - 2019 168
Table 25: Gamer vs. Mobile Gamer USA in mln by Paying vs. F2P Gamer 2014 - 2019 168
Table 26: Gamer vs. Mobile Paying Gamer USA in mln by Premium vs. Freemium vs. Micro Transaction Gamer 2014 - 2019 169
Table 27: Mobile Gamer vs. Mobile Gamer USA in mln by Android vs. iOS vs. Others 2014 - 2019 169
Table 28: Mobile Gamer vs. Mobile Gamer USA in mln by Standalone vs. MMG, Mobile Social, and Wearable Gamer 2014 - 2019 169
Table 29: Mobile Gamer vs. Mobile Gamer USA in mln by Casual vs. Regular Gamer 2014 - 2019 169
Table 30: Mobile Gamer vs. Mobile Gamer USA in mln by DAU vs. MAU 2014 - 2019 169
Table 31: Tablet Gamer vs. Tablet Gamer USA in mln by DAU vs. MAU 2014 - 2019 170
Table 32: Mobile Phone Gamer vs. Mobile Phone Gamer USA in mln by DAU vs. MAU 2014 - 2019 170
Table 33: Mobile Gamer vs. Mobile Gamer USA in mln by Male vs. Female 2014 - 2019 170
Table 34: Mobile Gamer vs. Mobile Gamer USA in mln by Age Bracket 2014 - 2019 170
Table 35: Mobile Gamer vs. Mobile Male Gamer USA in mln by Age Bracket 2014 - 2019 170
Table 36: Mobile Gamer vs. Mobile Female Gamer USA in mln by Age Bracket 2014 - 2019 171
Table 37: Mobile Gamer vs. Mobile Gamer USA in mln by Household Income Bracket 2014 - 2019 171
Table 38: Mobile Gamer vs. Mobile Gamer USA in mln by Race 2014 - 2019 171
Table 39: Mobile Gamer vs. Mobile Gamer USA in mln by Education 2014 - 2019 172
Table 40: Mobile Gamer vs. Mobile Social Gamer USA in mln by Education 2014 - 2019 172
Table 41: Average Monthly Expense Mobile Gamer USA in $ by Gender vs. Age Bracket vs. OS Platform vs. Time Spent 2014 - 2019 173
Table 42: Percent of Gaming Time Spent vs. Mobile Gaming USA Revenue Contribution by Age Bracket 2014 - 2019 173
Table 43: Virtual Goods Gamer by Percent of Mobile Gamer vs. Gamer Paying Real World Money 2014 - 2019 174
Table 44: Virtual Goods Consumption Patterns in Micro Transaction Mobile Gamer in mln 2014 - 2019 174
Table 45: Average Gamer Spending on Virtual Goods 2014 - 2019 174
Table 46: Preferred Lists of Mobile Game Genre by Male vs. Female 175
Table 47: Benefits of Mobile Game Play for Mobile Gamer vs. Percent of Smartphone & Tablet Gamer 178
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