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

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

This report is must reading for anyone with a vested interest in the mobile gaming industry or considering a market entry strategy. This research is also critical for any company in the social and/or location-based mobile application space as SoLoMo gaming is poised to become a significant source of revenue throughout the value chain for players who identify, understand, and capitalize upon these trends.

Companies in Report:

PopCap, GREE, Electronic Arts (EA), Playdom, Massive Damage inc., Grey Area Ltd., Yelp, DeNA, inOnRoad, Blippar,, Booyah, Zynga, Nexon, FirmVille, CityVille, Alibaba, Ubitus inc., OnLive, NHN Japan, NTT Docomo, FriendSter, AT&T, Orange, Vodafone, KDDI, Sony, Locaid, PaymentOne,, Live Gamer, Blizzard Entertainment, America Online, Gaia, WeeWorld, CloudMade, Gaikai,,, MoPub, W3i, Rovio, PayPal, Gameloft, France Telecom, Bouygues Telecom, SFR, NRJ, mPass, MasterCard, Everything Everywhere, Deutsche Telekom, Orange, Barclay, Giesecke, Devrient, McDonalds, Oracle, Nike, Starbucks, Nokia, H&M, Loopt, Google, Yahoo, Bing, Mixi, Facebook, Pinterest, Twitter, Foursquare, Apple, QQ

Key Findings:

  • SoLoMo gaming market value (core + market shift) is estimated to reach $6.15 billion USD by 2017
  • SoLoMo gaming is going to replace certain existing ecosystem market players with new entrants
  • SoLoMo gamer-base including Core & Shifted gamer is estimated to increase 12 times by 2017
  • Virtual Goods will be the key for revenue monetization holding more than 50% market share
  • 35+ age bracket is the high payer in SoLoMo gaming platform
Target Audience:
  • Mobile network operators
  • Virtual goods solution providers
  • Cloud gaming platform providers
  • Mobile HTML5 solution providers
  • Mobile Application store providers
  • Mobile gaming investment companies
  • Mobile social and location game platform developers
  • Mobile gaming marketing and consultancy companies
  • Mobile game development and publishing companies
  • Mobile Ad network, payment solutions and content providers

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 Solomo Market Overview And Gaming Evolution
1.1 Concept Of Solomo & Augmented Utility
1.2 Browser Based To App Based Trend And Solomo Evolution
1.3 Merged Social, Local Search & Mobile: What Indicates Market Data
1.4 Mobile Gaming Entered Social Platform Including Data Indication
1.5 Mobile Gaming Meets 3g, Lte, Html5 Environment Including Data Indication
1.6 Emergence Of Locative Gaming On Social & Mobile Platform For Deeper Engagement: The Next Gen Gaming
2.0 Locative Game Dynamics In Solomo Paradigm
2.1 What Is Location Game
2.2 Ideal Features Of Locative Gaming
2.3 Locative Game Dynamics / Principles To Follow
2.4 Balancing Business Focus With Locative Gaming
3.0 Market Growth Driver Analysis Of Solomo Gaming
3.1 Location Centric Multiplayer Mobile Social & Casual Gaming Trend
3.2 Combining Gamers Psychological Flow With Local Community Driven Deeper Brand Engagement Metrics
3.3 Augmented Utility Behavior Of Gamer Using Mobile Augmented Reality
3.4 In-game Transaction Trend And Virtual Goods Placement Based In Real Time Location
3.5 Virtual Goods Export In Gaming And Exchange Trend Among Community
3.6 Html5 & Cloud Benefit In Gaming
4.0 Solomo Game Development Technology Platform Trend
4.1 Android Vs. Ios Gaming Market & Profit Share Trend
4.2 Facebook’s Mobile-plus-open-graph Combination In Gaming Vs. Unified Google Games Publishing Platform
4.3 Emerging Cloud And Html5 Browser Based Publishing
5.0 Eco-system And Value Chain In Solomo Gaming Environment
5.1 Eco-system Structure And Main Activities
5.2 Value Chain Partnership Modeling
5.3 Role Of New Entrants In Eco-system / Value Chain
5.3.1 Technical & Legal Role Of Location Technology Provider / Publisher
5.3.2 Virtual Goods Provider Will Play Critical Role On Game Success
5.3.3 Micro Transaction Solution Provider To Provide Monetized Platform For User & Game Developer
5.3.4 Cloud Game Platform Publisher To Ensure Laas Standard
5.4 Economic Driver Of Solomo Gaming Value Chain
5.5 Appstore, Sns Portal & Cloud Publishing Framework
6.0 Solomo Game Distribution Trend
6.1 Oti Vs. Ota Distribution: Where Is Solomo Game
6.2 Oti Vs. Ota Fragmentation And Appstore, Sns Portal, Html5 & Cloud Platform
6.3 Google Play Vs. Apple Store: How Apple Will Be Losing Money From Solomo Game?
6.4 Mitigating Fragmented Distribution Challenge Of Billing, Cost, Marketing And Cross-channel Publishing
6.5 Consumer Response And Future Of Oti Vs. Ota Distribution
7.0 Solomo Game Monetization Metrics
7.1 Gamer Monetization Metrics: How To Connect?
7.2 Sample Gamer Conversion Funnel
7.3 Game Life Cycle Model: What To Manage?
7.4 Kpi Managing Framework Of Game Life Cycle
7.5 Solomo Game Analytics Approach: How To Manage Sequential Steps?
7.6 Viral Vs. Retention: What To Focus?
7.7 Checklist For Retention Metrics Management
7.8 Checklist For Virality Metrics Management
7.9 Checklist For Acquisition Metrics Management
7.10 Checklist For Business Monetization Metrics
7.11 Sample Custom Metrics To Derive Actionable Insights For Better Monetization
7.12 Brand Monetization Metrics In Solomo Game: What A Brand Manager Need To Focus?
8.0 Solomo Gaming Business & Pricing Model Analysis
8.1 Strategy Consideration To Design Right Business Model
8.2 Pricing Model: Factors Influence Decision
8.3 Business & Pricing Model For Solomo Gaming Business
8.4 Revenue & Cost Items For Eco-system Market Player
8.5 Solomo Game Balancing & Monetization In Virtual Goods Driven Micro Transaction & Free-to-play Model
8.6 Market Challenges & Solutions In Free-to-play & Virtual Goods Driven Micro Transaction Model
8.7 Ug (User Generated), Club Based, And Research & Gamification Centric Business Model: Few Fresh Potential Concept
9.0 Solomo Gaming Market Projection 2012 - 2017
9.1 Worldwide Solomo Gaming Market Value (Core + Shifted Market) And Cagr Projection 2012-2017
9.1.1 Market Value Breakdown Into Core Vs. Shifted Market Percentage From Mobile Social Gaming 2012 – 2017
9.2 Top Countries In Solomo Gaming
9.3 Revenue Share % Across Solomo Gaming Value Chain Partners
9.4 Revenue Generating Sources (%) From Eco-system Market Player
9.5 New Entrant Vs. Existing Player In Eco-system / Value Chain: Who Is Losing / Gaining Money?
9.6 Ad Funded Vs. Micro Transaction Business Model Wise Revenue Trend Comparison 2012-2017
9.7 Tablet Vs. Smartphone Vs. Featured Phone Revenue Percent (%) Trend 2012 – 2017
9.8 Solomo Gaming Arpu Trend 2012 – 2017
9.9 Average Virtual Goods Pricing Trend In Solomo Game
9.10 Solomo Gamers Average Spending Pattern Virtual Goods Category
9.11 Free-to-play Vs. Paid Vs. Others Game Trend In Solomo Platform 2012-2017
9.12 Ad Funded Vs. Micro Transaction On Virtual Goods Vs. Hybrid Game Market Share 2012-2017
9.13 Html5 & Cloud Technology Adoption Trend In Solomo Gaming Platform 2012 – 2017
9.14 Gps Technology Adoption Trend In Mobile Device 2012 - 2017
9.15 Solomo Gamers Projection (Core + Market Shift) 2012 - 2017
9.15.1 Mobile Social Gamers Shifting Trend To Solomo Gamers 2012 – 2017
9.16 Casual Vs. Regular Gaming Percent In Solomo Platform 2012-2017
9.17 Solomo Gamers Buying Habit Of Virtual Goods Based On Demography
10.0 What Next In Solomo Gaming Evolution?
10.1 Nfc Payment Integration
10.2 Auto Life Logging Platform
10.3 Distributed Mass Social Experience
List of Figures
Figure 1: Market data of Social Networking, Mobile Facebook population, Mobile LBS user and smartphone LBS user
Figure 2: Market Data of 3G, LTE & HTML5 user & aopdtion and mobile data traffic
Figure 3: iPhone Screenshot of “Please Stay Calm-Zombie Apocalypse”: the best SoLoMo game (copyright: Massive Damange, Inc.)
Figure 4: iPhone screenshot of Shadow Cities: a true SoLoMo Game (copyright: Grey Area Ltd.)
Figure 5: MMG & Mobile Social Gaming Market Data
Figure 6: Top 4 SoLoMo Game with Player Number
Figure 7: Psychological game-play pattern of SoLoMo Gamer
Figure 8: Sample trail map of SoLoMo gamer: How do they chase
Figure 9: Market data related to Brand Virality & Engagement via Mobile Social Gaming
Figure 10: Top 7 Augmented Reality SoLoMo Game
Figure 11: ARDefender SoLoMo Game on Android (copyright:
Figure 12: In-game virtual goods market related data
Figure 13: Virtual goods placement in MyTown- a SoLoMo Game, tracking real time location (copyright: Booyah)
Figure 14: Mobile cloud gaming network diagram: a graphical presentation (copyright: Stanford)
Figure 15: G-Cloud: World’s 1st Mobile Cloud LTE Gaming on Docomo Tablet (copyright: Docomo)
Figure 16: - HTML5 Game Publisher for iPhone, iPad, Android i.e. Buggy Fighter, Cool Pool etc. (Copyright: FriendSter)
Figure 17: iOS vs. Android Gaming Market Share Related Data
Figure 18: Identified tasks behavior in SoLoMo gaming eco-system structure
Figure 19: SoLoMo Gaming Market Player in Value Chain Model
Figure 20: Revenue Dimension in SoLoMo Gaming Value Chain
Figure 21: SoLoMo Game Publishing Framework: Appstore vs. SNS/Location Portal vs. Cloud Platform
Figure 22: SoLoMo Game in OTI vs. OTA Distribution Channel
Figure 23: Competitive comparison between iOS vs. Android Appstore Model
Figure 24: Sequential steps to monetize SoLoMo Gamer
Figure 25: Sample conversion funnel to analyze SoLoMo gamer
Figure 26: Life Cycle model of SoLoMo game
Figure 27: KPI Framework to manage SoLoMo game life cycle
Figure 28: Steps to follow to develop Analytics Approach in SoLoMo Game
Figure 29: Sample Viral vs. Retention Metrics Graph: What to Focus?
Figure 30: Checklist to manage retention metrics
Figure 31: Checklist to get advantage from Virality Metrics
Figure 32: How to manage acquisition metrics
Figure 33: Checklist for business monetization metrics
Figure 34: Sample of Custom metrics to derive actionable insights
Figure 35: Checklist to monetize Brand in a SoLoMo game
Figure 36: Sample monitoring metrics determining Brand effectiveness in SoLoMo game (copyright: Oracle)
Figure 37: Strategy to include designing right Business Model for SoLoMo Game
Figure 38: Mobile Social Gaming APR, average download, charitable stuff related market data
Figure 39: Distribution & Pricing Model for SoLoMo Game
Figure 40: Key Revenue & Cost Items for SoLoMo eco-system player
Figure 41: A Need Bragging approach creation for SoLoMo game monetization in Free-to-play & in-game transaction model
Figure 42: Balancing SoLoMo gamer in a need bragging approach
Figure 43: Market challenges & Solutions in micro transaction model
Figure 44: SoLoMo Gaming Market Value (core + market shift) 2012-2017
Figure 45: Core vs. Shifted Market Percent among Total SoLoMo Gaming Market Value 2012-2017
Figure 46: % of Mobile Social Gaming Market will be shifted to Core SoLoMo Gaming Platform
Figure 47: Top 5 countries SoLoMo gaming market share
Figure 48: Revenue Share % among SoLoMo Gaming value chain partners
Figure 49: Revenue sources % from SoLoMo gaming Eco-System Player
Figure 50: Comparison of Money Gaining & Loosing of Existing vs. New Market Player in SoLoMo Gaming Environment
Figure 51: Ad Funded vs. Micro Transaction Revenue under SoLoMo gaming platform 2012-2017
Figure 52: SoLoMo Gaming revenue contribution % Tablet vs. Smartphone vs. Featured Phone 2012-2017
Figure 53: SoLoMo Gaming ARPU 2012-2017
Figure 54: % of SoLoMo games average Virtual Goods Pricing Trend
Figure 55: SoLoMo Gamers expenditure over Consumable with real life cash vs. Durable vs. Personalization Virtual Goods category
Figure 56: Free-to-Play vs. Paid vs. Others Game in SoLoMo Platform 2012-2017
Figure 57: Ad Funded vs. Micro Transaction vs. Hybrid Game market share in SoLoMo Platform 2012-2017
Figure 58: HTML5 & Cloud Technology Adoption Trend in SoLoMo Game 2012 - 2017
Figure 59: GPS technology Adoption Trend in mobile devices 2012 - 2017
Figure 60: Worldwide SoLoMo Gamer Projection 2012-2017
Figure 61: Core vs. Shifted Gamer percentage among total SoLoMo Gamer 2012-2017
Figure 62: % of Mobile Social gamer will be shifted to SoLoMo gamer 2012-2017
Figure 63: Casual vs. Regular Gaming in SoLoMo Platform 2012-2017
Figure 64: % of SoLoMo Gamer bought virtual goods on different age bracket

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