
Mobile Gaming in Asia by Technology, Platform, Stakeholder, Connectivity, Sub-Region and Countries 2025 – 2030
Description
For decades, gaming was confined to living rooms and dedicated hardware. But in a lightning-fast revolution, a new powerhouse emerged. In less than five years, mobile gaming has transformed from a niche trend into a multi-billion dollar behemoth, commanding the attention of hundreds of millions of users and fundamentally reshaping the digital entertainment landscape. This epic ascent, fueled by incredibly low barriers to entry and a simple, "bite-sized" gameplay nature, quickly evolved to embrace sophisticated social platforms, the free-to-play model, and aggressive virality.
However, this explosive growth has led to a new set of challenges. As the industry matured, the cost per user acquisition (CPA) has risen dramatically, nearing the average revenue per user (ARPU), squeezing profit margins and forcing companies into an arms race of intrusive advertisements and in-game banners. The result? A fragmented market where even massive powerhouses struggle with monetization and low ROI.
However, a profound shift is underway. The mobile platform has not only invaded gaming but has become the epicenter of a new social lifestyle. Users crave real-time, robust, and hand-held social experiences. The most successful gaming companies are now those that have realized the key to long-term profitability lies not in endless innovation, but in retention. They are moving beyond simple game creation to focus on continuous, in-game experience upgrades and sophisticated business models like freemium and real-money gaming.
This report offers a critical analysis of this dynamic, ever-changing market. We reveal why tablets are now a significant threat to traditional consoles, how app stores have become the new console storefronts, and how the fusion of social dynamics and innovative revenue models is creating new value chains.
We dissect the key drivers of growth, from the explosion of data-enabled devices to the strategic M&A trends that are reshaping the industry. If your business depends on understanding the future of digital entertainment, this report is not just a guide — it's a roadmap to success in the most lucrative and competitive sector of the gaming world.
This extensive Mind Commerce study 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 also includes mobile game development studios, publishing companies including local application store and social networks, gaming economy management companies, mobile gaming business model and drivers, global and Asian gaming business prospects, prospects by country and mobile network operator.
However, this explosive growth has led to a new set of challenges. As the industry matured, the cost per user acquisition (CPA) has risen dramatically, nearing the average revenue per user (ARPU), squeezing profit margins and forcing companies into an arms race of intrusive advertisements and in-game banners. The result? A fragmented market where even massive powerhouses struggle with monetization and low ROI.
However, a profound shift is underway. The mobile platform has not only invaded gaming but has become the epicenter of a new social lifestyle. Users crave real-time, robust, and hand-held social experiences. The most successful gaming companies are now those that have realized the key to long-term profitability lies not in endless innovation, but in retention. They are moving beyond simple game creation to focus on continuous, in-game experience upgrades and sophisticated business models like freemium and real-money gaming.
This report offers a critical analysis of this dynamic, ever-changing market. We reveal why tablets are now a significant threat to traditional consoles, how app stores have become the new console storefronts, and how the fusion of social dynamics and innovative revenue models is creating new value chains.
We dissect the key drivers of growth, from the explosion of data-enabled devices to the strategic M&A trends that are reshaping the industry. If your business depends on understanding the future of digital entertainment, this report is not just a guide — it's a roadmap to success in the most lucrative and competitive sector of the gaming world.
This extensive Mind Commerce study 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 also includes mobile game development studios, publishing companies including local application store and social networks, gaming economy management companies, mobile gaming business model and drivers, global and Asian gaming business prospects, prospects by country and mobile network operator.
Table of Contents
477 Pages
- 1.0 Executive Summary
- 2.0 Introduction
- 2.1 Defining Mobile Gaming
- 2.2 Mobile Gaming App Development
- 2.3 Gaming Platform Analysis
- 2.3.1 Symbiotic Relationship Between Smartphones and Gaming
- 2.3.2 Platform Dominance and Payment Trends
- 2.3.3 Future Outlook
- 2.4 Strategic Market Impact Analysis
- 2.5 Mobile Gaming Application Types
- 2.5.1 Multiplayer Mobile Gaming
- 2.5.2 Mobile Social Gaming
- 2.5.3 Mobile Location Based Gaming
- 2.5.4 Mobile Video Gaming
- 2.5.5 Mobile Cloud Gaming
- 2.5.6 Mobile Casual Gaming
- 2.5.7 Free-to-Play App
- 2.5.8 Mobile Casino Gaming
- 2.5.9 Gamification App
- 2.6 Market Dynamic Analysis
- 2.6.1 Market Growth Driver Analysis
- 2.6.1.1 Cross Platform Game Play and Mobile Social Gaming
- 2.6.1.2 Growing Demand of Local Content
- 2.6.1.3 Freemium Monetization
- 2.6.1.4 Gaming Optimized Devices
- 2.6.1.5 Mobile Platform as Common Gaming Platform
- 2.6.1.6 Word of Mouth Preference
- 2.6.1.7 Local Gaming Platforms
- 2.6.1.8 Wearable Gaming Preference
- 2.6.1.9 Connected Console and Mobile Cloud
- 2.6.1.10 Advergaming
- 2.6.1.11 In-Game Transaction
- 2.6.1.12 Virtual go-to Community
- 2.6.1.13 Cross-Platform Publishing
- 2.6.1.14 Non-Facebook Social Gaming Platform
- 2.6.2 Market Limitation Analysis
- 2.7 Regulation and Fraud Analysis
- 2.7.1 Mobile Game Piracy and Virtual Currency Scam
- 2.7.2 Kompu Gacha Mobile Social Gambling Ban in Japan
- 2.7.3 Geographic Implication of Anti Piracy Law
- 2.7.3.1 Japan
- 2.7.3.2 Russia
- 2.7.3.3 China
- 2.7.4 Zynga with PrivacyVille
- 2.7.5 Cyber Criminal Attack on Mobile Social Game
- 2.7.6 In-Game Scam Debate in Mobile Social Game
- 2.7.7 Open Web to Save DMCA: MiniMega vs. TomKid Game
- 2.7.8 RMT and Gold Farming Regulation
- 2.7.9 Offshore Opportunity in Asia
- 2.8 Value Chain Analysis
- 2.8.1 Mobile Game Developer
- 2.8.2 Mobile Game Publisher and Service Aggregators
- 2.8.3 Sales Channel and Platform Providers
- 2.8.4 Telecom Operators
- 2.8.5 Hardware Manufacturer
- 2.8.6 New Entrants Role
- 2.8.6.1 Technical and Legal Role of Technology Provider
- 2.8.6.2 Virtual Goods and Currency Provider Role
- 2.8.6.3 Micro Transaction Solution Provider Role
- 2.9 Cross Platform OTI vs. OTA Distribution and Fragmentation
- 2.9.1 Mobile Game Challenges Overview
- 2.9.2 Attracting Users to Specific Games
- 2.10 Monetization Metrics Analysis
- 2.10.1 Converting Mobile Gaming Metrics to Conversion Funnel
- 2.10.2 Game Life Cycle and KPI
- 2.10.3 Gaming Analytics
- 2.10.4 Viral vs. Retention
- 2.10.5 Business Monetization Metrics
- 2.10.6 Brand Monetization Metrics
- 2.10.7 Game Monetization
- 2.10.7.1 Crowded Game Store
- 2.10.7.2 Player retention and Engagement
- 2.10.7.3 Premium Model
- 2.10.7.4 Opportunity for Game Maker
- 2.11 Mobile Social Game Design Framework
- 2.11.1 F2P Mobile Social Game Design Framework
- 2.11.2 Benefits for using framework
- 2.11.3 Nine Dimensions of the Framework
- 2.11.4 Adding Fun in Game Design
- 2.11.5 Game Marketing: Role of Apps, Video, Smart TV, and Viral
- 2.11.5.1 Gaming Apps Marketing
- 2.11.5.2 Video Marketing
- 2.11.6 Role of Smart TV and Location Targeting
- 2.11.7 Importance of Viral
- 2.12 Mobile Social Gamer Engagement Panorama
- 2.12.1 First 3 Days Dilemma
- 2.12.2 The Seven Day Dilemma
- 2.12.3 Rising Mobile Gaming Engagement
- 2.12.4 Blending game science with art
- 2.12.5 Empathy Game: New Wave of Engagement
- 2.13 Business Model Analysis
- 2.13.1 Key Mobile Gaming Strategies
- 2.13.2 Revenue Sources and Cost Items
- 2.13.3 Trendy Business Model
- 2.13.3.1 Virtual Items and Micro Transaction
- 2.13.3.2 In-Game Ad / Branded Games
- 2.13.3.3 Subscription/Bundle Pack with Virtual Items Trading
- 2.13.3.4 In-Game Ad / Branded Game with In-Store Benefits
- 2.13.3.5 Premium Game with In-Store Benefits
- 2.13.3.6 Casino / Club Gambling Model
- 2.13.3.7 User Generated Model
- 2.13.3.8 Gamification Centric Model
- 2.13.4 Tips for Economic and Gamification in Business Model
- 2.13.4.1 Free entertainment illusion
- 2.13.4.2 Never set payment limit for user
- 2.13.4.3 Focus on detail activities
- 2.13.4.4 Recruit more players
- 2.13.4.5 Current Trend in Pricing Model
- 2.13.5 Advertising Model
- 2.13.5.1 CPC Advertising Model
- 2.13.5.2 CPI Advertising Model
- 2.13.5.3 Profitable CPI
- 2.13.5.4 Pricing of Virtual Goods
- 2.13.6 Building Mathematical Model to Set Price
- 2.13.7 Market Challenge and Game Balancing Method
- 3.0 Technology and Application Analysis
- 3.1 Gaming Hardware Analysis
- 3.2 Gaming Software Analysis
- 3.3 Gaming Service Analysis
- 3.4 Gaming Management Provider
- 3.5 Gaming Technology
- 3.5.1 Action and Adventure
- 3.5.2 Social Casino
- 3.5.3 Sports and Role Playing
- 3.5.4 Strategy and Brain
- 3.5.5 Arcade
- 3.5.6 Other Technologies
- 3.6 Connectivity Analysis
- 3.6.1 WiFi
- 3.6.2 Cellular (LTE/5G)
- 3.6.3 Wimax
- 3.6.4 Bluetooth/BLE
- 3.6.5 LPWAN Connectivity
- 3.7 Mobile Gaming Success Strategy Analysis
- 3.7.1 Features to Incorporate in Game
- 3.7.2 Popular vs. New Gaming IP
- 3.7.3 Mobile Game Production Cost
- 3.7.4 Successful Gaming IP line Creation
- 3.7.5 Minimize Marketing and User Acquisition Cost
- 3.7.6 Use of Monetization Strategies
- 3.8 Investment Trend Analysis
- 3.8.1 Second Screen including Mobile Devices and TV
- 3.8.2 Social vs. Game Network
- 3.8.3 Gaming Industry Transition and Fragmentation
- 3.8.4 Gaming Sector and Business Model
- 3.8.5 Value vs. Volume Regions
- 3.9 Wearable Gaming
- 3.9.1 Smartwatch as Wearable Gaming Platform
- 3.9.1.1 Pervasiveness
- 3.9.1.2 Interface
- 3.9.2 Potential Platform Analysis
- 3.9.2.1 Mind Pirate
- 3.9.2.2 OBJE (Obscene Interactive)
- 3.9.2.3 Oculus Rift
- 3.9.2.4 Sony
- 3.9.3 Privacy concerns
- 3.10 Case Study
- 3.10.1 Grand Theft Auto
- 3.10.2 Nike and Sports Game
- 3.10.3 FitBit Casual Gaming
- 3.10.4 BMW Ultimate Drive App
- 3.10.5 Angry Birds
- 3.10.6 Fruit Ninja
- 3.10.7 Cut the Rope
- 3.10.8 Kompu Gacha Games
- 3.10.9 Colopula
- 3.10.10 Hostess Club Social Game
- 3.10.11 Social Horse-Racing Game
- 3.10.12 Smurf Village
- 3.10.13 Alchemy
- 3.10.14 The Human Element
- 3.10.15 Half the Sky Movement
- 3.10.16 FoldIt
- 3.10.17 RecycleBank
- 3.10.18 Millee Literacy Game
- 3.10.19 SPENT: Poverty Alleviation
- 3.10.20 Raise the Village
- 3.10.21 WeTopia Case
- 3.10.22 Charities for Animal
- 3.10.23 Japan and Korea Success Story
- 3.10.24 Pretty Simple’s Criminal Case Lesson
- 4.0 Company Analysis
- 4.1 Mobile Game Developer and Publisher
- 4.1.1 Halfbrick: Australia
- 4.1.2 Capcom: Japan
- 4.1.3 Electronic Arts: Japan
- 4.1.4 Namco Bandai: Japan
- 4.1.5 Gamevil (Com2uS): Korea
- 4.1.6 Zeptolab: Russia
- 4.1.7 Square Enix: Japan
- 4.1.8 Gameprom: Russia
- 4.1.9 Kairosoft: Japan
- 4.1.10 Konami: Japan
- 4.1.11 Disney Mobile: Japan
- 4.1.12 GREE: Japan
- 4.1.13 DeNA: Japan
- 4.1.14 Tencent: China
- 4.1.15 Mig33: China
- 4.1.16 Sina Weibo: China
- 4.1.17 Papaya Mobile: China
- 4.1.18 Mobygames
- 4.1.19 Games2Win: India
- 4.1.20 Hungama Games: India
- 4.1.21 Nazara: India
- 4.1.22 Anino mobile: Philippines
- 4.1.23 Socialpoint: Spain
- 4.1.24 Agate Studio: Indonesia
- 4.1.25 Toge Productions: Indonesia
- 4.1.26 Creacle Studio: Indonesia
- 4.1.27 Touchten Games: Indonesia
- 4.1.28 Maximize Games Studio: Indonesia
- 4.1.29 Tinker Games: Indonesia
- 4.1.30 Educa Studio: Indonesia
- 4.1.31 Altermyth: Indonesia
- 4.1.32 Nightspade: Indonesia
- 4.1.33 Alegrium
- 4.1.34 Kidalang
- 4.1.35 Menara Games
- 4.1.36 Own Games
- 4.2 Emerging Publisher Platform Analysis
- 4.2.1 Sina WeiBo
- 4.2.2 Tencent Network (Weibo, Qzone and Pengyou)
- 4.2.3 Renren
- 4.2.4 Kaixin001
- 4.2.5 51.Com
- 4.2.6 Mixi
- 4.2.7 Cyworld
- 4.2.8 Yahoo-Mobage
- 4.2.9 Ameba Pigg
- 4.2.10 Bebo
- 4.2.11 Twitter
- 4.2.12 Amazon
- 4.2.13 Gaia Online
- 4.2.14 Badoo
- 4.2.15 Tagged
- 4.2.16 Hi5
- 4.2.17 Habbo
- 4.2.18 Come2Play
- 4.2.19 Chillingo
- 4.2.20 Tencent QQ
- 4.2.21 KakaoTalk
- 4.2.22 Line
- 4.2.23 Tango
- 4.2.24 Kik Messenger
- 4.2.25 Zalo
- 4.2.26 Qihoo 360 Platform
- 4.2.27 Wandoujia
- 4.2.28 Baidu App store
- 4.2.29 AppChina
- 4.2.30 D.cn Games Center
- 4.2.31 Gfan
- 4.2.32 VKontakte
- 4.2.33 Yonja
- 4.3 App Store Analysis
- 4.3.1 Google Play Games
- 4.3.2 iOS Game Centre
- 4.3.3 Facebook Games
- 4.3.4 Alternative Android Store
- 4.3.4.1 Slide ME
- 4.3.4.2 GetJar
- 4.3.4.3 CodeNgo
- 4.3.4.4 Apps UK Ltd.
- 4.3.4.5 Anzhi
- 4.3.4.6 F-Droid
- 4.3.5 Alternative iOS Store
- 4.3.5.1 Cydia
- 4.3.6 Cross Platform App Store
- 4.3.6.1 Nvidia (Geoforce now)
- 4.3.6.2 Nook App Store
- 4.3.6.3 Taobao App Market
- 4.3.6.4 Bemobi International
- 4.3.6.5 Mobango
- 4.3.6.6 Appitalism
- 4.3.6.7 Kongregate
- 4.3.6.8 Maopao
- 4.3.6.9 Alternative.To
- 4.3.6.10 360 Market
- 4.3.7 OEM Appstore
- 4.3.7.1 Xiaomi App store
- 4.3.8 Carrier AppStore
- 4.3.8.1 One Store Corp.
- 4.3.8.2 MTNPlay
- 4.4 Gaming Service Management Provider
- 4.4.1 WildTangent
- 4.4.2 iWin
- 4.4.3 Twitch.TV
- 4.4.4 Appia
- 4.4.5 XSplit
- 4.5 Carrier Analysis
- 4.5.1 NTT DoCoMo Japan
- 4.5.2 KDDI au, Japan
- 4.5.3 China Mobile, China
- 4.5.4 China Unicom, China
- 4.5.5 China Telecom, China
- 4.5.6 Airtel (Bharti), India
- 4.5.7 Vodafone Idea, India
- 4.5.8 SK Telecom, Korea
- 4.5.9 Telstra Mobile, Australia
- 4.5.10 Optus Mobile, Australia
- 4.5.11 Vodafone, New Zealand
- 4.5.12 MTS, Russia
- 4.5.13 MegaFon, Russia
- 4.5.14 Beeline, Russia
- 4.5.15 Chunghwa Telecom, Taiwan
- 4.5.16 3 Hong Kong
- 4.5.17 Mobicom, Mongolia
- 4.5.18 Telkomsel, Indonesia
- 4.5.19 Indosat, Indonesia
- 4.5.20 Viettel, Vietnam
- 4.5.21 MobiFone, Vietnam
- 4.5.22 Smart Communications, Philippine
- 4.5.23 Globe Telecom, Philippine
- 4.5.24 Maxis, Malaysia
- 4.5.25 SingTel Mobile, Singapore
- 4.5.26 AIS, Thailand
- 4.5.27 DTAC, Thailand
- 4.5.28 DSTCom, Brunei
- 4.5.29 Lao-telecom, Laos
- 4.5.30 Metfone, Cambodia
- 4.5.31 Turkcell, Turkey
- 4.5.32 Mobile Telecommunication Company of Iran (MCI), Iran
- 4.5.33 STC, Saudi Arabia
- 4.5.34 Etisalat, UAE
- 4.5.35 Cellcom, Israel
- 4.5.36 BATELCO, Bahrain
- 4.5.37 Cytamobile-Vodafone, Cyprus
- 4.5.38 Vodafone, Egypt
- 4.5.39 Zain, Jordan
- 4.5.40 Zain, Kuwait
- 4.5.41 Touch, Lebanon
- 4.5.42 Q-Tel, Qatar
- 4.5.43 Omantel, Oman
- 4.5.44 K’Cell, Kazakhstan
- 4.5.45 Beeline, Kyrgyzstan
- 4.5.46 Babilon Mobile, Tajikistan
- 4.5.47 Uzdunrobita, Uzbekistan
- 4.5.48 MTS, Turkmenistan
- 4.5.49 Grameenphone, Bangladesh
- 4.5.50 Dialog, Sri Lanka
- 4.5.51 Mobilink, Pakistan
- 4.5.52 Ncell, Nepal
- 4.5.53 Dhiraagu, Maldives
- 4.5.54 B-Mobile, Bhutan
- 5.0 Country Analysis
- 5.1 Japan
- 5.2 China
- 5.3 South Korea
- 5.4 India
- 5.5 Australia
- 5.6 Russia
- 5.7 New Zealand
- 5.8 Hong Kong
- 5.9 Taiwan
- 5.10 Indonesia
- 5.11 Thailand
- 5.12 Philippine
- 5.13 Malaysia
- 5.14 Singapore
- 5.15 Vietnam
- 5.16 Brunei
- 5.17 Turkey
- 5.18 UAE
- 5.19 Saudi Arabia
- 5.20 Israel
- 5.21 Egypt
- 5.22 Kazakhstan
- 5.23 Kyrgyzstan
- 5.24 Tajikistan
- 5.25 Bangladesh
- 5.26 Srilanka
- 5.27 Pakistan
- 6.0 Market Analysis and Forecasts 2025 – 2030
- 6.1 Mobile Gaming Asia Market 2025 – 2030
- 6.1.1 Mobile Gaming Asia Market
- 6.1.2 Mobile Gaming Asia Market by Platform
- 6.1.2.1 Mobile Gaming Asia Market by Hardware Type
- 6.1.2.2 Mobile Gaming Asia by Software Type
- 6.1.2.2.1 Mobile Gaming Asia Software Market by Gaming Apps Type
- 6.1.2.2.2 Mobile Gaming Asia Software Market by Gaming OS Type
- 6.1.2.3 Mobile Gaming Asia Market by Gaming Service Type
- 6.1.2.3.1 Mobile Gaming Asia Service Market by Consumer Payment Type
- 6.1.2.3.2 Mobile Gaming Asia Branded Game Market by Industry Vertical
- 6.1.2.4 Mobile Gaming Asia Market by Gaming Management Provider Type
- 6.1.3 Mobile Gaming Asia Market by Stakeholder Type
- 6.1.4 Mobile Gaming Asia Market by Gaming Technology Type
- 6.1.5 Mobile Gaming Asia Market by Connectivity Type
- 6.1.6 Mobile Gaming Asia Market by Enterprise Type
- 6.1.7 Mobile Gaming Asia Market by Region
- 6.1.7.1 East Asia & Pacific Mobile Gaming Asia Market: Hardware, Software, Gaming Service, Management Provider, Stakeholder, Gaming Technology, Connectivity, Enterprise, and Country
- 6.1.7.2 SEA Mobile Gaming Asia Market: Hardware, Software, Gaming Service, Management Provider, Stakeholder, Gaming Technology, Connectivity, Enterprise, and Country
- 6.1.7.3 Middle East Mobile Gaming Asia Market: Hardware, Software, Gaming Service, Management Provider, Stakeholder, Gaming Technology, Connectivity, Enterprise, and Country
- 6.1.7.4 Central Asia Mobile Gaming Asia Market: Hardware, Software, Gaming Service, Management Provider, Stakeholder, Gaming Technology, Connectivity, Enterprise, and Country
- 6.1.7.5 South Asia Mobile Gaming Asia Market: Hardware, Software, Gaming Service, Management Provider, Stakeholder, Gaming Technology, Connectivity, Enterprise, and Country
- 6.2 Mobile Gamer in Asia 2025 – 2030
- 6.2.1 Mobile Gamer in Asia
- 6.2.2 Mobile Gamer in Asia by Device Type
- 6.2.3 Mobile Gamer in Asia by Casual vs. Regular
- 6.2.4 Mobile Gamer in Asia by Game Category
- 6.2.5 Mobile Gamer in Asia by Gaming OS Type
- 6.2.6 Mobile Gamer in Asia by Game Payment Type
- 6.2.7 Mobile Gamer in Asia by DAU vs. WAU vs. MAU
- 6.2.8 Mobile Gamer in Asia by Gaming Technology Type
- 6.2.9 Mobile Gamer in Asia by Connectivity Type
- 6.2.10 Mobile Gamer in Asia by Regions
- 6.2.10.1 East Asia & Pacific Mobile Gamer: Device, Game Category, Gaming OS, Game Payment, DAU vs. MAU, Gaming Technology, Connectivity, and Country
- 6.2.10.2 SEA Mobile Gamer: Device, Game Category, Gaming OS, Game Payment, DAU vs. MAU, Gaming Technology, Connectivity, and Country
- 6.2.10.3 Middle East Mobile Gamer: Device, Game Category, Gaming OS, Game Payment, DAU vs. MAU, Gaming Technology, Connectivity, and Country
- 6.2.10.4 Central Asia Mobile Gamer: Device, Game Category, Gaming OS, Game Payment, DAU vs. MAU, Gaming Technology, Connectivity, and Country
- 6.2.10.5 South Asia Mobile Gamer: Device, Game Category, Gaming OS, Game Payment, DAU vs. MAU, Gaming Technology, Connectivity, and Country
- 6.3 Mobile Gamer Asia: Demography Analysis 2025 – 2030
- 6.3.1 Mobile Gaming Asia Yearly ARPU vs. ARPPU
- 6.3.2 Mobile Gaming Asia Monthly ARPU vs. ARPPU
- 6.3.3 Mobile Gamer in Asia by Male vs. Female
- 6.3.4 Mobile Gamer in Asia by Age Bracket
- 6.3.5 Mobile Gamer in Asia by Yearly Income Bracket
- 6.3.6 Mobile Gaming Asia: Relative Time Spend vs. Revenue Contribution by Age Bracket
- 6.3.7 Gaming Device Preference by Broadband Household and Age Brackets in Asia
- 6.3.8 Tablet Gamer Statistics in Asia
- 6.3.9 Virtual Goods Spending Pattern
- 6.3.10 Virtual Goods Unique Payer
- 6.3.11 Game Play Frequency
- 6.3.12 Game Purchase and Plan to Purchase
- 6.3.13 Freemium Gamer Upgrade: Free to Paid Game
- 6.3.14 In-Game Content Purchase
- 6.3.15 Social Game Play Percent
- 6.3.16 Social Game Play: DAU vs. WAU vs. MAU
- 6.3.17 Game Recommendation to Others
- 6.3.18 Game Genre Preference by Gender
- 6.3.19 Gaming Time Spend Ratio
- 6.3.20 Game Play Duration
- 6.3.21 Mobile Time Spend (Except Voice)
- 6.3.22 Game Play Activity Change Ratio
- 6.3.23 Mobile Game Play Increase Factor
- 6.3.24 Mobile Game Play User Benefit
- 6.3.25 Mobile Game Play Influence Source
- 6.3.26 Mobile Game Keeping Ratio by Device
- 6.3.27 DAU Mobile Gamer by OS
- 6.3.28 Mobile Gaming OS: Time Spend vs. Dedication
- 6.3.29 Mobile Game Play Location
- 6.3.30 Mobile Game Play Location in Home
- 6.3.31 Mobile Game Genre Interest: On-the-Go
- 6.3.32 Popular Mobile Game Category
- 6.3.33 Mobile Game Acquisition Method
- 6.3.34 Cross Platform Game Play
- 6.3.35 Game Deployment Ratio
- 6.3.36 East Asia & Pacific Game Genre Deployment by Country
- 6.3.37 SEA Game Genre Deployment by Country
- 6.3.38 Middle East Game Genre Deployment by Country
- 6.3.39 Central Asia Game Genre Deployment by Country
- 6.3.40 South Asia Game Genre Deployment by Country
- 6.3.41 Mobile Game Developer by Age Bracket
- 6.3.42 Day-time consumption on writing Mobile Game Apps
- 6.3.43 Game Developer Demography by OS
- 6.3.44 Game Developer Preference over Platform
- 6.3.45 Game Developers believe Over Brand Game
- 6.3.46 Gaming App vs. Other App Preference
- 6.3.47 Revenue Generation by Gaming App vs. Other App
- 6.3.48 Mobile User Using Mobile Apps
- 6.3.49 Social Gaming ARPU by Company
- 6.3.50 App Usage: Game vs. Others
- 6.3.51 Mobile App User Time Spend Ratio
- 6.3.52 Spending on Gaming App by OS
- 6.3.53 Mobile Game Percent by Game Category
- 6.3.54 Mobile Game Feature Adoption
- 6.3.55 Mobile Game Feature Influence
- 6.3.56 Mobile Game Download: Free vs. Paid
- 6.3.57 Mobile Game Title: Free vs. Paid
- 6.3.58 Mobile Game Price
- 6.3.59 Mobile Game Download: OTI vs. OTA
- 6.3.60 Mobile Game Distribution: OTI vs. OTA
- 6.3.61 Mobile Game Download by OS
- 6.3.62 Mobile Game Download by Individual Gamer
- 6.3.63 Profitable Mobile Game Ratio
- 6.3.64 Smartphone Market Share
- 6.3.65 Tablet Market Share
- 7.0 Conclusions and Recommendations
- 7.1 Advertisers and Media Companies
- 7.2 Artificial Intelligence Providers
- 7.3 Automotive Companies
- 7.4 Broadband Infrastructure Providers
- 7.5 Communication Service Providers
- 7.6 Computing Companies
- 7.7 Data Analytics Providers
- 7.8 Immersive Technology Providers
- 7.9 Networking Equipment Providers
- 7.10 Networking Security Providers
- 7.11 Semiconductor Companies
- 7.12 OEM Companies
- 7.13 IoT Suppliers and Service Providers
- 7.14 Software Providers
- 7.15 Content Aggregators
- 7.16 Payment Solution Provider
- 7.17 Social Media Companies
- 7.18 Enterprises and Governments
- 7.19 Gaming Investors
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