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Mobile Gaming in the United States: Analysis of Platforms, Technical and Business Issues, Market Outlook and Forecasts through 2019

Mobile Gaming in the United States: Analysis of Platforms, Technical and Business Issues, Market Outlook and Forecasts through 2019

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:

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

Report Benefits

Mobile gaming forecasts
Learn about impact of wearable tech on gaming
Identify leading applications by category and OS
Learn strategies of leading app development companies
Effective mobile game monetization methods and metrics
Recommended actions for mobile gaming value chain partners

General Methodology

Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.

We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.

In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.

We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.

We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.

Forecasting Methodology

Step 1 - Forecasts Input: The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.

Step 2 - Forecasting of Future Years: Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.

Step 3 - Validation of Data: The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.


1.0 Introduction
1.1 Mobile Game Vs. Conventional Apps Development
1.2 The Days Of Mobile Gaming As A Silo Strategy Are Done
1.3 Parlaying A Core Gaming Platform For Communications, Content, And Commerce
1.4 The Threat Of Commoditized Bearer Services: Voice And Raw Data Get “cheap”
1.5 The Need For Value-added, Cross-product/Service, Gaming Integration
1.6 The Rise Of Local Content And User Generated Content (Ugc)
2.0 Market Trend Analysis
2.1 Mobile Social And Multiscreen Gaming
2.2 Freemium Monetization And Advergaming
2.3 Gaming Optimized Device, Data Network And Appstore Revolution
2.4 Human Interaction And Word Of Mouth
2.5 Wearable Gaming
3.0 Market Impact Analysis
3.1 Market Forces Vs. Impact
3.2 Swot Analysis
3.3 Mobile Os Analysis
4.0 Market Growth Driver Analysis
4.1 Multiplayer Mobile Gaming (Mmg)
4.2 Mobile Social Gaming
4.3 Mobile Location Based Gaming
4.4 Mobile Video Gaming
4.5 Mobile Cloud Gaming
4.6 Mobile Casual Gaming
4.7 Free-to-play Distribution
4.8 Connected Console And Mobile Cloud
4.9 Mobile Casino Gaming
4.10 Advergaming
4.11 In-game Rmt (Real Money Transaction)
4.12 Virtual Go-to Community
4.13 Gamification
4.14 Cross-platform Publishing
4.15 Emerging Gaming Platform
5.0 Functionality Driver Analysis
5.1 Public Wi-fi
5.2 Artificial Intelligence (Ai)
5.3 3d Api
5.4 Lte Advance
5.5 Mobile Cloud
5.6 Html5 – Mobile Web's Future
6.0 Game Genre Analysis
6.1 Arcade-style Game
6.2 Action/Adventure Game
6.3 Sports Game
6.4 Racing Game
6.5 Strategy/Puzzle Game
6.6 Movie Games
6.7 Casino Games
6.8 Board Games
6.9 Simulation Games
6.10 Motion Detection Games
7.0 Legal Framework Analysis
7.1 Antipiracy Law
7.2 Indemnification Law
7.3 Zynga With Privacyville
7.4 Cybercriminal Attack On Mobile Social Game
7.5 In-game Scam Debate In Mobile Social Game
7.6 Role Of Open Web To Save Dmca: Minimega Games Vs. Tomkid Game Case
7.7 Rmt (Real Money Trading) And Gold Farming Regulation
7.8 Gaming Vs. Casino And Gambling
8.0 Ecosystem Analysis
8.1 Activities In Ecosystem Structure
8.2 Appstore Framework
8.3 Sns Portal Framework
8.4 Economic Drivers
8.5 Value Chain Framework
8.6 Revenue Share Across Value Chain Stakeholders
8.7 Role Of New Entrants In Mobile Gaming Value Chain
8.7.1 Technical & Legal Role Of Technology Provider / Publisher
8.7.2 Virtual Goods & Currency Provider Can Play Critical Role On Game Success
8.7.3 Gaming Economy Or Micro Transaction Solution Provider To Provide Monetized Platform For User & Game Developer
8.7.4 Oti Vs. Ota Distribution Framework To Cross Platform
8.8 Distribution Fragmentation Ota Vs. Oti (Appstore, Sns & Browser Based)
8.9 Major Challenges In Fragmented Distribution
9.0 Monetization Metrics
9.1 Converting Mobile Gaming Metrics To Conversion Funnel
9.2 Game Life Cycle & Kpi Management Metrics
9.3 Analytic Approach
9.3.1 Viral Vs. Retention: Where To Focus?
9.3.2 Checklist For Retention Metrics
9.3.3 Checklist For Virality Metrics
9.3.4 Acquisition Metrics
9.3.5 Business Monetization Metrics
9.3.6 Custom Metrics
9.4 Brand Monetization Metrics
9.4.1 Monitoring Metrics
9.5 Game Monetization
9.5.1 Crowded Game Stores
9.5.2 Player Retention And Engagement
9.5.3 Premium Models
9.5.4 Opportunity For Game Maker
9.6 Mobile Social Game Design Framework & Dilemma
9.6.1 F2p Mobile Social Game Design Framework
9.6.2 Benefits For Using Framework
9.6.3 Nine Dimensions Of The Framework
9.6.4 Adding Fun In Game Design
9.6.5 Indie Publishing Vs. Platform Choice Of Game Developers
9.7 Game Marketing: Role Of Apps, Video, Smart Tv, And Viral
9.7.1 Gaming Apps Marketing
9.7.2 Video Marketing
9.7.3 Role Of Smart Tv & Location Targeting
9.7.4 Importance Of Viral
9.8 Mobile Social Gamer Engagement Panorama
9.8.1 First 3 Days Dilemma
9.8.2 7 Day + Dilemma
9.8.3 Rising Mobile Gaming Engagement
9.8.4 Blending Game Science With Art
9.9 Empathy Game: New Wave Of Engagement
10.0 Business Model Analysis
10.1 Key Mobile Gaming Strategies
10.2 Key Revenue Sources & Cost Items
10.3 Trending Business Models
10.3.1 Virtual Items And Micro Transactions
10.3.2 In-game Ad / Branded Games
10.3.3 Subscription/Bundle Pack With Virtual Items Trading
10.3.4 In-game Ad / Branded Game With In-store Benefits
10.3.5 Premium Game With In-store Benefits
10.3.6 Casino / Club Gambling Model
10.3.7 User Generated Model
10.3.8 Research & Gamification Centric Model
10.4 Tips For Applying Economic & Gamification In Business Model
10.4.1 Free Entertainment Illusion
10.4.2 Never Set Payment Limit For User
10.4.3 Focus On Detail Activities
10.4.4 Recruit More Players
10.5 Current Trend In Pricing Model
10.6 Advertising Model
10.6.1 Cpc Advertising Model
10.6.2 Cpi Advertising Model
10.6.3 Profitable Cpi
10.6.4 Pricing Of Virtual Goods
10.6.5 Building Mathematical Model To Set Price
10.7 Market Challenge & Game Balancing Method In Virtual Goods Based Game
10.8 Benefits Of Cross-platform Model
11.0 Success Strategy Analysis
11.1 Features That Need To Incorporate
11.2 Popular Vs. New Gaming Ip: What To Follow?
11.3 Costs Table
11.4 How To Create Successful Gaming Ip Line?
11.5 How To Minimize Marketing & User Acquisition Cost?
11.6 How To Use Monetization Strategies?
11.7 Case Study
11.7.1 Pretty Simple’s Criminal Case Lesson
11.7.2 Sojo Studio’s Wetopia And Joy Kingdom Lesson
11.7.3 King.Com Lesson
11.7.4 Zynga Lesson
12.0 Gaming Industry Investment Trend Analysis
12.1 Second Screen Including Mobile Devices And Tv
12.2 Social Vs. Game Network
12.3 Gaming Deals
12.4 Post Zynga Era Vs. Venture Capital (Vc) In Middleware Gamification & Social Elements Integration
12.5 Gaming Industry Transition And Fragmentation Analysis
12.6 Gaming Sector And Business Model
12.7 Value Vs. Volume Regions
12.8 Merger & Acquisition (M&A) Trend
12.9 Gaming Venture Capital (Vc) Trends
12.10 Crowd Funding Trend
12.10.1 Kickstarter Performance
12.10.2 Appgenius With Getfunded.Com
12.10.3 Poppy With Kickstarter For Ar Games
12.10.4 Golden Fingers With Indiegogo.Com For Writeon Game
12.11 Case Study
12.11.1 Ibm Founder Family On Playdemic For Social Game
12.11.2 Zattikka Acquisition Of Hattrick, Concept Art House And Sneaky Games
12.11.3 Supercell Funding And Trend Around Freemium Model
12.11.4 Imi.Vc Investment For Game Insight
12.11.5 Rock Gaming Interest On Caesars Interactive
12.11.6 Nexon Investment To Rumble Entertainment, Robotoki, Shiver Entertainment, And Secretnewco
12.11.7 Facebook’s Acquisition Of Oculus Rift
12.11.8 Alibaba’s Investment In Kabam
12.11.9 Amazon’s Acquisition Of Twitch
12.11.10 Tango’s Game Investment Fund
12.11.11 Microsoft’s Acquisition Of Mojang
12.11.12 Zhongji’s Acquisition Of Funplus
12.11.13 Opportunity Chart By Gaming Sectors
13.0 Wearable Technology Influence On Gaming
13.1 Wearable Technology
13.1.1 Body Area Networks (Ban)
13.1.2 Augmented Reality (Ar)
13.1.3 Virtual Reality (Vr)
13.1.4 Sensors And Ambient Awareness
13.2 Smartwatch As Wearable Gaming Platform
13.2.1 Pervasiveness
13.2.2 Interface
13.3 Gaming Platform Analysis
13.3.1 Mind Pirate
13.3.2 Obje (Obscene Interactive)
13.3.3 Oculus Rift
13.3.4 Sony
13.4 Privacy Concerns
13.5 Case Study
13.5.1 Grand Theft Auto (Gta)
13.5.2 Nike And Sports Game
13.5.3 Fitbit Casual Gaming
14.0 Market Projections And Demographic Analysis
14.1 Market Value / Revenue Projection & Analysis 2014 – 2019
14.1.1 Market Value In $ Bln
14.1.2 Market Value In $ Bln By Region
14.1.3 Market Value In $ Bln By Device
14.1.4 Mobile Learning Game Market Value In $ Bln
14.1.5 Market Value By Type
14.1.6 Market Value By Ecosystem Stakeholders
14.1.7 Market Value By Os Platform
14.1.8 Market Value By Mobile Game Category
14.1.9 Arpu Vs. Arppu
14.1.10 Spending On Gaming App
14.2 Mobile Gamer Projection & Demography Analysis 2014 - 2019
14.2.1 Mobile Gamer In Mln
14.2.2 Mobile Gamer In Mln By Device
14.2.3 Mobile Gamer In Mln By Region
14.2.4 Paying Vs. F2p Gamer
14.2.5 Mobile Gamer By Os Platform
14.2.6 Mobile Gamer By Game Category
14.2.7 Casual Vs. Regualr Gamer
14.2.8 Dau Vs. Mau
14.2.9 Mobile Gamer By Gender
14.2.10 Mobile Gamer By Age Bracket
14.2.11 Mobile Gamer By Household Income
14.2.12 Mobile Gamer By Race
14.2.13 Mobile Gamer By Education
14.2.14 Average Game Download
14.2.15 Average Monthly Expense
14.2.16 Gaming Time Vs. Mobile Gaming Revenue
14.2.17 Tablet Gamer
14.2.18 Virtual Goods Gamer
14.2.19 Gamer Recommendation
14.2.20 Mobile Game Genre Preference
14.2.21 Daily Gaming Time Spend For Mobile Gaming
14.2.22 Mobile Gamer Life Cycle
14.2.23 Time Spent On Mobile Games
14.2.24 Mobile Game Play Activity Change
14.2.25 Reason Of Mobile Game Play Increase
14.2.26 Benefits Of Mobile Game Play
14.2.27 Sources Of Mobile Game Play Influence
14.2.28 Game Keeping Ratio
14.2.29 Time Spend Vs. Dedication By Os Platform
14.2.30 Mobile Game Play Location
14.2.31 Mobile Gaming Genre Interest
14.2.32 Popular Game Genre
14.2.33 Mobile Game Acquisition Method
14.2.34 Cross-device Game Play
14.2.35 New Player Retention Ratio
14.3 Mobile Game Developer Analysis 2014 – 2019
14.3.1 Developer Revenue
14.3.2 Demography
14.3.3 Day Time Consumption On Writing Mobile Gaming Apps
14.3.4 Os Platform Preference
14.3.5 Distribution Preference By Os Platform
14.3.6 Belief Over Brand Vs. Non-brand Game
14.4 Mobile Game Trend Analysis 2014 – 2019
14.4.1 Gaming Apps Vs. Other Apps
14.4.2 Mobile Gaming App Revenue
14.4.3 Mobile Phone User Use Mobile Apps
14.4.4 Mobile Social Gaming Arpu Of Top 6 Internet Companies
14.4.5 Game Vs. Other Mobile Apps Usage
14.4.6 Spending Willingness Of Mobile Gaming App User
14.4.7 Mobile Game By Game Category
14.4.8 Gaming Feature Adoption
14.4.9 Game Characteristics
14.4.10 Mobile Game Download
14.4.11 Mobile Game Title
14.4.12 Mobile Game Price
14.4.13 Oti Vs. Ota Vs. Peer-to-peer
14.4.14 Mobile Game Disctribution
14.4.15 Mobile Game Download By Os
14.4.16 Mobile Game Download By Individual Gamer
14.4.17 Profitable Vs. Non-profitable Mobile Game
14.5 Social Point With Mass Game
15.0 Appstore Analysis: Google Play Vs. Ios
15.1 Google Play Vs. Ios
15.1.1 “google Games” - Unified Gaming Platform Trend
15.1.2 Facebook’s Mobile-plus-open-graph Combination
15.1.3 Trend Analysis 2013
15.1.4 Appstore Performance 2013
15.1.5 Top 5 Countries By Download Vs. Revenue Q2 2013
15.1.6 Top 5 Categories By Download Vs. Revenue Q2 2013
15.1.7 Top 10 Publisher By Download Vs. Revenue On June 2013
15.1.8 Top 10 Game Apps By Download Vs. Revenue In June 2013
15.1.9 Top 5 Revenue Generating Apps In July 2013
15.1.10 Top 5 Paid Download Apps In July 2013
15.1.11 Top 5 Free Download Apps In July 2013
15.2 Alternative Appstore For Android
15.2.1 Slide Me
15.2.2 Getjar
15.2.3 Soc.Io Mall
15.2.4 Codengo
15.2.5 Appslib
15.2.6 1mobile
15.2.7 Camangi Market
15.2.8 Tegra Store
15.2.9 Mikandi
15.2.10 Androidpit
15.2.11 Anzi
15.2.12 Hiapk
15.2.13 N-duo Market
15.2.14 F-droid
15.3 Alternative Appstore For Ios
15.3.1 Cydia
15.3.2 Lima
15.3.3 Premierappshop
15.3.4 Sexappshop
15.3.5 91 Hiapk
15.4 Alternative Appstore For Blackberry Os
15.4.1 Blackberry World
15.4.2 Crackberry Store
15.4.3 Bbnation
15.5 Alternative Cross-platform Appstore
15.5.1 Nook App Store
15.5.2 Taobao App Market
15.5.3 Handmark & Onelouder
15.5.4 Handster
15.5.5 Phoload
15.5.6 Mobango
15.5.7 Handango
15.5.8 Biskero
15.5.9 Opera Mobile App Store
15.5.10 Appitalism
15.5.11 Nexva
15.5.12 Kongregate
15.5.13 Maopao
15.5.14 Djuzz
15.5.15 Appcity
15.5.16 Alternative.To
15.5.17 360 Market
15.5.18 Appoke
15.6 Oems Appstore
15.6.1 Samsung Apps
15.6.2 Lg Smart World
15.6.3 Docomo Market
15.6.4 Xiaomi Appstore
15.7 Mobile Carrier Appstore
15.7.1 Vodafone Developer
15.7.2 Mobile Market Of China Mobile
15.7.3 Sprint Developer Program
15.7.4 Aircel Pocketapps
15.7.5 Airtel App Central
15.7.6 Maxis 1store
15.7.7 M1 App Store
15.7.8 T-store
15.7.9 Turkcell T-market
15.7.10 Omnitel App Store
15.7.11 Mtnplay
16.0 Emerging Game Platforms And A Look At Other Countries
16.1 Sina Weibo In China
16.2 Tencent Network In China: Weibo, Qzone And Pengyou
16.3 Renren In China
16.4 Kaixin001 In China
16.5 51.Com In China
16.6 Mixi In Japan
16.7 Cyworld In Korea
16.8 Ibibo Games In India
16.9 Millat Facebook In Pakistan
16.10 Yahoo-mobage In Japan
16.11 Ameba Pig In Japan
16.12 Bebo
16.13 Twitter
16.14 Amazon
16.15 Zorpia
16.16 Perfspot
16.17 Friendster
16.18 Gaia Online
16.19 Badoo
16.20 Tagged
16.21 Hi5
16.22 Habbo
16.23 Come2play
16.24 Viximo Game Network
16.25 Chillingo
16.26 Wechat & Qq Mobile: Integrated Mobile Gaming Platform
16.27 Kakaotalk
16.28 Line
16.29 91 Wireless
16.30 Whatsapp
16.31 Tango
16.32 Kik Messenger
16.33 Zalo
16.34 Qihoo 360 Platform
16.35 Wandoujia
16.36 Baidu App Store
16.37 Appchina
16.38 D.Cn Games Center
16.39 Gfan
16.40 Mobage In Japan
16.41 Heyzap
16.42 Vkontakte In Russia
16.43 Yonja In Turkey
17.0 Service & Economy Management Provider
17.1 Viximo Game Network
17.2 Wildtangent
17.3 Iwin
17.4 Kamcord
17.5 Everyplay
17.6 Twitch.Tv
17.7 Medium / Matchfuel
17.8 Oneapi
17.9 Appolicious
17.10 Appia
17.11 Xsplit
18.0 Case Studies
18.1 Bmw Ultimate Drive App
18.2 Angry Birds
18.3 Fruit Ninja: $1 Mln Business Vs. China Success
18.4 Cut The Rope
18.5 Kompu (Complete) Gacha Games
18.6 Colopula
18.7 Hostess Club Social Game (Koi Shite Kyaba Jo)
18.8 Social Horse-racing Game
18.9 Smurf Village: The Real Virtual Economy Success
18.10 Alchemy: Andriod Title Success Case In Korea
18.11 The Human Element
18.12 Mobile Social Network Game
18.12.1 Half The Sky Movement
18.12.2 Foldit: Research For Mankind & Community Patent
18.12.3 Recyclebank: Community Awareness
18.12.4 Millee Literacy Game: Education & Literacy
18.12.5 Spent: Poverty Alleviation
18.12.6 Raise The Village: Constructing Village
18.12.7 Wetopia Case: Charities For Children
18.12.8 Charities For Animal: Joy Kingdom Case
18.12.9 Social-good Focused Gaming Company Or Network: Zynga, Sojo Studios, Gramble, Onehaze, & Budge
18.13 Japan & Korea Success Story
19.0 Conclusions And Recommendations
19.1 Recommended Consideration For Usa Market
19.2 Recommendation For Game Developer And Publisher
19.3 Recommendation For Game Networks Including Mobile Social Network
19.4 Recommendation For Content Aggregator
19.5 Recommendation For Payment Solution Provider
19.6 Recommendation For Oem And Mno
19.7 Recommendation For Investors
19.8 Recommendation For Brands
Figures
Figure 1: UGC in MineCraft
Figure 2: McDonald Features Special Events on Firmville
Figure 3: Nokia’a Single Player Primitive Snake Game vs. GREE’s Mobile Social Game Screen
Figure 4: Top Five USA Smartphone OEMs Market Share 2014
Figure 5: Top Five Smartphone OS Market Share in USA 2014
Figure 6: Tablet Market Share in USA 2014
Figure 7: MMG: N.O.V.A. 3 - Near Orbit Vanguard Alliance
Figure 8: My Town 2: Location Based City Building Mobile Social Game
Figure 9: Game Pattern follow by Gamer while Playing Mobile Location Based Gaming
Figure 10: Sample Trail-Map of Gamer in a Mobile Location Based Gaming
Figure 11: Life is Crime: a Social Location based Mobile Game for iOS and Android
Figure 12: Fruit Ninja: a Popular Mobile Video Game
Figure 13: Mobile Cloud Gaming Network Ecosystem
Figure 14: G-Cloud on Docomo Tablet
Figure 15: Mobile Casual Game Flow where Most Casual Gamer Belongs
Figure 16: Angry Birds Mobile Casual Game
Figure 17: Snoopy Street: Free-to-Play Game on iOS
Figure 18: Onlive Mobile: Cloud Gaming App on Android Played on PC, Console, Tablet & Smartphone
Figure 19: Casino Games for Nokia E90 Mobile
Figure 20: AMEX Social Currency Promotion in FarmVille
Figure 21: Triple Town: Micro-transaction Social Games for iOS
Figure 22: BMW Ultimate Drive Apps on-go Community
Figure 23: Simulation based Gamification Training Game
Figure 24: Dungeon Defenders: Second Wave- Cross Platform Game
Figure 25: Boom: Mobile Arcade Style War Game on Android
Figure 26: Dead Space: 3D Action-Adventure Dark and Hunting Game for Android
Figure 27: MADDEN NFL 12: Sports Game for Mobile
Figure 28: Racing Moto: Fast Paced Racing Game on Android
Figure 29: Angry Brids: Casual Strategy – Puzzle Game
Figure 30: The Adventures of Tintin: Movie Mobile Game
Figure 31: MyNuMo Blackjack: High Quality Mobile Casino Game for iPhone
Figure 32: Monopoly: Mobile Board Game
Figure 33: SimCity: City Building Mobile Simulation Game for iOS
Figure 34: Snowboard Super Extreme 3: Motion Censored Mobile Game
Figure 35: Piracy warning in Spyro: Year of the Dragon
Figure 36: Privacy Points on PrivacyVille
Figure 37: Number of cyber-criminal attack in different countries
Figure 38: How Malware Works in Game
Figure 39: Typical Scam Offering in-game Currency
Figure 40: Lead-generation Scam
Figure 41: SLAP! – Original vs. Copy Version
Figure 42: Activities in Mobile Gaming Ecosystem
Figure 43: Mobile Game Publishing Framework for Appstore
Figure 44: Mobile Game Publishing Framework for SNS Portal
Figure 45: Economic Drivers of Mobile Gaming Ecosystem
Figure 46: Mobile Gaming Value Chain Framework
Figure 47: Revenue Sharing Percent across Mobile Gaming Value Chain
Figure 48: Mobile Game OTI vs. OTA Distribution
Figure 49: Cross Platform Distribution
Figure 50: Metrics to Connect Mobile Gamer
Figure 51: Conversion Funnel to Analyze Mobile Gamer
Figure 52: Life cycle of a Mobile game
Figure 53: KPI Framework including Direction to Manage Mobile Game Life Cycle
Figure 54: Steps to Develop Game Analytics Approach
Figure 55: Sample viral vs. retention metrics: what to focus?
Figure 56: Checklist to Develop Retention Metrics
Figure 57: Checklist to Measure Game Virality
Figure 58: Checklist for Managing Acquisition Metrics
Figure 59: Checklist for Business Monetization Metrics
Figure 60: Sample Custom Metrics for Actionable Insight
Figure 61: Sample Monitoring Metrics
Figure 62: F2P Mobile Social Game Design Framework
Figure 63: Framework to Identify the Psychology behind Fun
Figure 64: Game Developers Preference over Platforms in 2013
Figure 65: Developer Attitudes towards eCPM claims of App Marketing Agency 2013
Figure 66: Share of impression of Gaming apps marketing on May 2012 vs. 2013
Figure 67: Result of Samsung’s Angry Birds integrated Smart TV Promotion 2012
Figure 68: Viral Marketing & Adverting Loop for Social Games
Figure 69: Best Viral Placement of Feeds Notifying Installation
Figure 70: Viral Feeds that can Increase Gamers Accomplishment
Figure 71: Viral Placement using Screenshot
Figure 72: Viral Placement in Direct Invitation
Figure 73: Mobile Social Gamer Engagement Percent during Day 1 - 11
Figure 74: Social Game: 7day + Engagement
Figure 75: The Presence of Monsters in Tourette’s Quest
Figure 76: Trendy Mobile Game Pricing Model
Figure 77: Framework to Deploy a Need Bragging Approach in Mobile Social Game
Figure 78: Key Business benefits with Cross-Platform Model
Figure 79: Nightclub City vs. Party Central Case
Figure 80: Retention Funnels to Monitor Game Performance
Figure 81: Objects in Criminal Case
Figure 82: Contribution for Children Education in WeTopia
Figure 83: Contribution for Animals in Joy Kingdom
Figure 84: Apps Category vs. Gaming Apps Usage 2014
Figure 85: Mobile Game vs. Non-Game Mobile App Revenue 2010 – 2013
Figure 86: Gaming Companies Spotted in the Market Fragmentation Chart
Figure 87: Communal Gameplay Trend 2014
Figure 88: Communal Game Revenue Trend 2014
Figure 89: Business Model Trend 2014 – 2016
Figure 90: Gaming Investment Trend in Sectors 2014
Figure 91: Selected Gaming Investment & Values 2013
Figure 92: Video Game Acquisition Deal & Values 2014
Figure 93: Top Countries under Value vs. Volume Regions
Figure 94: Gaming Revenue Trend in Regions 2011 – 2017
Figure 95: Global Video Games Revenue Trend 2011 – 2017
Figure 96: Global Video Game Investment vs. M&A Volume (ex-IPOS) 2005 – 2014
Figure 97: Global Video Game Investment vs. M&A Volume (inc-IPOs) 2005 – 2014
Figure 98: M&A Volume Trend in Gaming Sectors 2014
Figure 99: M&A Volume Trend in Gaming Sectors 2013
Figure 100: Selected M&A Deal Value 2014
Figure 101: Game Sector among Total Mobile VC Ecosystem 2013
Figure 102: Kickstarter Performance by Game Sector vs. Value Range 2012
Figure 103: Gaming Sectors in Consolidation and Investment Chart 2014 and Beyond
Figure 104: GTA Running Interface
Figure 105: Nike Sports Point
Figure 106: FitBit Lifestyle Marketing
Figure 107: Mobile Gaming USA Market Value / Revenue 2014 – 2019
Figure 108: Mobile Learning Game USA Market Value 2014 - 2019
Figure 109: Average Spending Per Year in $ on Gaming Apps by OS Platform
Figure 110: Mobile Gamer in USA 2014 – 2019
Figure 111: Average Number of Mobile Game Download in USA by Gender vs. Age Bracket vs. OS Platform
Figure 112: Percent of USA Tablet Gamer Play Game vs. Adult vs. Teen Tablet Gamer 2014 – 2019
Figure 113: Percent of Smartphone vs. Tablet Gamer Recommend Mobile Game to Others
Figure 114: Percent of Smartphone & Tablet Gamer vs. Daily Percent of Gaming Time Spend on Mobile Gaming
Figure 115: Mobile Gamer Life Cycle by Percent of Smartphone vs. Tablet Gamer
Figure 116: Percent of Smartphone Gamer and Handheld Device except Smartphone Gamer vs. Percent of Mobile Time Spend on Mobile Gaming
Figure 117: Mobile Game Play Increased vs. Decreased vs. Remained Same in 2014 Comparing 2013
Figure 118: Reason of Mobile Game Increase vs. Percent of Smartphone vs. Tablet Gamer
Figure 119: Percent of Mobile Gamer get Influenced from Different Sources
Figure 120: Percent of Mobile Gamer by OS Platform keeps Mobile Game on Devices
Figure 121: Monthly Average Hours Spend by Mobile Gamer vs. Percent of Dedication
Figure 122: Game Play Location vs. Percent of Mobile Gamer
Figure 123: Game Play Location in Home vs. Percent of Mobile Gamer
Figure 124: Mobile Gaming Genre Interest by Percent of Smartphone Gamer & Other Handheld Device Gamer vs. Casual & Regular Gamer
Figure 125: Mobile Game Genre Preference by Percent of Mobile Gamer
Figure 126: Mobile Game Acquisition Method by OS Platform
Figure 127: Cross-Device Game Play by Percent of Mobile Gamer 2014 – 2019
Figure 128: Retention Ration by Percent of New Mobile Gamer
Figure 129: Mobile Game USA Developer Revenue in $ mln 2014 – 2019
Figure 130: Percent of Mobile Game Developer USA by Age Bracket
Figure 131: Percent of Mobile Game Developer USA Spends Daytime on writing Gaming Apps
Figure 132: Percent of Mobile Game Developer USA prefer OS Platform
Figure 133: Percent of Game Developer USA prefer OS Platform for Mobile Game Distribution
Figure 134: Percent of Mobile Game Developer USA Belief over Brand vs. Non-Brand Game for Success
Figure 135: Percent of Gaming vs. Other Apps among Top 100 Grossing Apps
Figure 136: Percent of Total Mobile Gaming vs. Other Apps Generates Revenue 2014 - 2019
Figure 137: Percent of Mobile Phone User use Mobile Apps 2014 – 2019
Figure 138: Mobile Social Gaming ARPU Per Year in $ of Top Six Internet Companies
Figure 139: Percent of Mobile App User use Game vs. Other Apps
Figure 140: Percent of Mobile App User want to Spend on Gaming vs. Other Apps
Figure 141: Percent of Mobile Game by Standalone vs. MMG vs. Social vs. Location Based vs. Wearable Game 2014 – 2019
Figure 142: Percent Mobile Game would Use Local vs. Hyper Local vs. Gamification Feature in 2019
Figure 143: Percent of Mobile Gamer recommend Mobile Game to Others by Different Characteristics
Figure 144: Percent of Mobile Game Download by Free vs. Paid Model 2014 – 2019
Figure 145: Percent of Free vs. Paid Game Title among Total Mobile Game 2014 – 2019
Figure 146: Average Mobile Game Price vs. Percent of Mobile Game 2014 – 2019
Figure 147: Percent of Mobile Game Download by OTI vs. OTA vs. Peer-to-Peer 2014 – 2019
Figure 148: Percent of Mobile Game Distribution by OTI vs. OTA 2014 – 2019
Figure 149: Percent of Mobile Game Download by OS Platform 2014 – 2019
Figure 150: Number of Mobile Game Download Per Year by Individual Gamer 2014 – 2019
Figure 151: Profitable vs. Non-profitable Game Ratio among Total Grossing Mobile Games
Figure 152: iOS App Store vs. Google Play App Downloads vs. Revenue in Q2 2013
Figure 153: Revenue growth of iOS vs. Google Play Q1 & 2, 2013
Figure 154: Google Play vs. iOS revenue proportion of top 10 countries in July 2013
Figure 155: Top 5 countries by download on iOS vs. Google Play
Figure 156: Top 5 countries by revenue on iOS vs. Google Play
Figure 157: Top 5 categories by download on iOS vs. Google Play
Figure 158: Top 5 categories by revenue on iOS vs. Google Play
Figure 159: Top 10 Publishers on iOS vs. Google Play by downloads
Figure 160: Top 10 Publishers on iOS vs. Google Play by Revenue
Figure 161: Top 10 Game Apps on iOS vs. Google Play by Downloads
Figure 162: Top 10 Game Apps on iOS vs. Google Play by Revenue
Figure 163: Top 5 revenue generating apps in iOS vs. Google Play in July 2013
Figure 164: Top 5 paid downloaded apps in iOS vs. Google Play in July 2013
Figure 165: Top 5 free downloaded apps in iOS vs. Google Play in July 2013
Figure 166: Mixi Park with 3D avatar facility
Figure 167: Top 5 Free vs. Paid Downloaded Applications June 2013
Figure 168: Game on Zorpia group section
Figure 169: Games & Reward on Friendster
Figure 170: WE-LINK mobile social game on Android
Figure 171: Accumulated Kakao game subscription
Figure 172: Kamcord in-game Video Recorder and Social Sharing UI
Figure 173: In-game Recording & Sharing on Everyplay
Figure 174: BMW Ultimate Drive Apps: Mobile Social Gaming + Discount Promotion
Figure 175: Angry Birds Version to Play as Pig against Birds
Figure 176: Fruit Nina Frenzy Fruit Slicing
Figure 177: Om Nom Monster in Handy Candy update of Cut the Rope
Figure 178: Kompu Gacha Game Example
Figure 179: Colopula Territory Demo
Figure 180: Social Hostess Simulation on Mobage
Figure 181: 1 mln winning post of Horse Racing Social Games
Figure 182: Smurf Village Screenshot
Figure 183: Alchemy Genetics More Addictive than Original Classic One
Figure 184: The Human Element -Future of LBS Mobile game
Figure 185: In-game donation opportunity for Brands and Gamers
Figure 186: Protein puzzle & social ranking
Figure 187: Recycle – Redeem – Reward Quest
Figure 188: Literacy game vs. Community engagement
Figure 189: Money Flow in the Game
Figure 190: African Village Quest in the Game
Figure 191: Contribution for children education in WeTopia
Figure 192: Contribution for Animals in Joy Kingdom
Tables
Table 1: Examples of Mobile Casual Game by iOS & Android
Table 2: Google Play vs. Apple Store Distribution
Table 3: Factors to Consider to Monetize Brand
Table 4: Mobile Gaming Power User vs. Session Length 2012 vs. 2013
Table 5: Key Considerable Mobile Gaming Strategies
Table 6: Revenue Sources vs. Cost Items Affecting Business Model
Table 7: Market Challenges & Potential Solutions under Micro Transaction Model
Table 8: Parameters to Balance Need Bragging Approach
Table 9: Cost vs. Revenue for Successful Single vs. Series of Mobile Social Games
Table 10: Unique Natures of Value vs. Volume Markets
Table 11: Mobile Gaming Market Value by West vs. Northeast vs. South vs. Midwest Region 2014 – 2019
Table 12: Lists of Division & State by Region
Table 13: Mobile Gaming Market Value by Device 2014 – 2019
Table 14: Percentage Split of Mobile Gaming USA Market Value by Consumer Spending Categories vs. Ad Funded 2014 - 2019
Table 15: Mobile Gaming USA Market Value Split in $ bln by Consumer Spending Categories vs. Ad Funded 2014 – 2019
Table 16: Percentage Split of Mobile Gaming USA Revenue by Ecosystem Stakeholders
Table 17: Mobile Gaming USA Market Value Split in $ bln by Ecosystem Stakeholders 2014 – 2019
Table 18: Mobile Gaming USA Market Value Split by Percent and Value in $ bln by OS Platform 2014 – 2019
Table 19: Percent of Revenue vs. Market Value Split in $ bln by Mobile Game Category 2014 – 2019
Table 20: Mobile Gaming USA Monthly and Yearly ARPU and ARPPU in $ 2014 - 2019
Table 21: ARPU in $ by Tablet vs. Mobile Phone Device 2014 – 2019
Table 22: ARPPU in $ by Tablet vs. Mobile Phone Device 2014 – 2019
Table 23: Mobile Gamer by Tablet vs. Smartphone vs. Feature Phone vs. Connected Console vs. Wearable Device 2014 – 2019
Table 24: USA Mobile Gamer in mln by West vs. Northeast vs. South vs. Midwest Region 2014 - 2019
Table 25: Percent of Gamer vs. Mobile Gamer USA in mln by Paying vs. F2P Gamer 2014 – 2019
Table 26: Percent of Gamer vs. Mobile Paying Gamer USA in mln by Premium vs. Freemium vs. Micro Transaction Gamer 2014 – 2019
Table 27: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Android vs. iOS vs. Others 2014 – 2019
Table 28: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Standalone vs. MMG vs. Mobile Social vs. Wearable Gamer 2014 – 2019
Table 29: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Casual vs. Regular Gamer 2014 – 2019
Table 30: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by DAU vs. MAU 2014 – 2019
Table 31: Percent of Tablet Gamer vs. Tablet Gamer USA in mln by DAU vs. MAU 2014 – 2019
Table 32: Percent of Mobile Phone Gamer vs. Mobile Phone Gamer USA in mln by DAU vs. MAU 2014 – 2019
Table 33: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Male vs. Female 2014 – 2019
Table 34: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Age Bracket 2014 – 2019
Table 35: Percent of Mobile Gamer vs. Mobile Male Gamer USA in mln by Age Bracket 2014 – 2019
Table 36: Percent of Mobile Gamer vs. Mobile Female Gamer USA in mln by Age Bracket 2014 - 2019
Table 37: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Household Income Bracket 2014 – 2019
Table 38: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Race 2014 – 2019
Table 39: Percent of Mobile Gamer vs. Mobile Gamer USA in mln by Education 2014 – 2019
Table 40: Percent of Mobile Gamer vs. Mobile Social Gamer USA in mln by Education 2014 – 2019
Table 41: Average Monthly Expense of Mobile Gamer USA in $ by Gender vs. Age Bracket vs. OS Platform vs. Time Spent 2014 - 2019
Table 42: Percent of Gaming Time Spent vs. Mobile Gaming USA Revenue Contribution by Age Bracket 2014 – 2019
Table 43: Virtual Goods Gamer by Percent of Mobile Gamer vs. Gamer Paying Real World Money 2014 – 2019
Table 44: Virtual Goods Consumption Patterns in Micro Transaction Mobile Gamer in mln 2014 – 2019
Table 45: Average Gamer Spending on Virtual Goods 2014 – 2019
Table 46: Preferred Lists of Mobile Game Genre by Male vs. Female
Table 47: Benefits of Mobile Game Play for Mobile Gamer vs. Percent of Smartphone & Tablet Gamer

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