Phone
 US:  +1 630 333 9501  |  UK:  +44 208 123 1770  |
 Email
 Contact Us

Global Mobile Gaming Market 2012-2016

Global Mobile Gaming Market 2012-2016

Published on: August 30, 2013 | 58 Pages | SKU: IRTNTR2515

TechNavio's analysts forecast the Global Mobile Gaming market to grow at a CAGR of 27.14 percent over the period 2012-2016. One of the key factors contributing to this market growth is the increasing use of smartphones and tablets to play games. The Global Mobile Gaming market has also been witnessing the evolution of mobile gaming analytics. However, the use of pirated versions of mobile games could pose a challenge to the growth of this market.

TechNavio's report, the Global Mobile Gaming Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market in North America, Latin America, the APAC and EMEA regions; it also covers the Global Mobile Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

The key vendors dominating this space include Electronic Arts Inc., Gameloft S.A., and Rovio Entertainment Ltd.

The other vendors mentioned in the report are Activision Blizzard, Cellufun, Disney Interactive, Digital Chocolate, Gamelion, GameHouse, Glu Games Inc., GungHo Entertainment, HandyGames, India Games, Kabam, KilooApS, Minh Chau Corp., Namco Bandai Games Inc., ngmoco Inc., Oberon Media, PopCap Games, Punch Entertainment, Redboss, SYBO Games, and Zynga Inc.

Key questions answered in this report:

What will the market size be in 2016 and what will be the growth rate?

What are key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by key vendors?

What are the strengths and weaknesses of each of these key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details provided within the report.


01. Executive Summary

02. List of Abbreviations

03. Introduction

04. Market Research Methodology

Market Research Process

Research Design

Research Methodology

05. Scope of the Report

Market Overview

Product Offerings

06. Market Landscape

06.1 By Value

Market Size and Forecast

06.2 By Downloads

Market Size and Forecast

06.3 Global Mobile Gaming Market vs. Other Gaming Market

Market Size and Forecast

06.4 Growth Rate Comparison

07. Market Segmentation

07.1 Global Mobile Gaming Market-Segmentation by Revenue Model

Virtual Goods and Microtransactions

Paid Download

Ad Based

Others

07.2 Gaming Application vs. Other Mobile Application as per Daily Usage (Percentage of Users)

07.3 Mobile Game Paying Gamers vs. Non-paying Gamers (in million)

07.4 Time Spent Daily by the Users on Tablets and Smartphones for Playing Mobile Games

07.5 Users Paying for Game and Other Applications Used Daily on a Mobile (Percent)

07.6 Five Forces Analysis

08. Geographical Segmentation

09. Key Leading Countries

USA

China

10. Vendor Landscape

11. Buying Criteria

12. Market Growth Drivers

13. Drivers and their Impact

14. Market Challenges

15. Impact of Drivers and Challenges

16. Market Trends

17. Key Vendor Analysis

17.1 Electronic Arts Inc.

Business Overview

Key Information

SWOT Analysis

17.2 Gameloft S.A.

Business Overview

Key Information

SWOT Analysis

17.3 Rovio Entertainment Ltd.

Business Overview

Key Information

SWOT Analysis

18. Other Reports in this Series


 


List of Exhibits:

Exhibit 1: Segmentation of Video Games
Exhibit 2: Market Research Methodology
Exhibit 3: Global Mobile Gaming Market 2012-2016 (US$ billion)
Exhibit 4: Global Mobile Gaming market vs. Others Online Gaming market (Percent)
Exhibit 5: Global Mobile Gaming market vs. Other Gaming market (US$ billion)
Exhibit 6: Growth Rate Comparison of Global Mobile Gaming market with the Overall Gaming market and Other Gaming market
Exhibit 7: Global Mobile Gaming Market Segmentation - by Revenue Model 2012
Exhibit 8: Mobile Gaming Application vs. Other Mobile Application as per Daily Usage
Exhibit 9: Mobile Game Paying Gamers vs. Non-paying Gamers (in millions)
Exhibit 10: Time Spent Daily by the Users on Tablets and Smartphones for Playing Mobile Games
Exhibit 11: Users Paying for Game and Other Applications Used Daily on a Mobile (Percent)
Exhibit 12: Global Mobile Gaming Market by Geographical Segmentation 2012-2016 (Percent)
Exhibit 13: Global Mobile Gaming Market by Geographical Segmentation 2012-2016 (US$ billion)