DUBLIN, October 10, 2014 /PRNewswire/ --
Research and Markets (http://www.researchandmarkets.com/research/fpj98n/mobile_gaming) have announced the addition of the "Mobile Gaming Asia: Market and Forecast Analysis, 3rd Edition" report to their offering.
(Logo: http://photos.prnewswire.com/prnh/20130307/600769 )
Profound changes are occurring throughout Asia with respect to how consumers interact with mobile media. For example, the mobile phone has leapfrogged the PC and video game consoles as smartphone users are now by far the most avid consumers of mobile games. Mobile gaming is a key VAS application in the Asian market where growth is expected at 21.5% CAGR to 2019 reaching at total of US $40.2 billion.
'Mobile Gaming Asia: Market and Forecast Analysis, Third Edition' is must have research for anyone focused on mobile gaming and/or VAS applications in Asia. This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities.
The report evaluates current and future mobile gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development studios, publishing companies including local app stores and social networks, gaming economy management companies, mobile gaming business model and drivers, and market analysis globally, by country, and Asia specifically. This edition further expands upon the second edition to add the following:
- Wearable influence on mobile gaming prospect
- Local application stores and game network analysis
- Mobile gaming investment outlook and projections for 2014 - 2019
- Mobile gaming service and economy management provider analysis
- In-depth analysis on mobile gaming market entry and success strategies
All purchases of this 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.
Key Topics Covered:
1. EXECUTIVE SUMMARY
2. INTRODUCTION
3. MOBILE GAMING ASIA MARKET AND TREND ANALYSIS
4. MOBILE GAMING ASIA MARKET PROJECTIONS
5. ECOSYSTEM AND BUSINESS MODEL ANALYSIS
6. MARKET ENTRY AND SUCCESS STRATEGY ANALYSIS
7. INVESTMENT TREND ANALYSIS
8. WEARABLE GAMING
9. MOBILE GAME DEVELOPER & PUBLISHER ANALYSIS
10. EMERGING PLATFORM ANALYSIS
11. APP STORE ANALYSIS: GOOGLE PLAY VS. IOS
12. ALTERNATIVE APP STORE ANALYSIS
13. SERVICE & ECONOMY MANAGEMENT PROVIDER
14. CARRIER ANALYSIS
15. COUNTRY ANALYSIS
16. CASE STUDIES
17. CONCLUSIONS AND RECOMMENDATIONS
Companies Mentioned:
- 1mobile
- 3 Hongkong
- 360 Market
- 51.com
- 91 Hiapk
- AIS
- Agate Studio
- Aircel
- Airtel
- Alchemy
- Alegrium
- Altermyth
- Alternative.to
- Amazon
- Ameba Pig
- Androidpit
- Angry Birds
- Anino Mobile
- Anzi
- Appchina
- Appcity
- Appgenius
- Appia
- Appitalism
- Apple
- Appoke
- Appolicious
- Appslib
- B-Mobile
- BBNation
- BMW
- Babilon Mobile
- Badoo
- Baidu
- Batelco
- Bebo
- Beeline
- Biskero
- Blackberry
- Budge
- CYTA Mobile
- Camangi Market
- Capcom
- Ceasars Interactive
- Cellcom
- Chillingo
- China Mobile
- China Telecom
- China Unicom
- Chunghwa Telecom
- Codengo
- Colopula
- Com2Us
- Come2Play
- CrackBerry
- Creacle Studio
- Cut the Rope
- Cydia
- Cyworlds
- D.CN Games
- DENA
- DSTCom
- DTAC
- Dhiraagu
- Dialog
- Disney Mobile
- Djuzz
- Docomo
- EA Mobile
- EDUCA Studio
- Etisalat
- Everplay
- F-Droid
- FOldIt
- Facebook
- Firemint
- Fitbit
- Friendster
- Fruit Ninja
- GREE
- Gaia Online
- Gamebrains
- Gameprom
- Games2Win
- Gamevil
- Getfunded.com
- Getjar
- Gfan
- Globe Telecom
- Golden Fingers
- Google Play
- Gramble
- Grameenphone
- Grand Theft Auto (GTA)
- Gruda Games
- Habbo
- Half the Sky
- Halfbrick
- Handango
- Handmark
- Handster
- Heyzap
- Hi5
- Hiapk
- Hostess Club
- Hungama
- IBM
- Ibibo
- Idea
- Indiegogo.com
- Indosat
- Inidagames
- Iwin
- K'Cell
- KDDI
- Kairosoft
- Kaixin001
- KakaoTalk
- Kamcord
- KickStarter
- Kidalang
- Kik Messenger
- King.com
- Konami
- Kongregate
- LG
- Lao Telecom
- Lima
- Line
- M1
- MCI
- MPT
- MTN Play
- MTN Syria
- MTS
- Maopao
- Maxis
- Medium/Matchfuel
- Megafon
- Menara Games
- Metfone
- Mig33
- Mikandi
- Millat Facebook
- Millee Literacy
- Mind Pirate
- Mixi
- Mobage
- Mobango
- Mobicom
- Mobifone
- Mobilink
- Mximize Games Studio
- N-Duo Market
- NEXON Investment
- NTT DoCoMo
- Namco Bandai
- Nazara
- Ncell
- Nexva
- Nightspade
- Nike
- Nook
- OBJE (Obscene Interactive)
- Oculus Rift
- Omantel
- Omnitel
- Oneapi
- Onehaze
- Onelouder
- Opera
- Optus Mobile
- Own Games
- POPPY
- Papaya Mobile
- Pengyou
- Perfspot
- Phoload
- Playdem
- PremierAppShop
- Pretty Simple
- Q-Tel
- QQ Mobile
- Qihoo 360
- Qzone
- Raise the Village
- RecycleBank
- Reliance
- Renren
- Robotoki
- Rock Gaming
- Roshan
- Runble Entertainment
- SK Telecom
- STC
- Samsung
- Secretnewco
- SexAppShop
- Shiver Entertainment
- Sina Weibo
- Singtel
- SlideMe
- Smart Communications
- Soc.Io Mall
- Social Point
- Sojo Studio
- Sony
- Spacetel Yemen
- Spent
- Sprint
- Square Enix
- Supercell
- T-Mobile
- TMG
- Tagged
- Tango
- Taobao
- Tegra Store
- Telkomsel
- Telstra
- Tencent
- Tinker Games
- Toge Production
- Touchten
- Turkcell
- Twitch.TV
- Twitter
- Uzdunrobita
- Vietel
- Viximo Game
- Vkontakte
- Vodafone
- Vodaphone
- Wandoujia
- Wechat
- Wetopia
- WhatsApp
- Wildtangent
- Xiaomi
- Xsplit
- Yahoo-Mobage
- Yonja
- Zain
- Zalo
- Zattikka
- Zeptolab
- Zorpia
- Zynga
For more information visit http://www.researchandmarkets.com/research/fpj98n/mobile_gaming
Media Contact: Laura Wood, +353-1-481-1716, press@researchandmarkets.net
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