Mobile Gaming

Outlook for One-Off Purchases, In-App Payments, Advertising, Subscriptions, and Companion Apps

Research Report

Pages
38
Deliverables
Released
3Q 2011
Product Code
RR-GAMR-11
Price
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The smartphone's capabilities as a portable gaming console are similar to to those it includes as a navigation device or a personal media player. A jack-of-all-trades of consumer electronics, the smartphone cannot fully match the specs and the functionalities of purpose-built products, but it meets the needs of most consumers. For the gaming industry it enables many critical things. Mobile Internet access enables over-the-air distribution to smartphones, application storefronts enable discovery, and touchscreens allow users to interact with the game in ways that were not previously possible. This study is about games that are played on smartphones and other mobile handsets. The qualitative part of the study includes descriptions of available types of games and revenue models, analyses of market drivers and inhibitors, and an overview of the main technology issues. The quantitative part provides forecasts for user bases and end-user revenues, broken down by revenue segment and geographic region. The report also presents data on relevant consumer trends gathered by ABI Research’s latest Bi-Annual Consumer Technology Barometer, which was conducted in seven countries (China, France, Germany, India, South Korea, United Kingdom, and United States) during the second quarter of 2011.

What Questions Does This Report Answer?

  • What are the growth prospects for mobile gaming by geographic region?
  • What are the main revenue models and how will they evolve?
  • What are the industry's main growth drivers?
  • What factors act as market inhibitors for mobile gaming?
  • What is the consumer demand for mobile games in different regions?
  • How frequently do mobile gaming users play their games?
  • How do factors such as age and gender affect mobile gaming habits?

Who Needs This Report?

  • Game developers
  • Game publishers
  • Mobile operators
  • Handset manufacturers
  • Mobile application distributors
  • Investors

Table of Contents

  • Executive Brief

  • Top Line Forecast
  • Drivers
  • Inhibitors
  • Customer Base Forecast
  • Summary and Strategic Recommendations

Section 1.
EXECUTIVE SUMMARY

1.1. Overview
1.2. Market Drivers for Mobile Games
1.3. Market Inhibitors for Mobile Games
1.4. Highlights of Market Forecasts and Surveys
1.5. Revenues
1.6. Mobile Gaming Users
1.7. Frequency of Mobile Gaming by Age and Gender

Section 2.
CONCLUSIONS AND RECOMMENDATIONS

2.1. Conclusions
2.2. Recommendations for Game Developers
2.3. Recommendations for Mobile Operators

Section 3.
BUSINESS ISSUES

3.1. Mobile Gaming Categories
3.2. Hardcore Games
3.3. Casual Games
3.4. Social Games
3.5. Mobile Companion Apps
3.6. Gamified Applications
3.7. Revenue Models
3.8. One-off Payment
3.9. In-app Payments
3.10. In-game Advertising
3.11. Subscription
3.12. Merchandise
3.13. Market Drivers
3.14. Rise of Smartphones
3.15. Digital Distribution
3.16. "De-stigmatization" of Gaming
3.17. Social Networks as a Gaming Platform
3.18. Virality
3.19. Market Inhibitors
3.20. Abundance of Alternative Entertainment
3.21. Difficulty of Discovery
3.22. Lack of Successful Billing Systems
3.23. Content Piracy
3.24. Regulation

Section 4.
TECHNOLOGY ISSUES

4.1. Native or Web?
4.2. On-demand Cloud Gaming
4.3. Near-field Communication and Games
4.4. Mobile Augmented Reality
4.5. 3D Graphics and Viewing

Section 5.
COMPETITIVE LANDSCAPE

5.1. Value Chain in a Nutshell
5.2. Dynamics of Game Development and Publishing

Section 6.
MARKET FORECASTS AND SURVEYS

6.1. Definitions
6.2. Forecast Methodology
6.3. Consumer Survey Methodology
6.4. Mobile Gaming Revenues by Revenue Segment
6.5. Mobile Gaming Revenues by Region
6.6. Mobile Gaming Users by Region
6.7. Interest in Mobile Gaming Apps by Country
6.8. Uptake of Mobile Gaming Apps by Age and Gender - United States
6.9. Frequency of Mobile Gaming by Age and Gender - United States

Section 7.
COMPANY DIRECTORY


Section 8.
ACRONYMS


Section 9.
LINKS TO RELATED RESEARCH

9.1. Scope of Study
9.2. Sources and Methodology
9.3. Notes




21 Tables

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32 Charts
  • Mobile Gaming Revenues by Revenue Segment
  • Mobile Gaming Revenues by Region
  • Mobile Gaming Users by Region
  • Mobile Gaming Penetration vs. All Wireless Subscriptions by Region
  • Mobile Companion App Users by Region
  • Mobile Game Subscriptions by Region
  • One-Off Payment Revenues by Region
  • In-Game Advertising Revenues by Region
  • In-App Payment Revenues by Region
  • Mobile Game Subscription Revenues by Region
  • Mobile Companion App Revenues by Region
  • Interest in Mobile Gaming Apps vs. Other Apps - Germany
  • Interest in Mobile Gaming Apps vs. Other Apps - France
  • Interest in Mobile Gaming Apps vs. Other Apps - United Kingdom
  • Interest in Mobile Gaming Apps vs. Other Apps - China
  • Interest in Mobile Gaming Apps vs. Other Apps - India
  • Interest in Mobile Gaming Apps vs. Other Apps - South Korea
  • Interest in Mobile Gaming Apps vs. Other Apps - United States
  • Interest in Mobile Gaming Apps - Cross-Country Comparison
  • Uptake of Mobile Gaming by Age and Gender
  • Frequency of Mobile Gaming
  • Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
  • Frequency of Mobile Gaming, United States, Consumer Survey: 2011
  • Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Revenues by Region, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
  • Interest in Mobile Gaming Apps - Cross-Country Comparison, Western Europe and Asia, Consumer Survey: 2011
  • Uptake of Mobile Gaming by Age and Gender, United States, Consumer Survey: 2011
  • Frequency of Mobile Gaming, United States, Consumer Survey: 2011
  • Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
2 Figures
  • The Value Chain of Mobile Gaming
  • The Forecast Model