Mobile Gaming

Purchase

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.

Table of Contents

Table of Contents

  • Top Line Forecast
  • 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
  • 2. CONCLUSIONS AND RECOMMENDATIONS
    • 2.1. Conclusions
    • 2.2. Recommendations for Game Developers
    • 2.3. Recommendations for Mobile Operators
  • 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
  • 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
  • 5. COMPETITIVE LANDSCAPE
    • 5.1. Value Chain in a Nutshell
    • 5.2. Dynamics of Game Development and Publishing
  • 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
  • 7. COMPANY DIRECTORY
  • 8. ACRONYMS
  • 9. LINKS TO RELATED RESEARCH
    • 9.1. Scope of Study
    • 9.2. Sources and Methodology
    • 9.3. Notes

Charts

  1. Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  2. Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
  3. Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  4. Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
  5. Frequency of Mobile Gaming, United States, Consumer Survey: 2011
  6. Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  7. Mobile Gaming Revenues by Region, World Market, Forecast: 2011 to 2016
  8. Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
  9. Interest in Mobile Gaming Apps - Cross-Country Comparison, Western Europe and Asia, Consumer Survey: 2011
  10. Uptake of Mobile Gaming by Age and Gender, United States, Consumer Survey: 2011
  11. Frequency of Mobile Gaming, United States, Consumer Survey: 2011
  12. Mobile Gaming Revenues by Revenue Segment
  13. Mobile Gaming Revenues by Region
  14. Mobile Gaming Users by Region
  15. Mobile Gaming Penetration vs. All Wireless Subscriptions by Region
  16. Mobile Companion App Users by Region
  17. Mobile Game Subscriptions by Region
  18. One-Off Payment Revenues by Region
  19. In-Game Advertising Revenues by Region
  20. In-App Payment Revenues by Region
  21. Mobile Game Subscription Revenues by Region
  22. Mobile Companion App Revenues by Region
  23. Interest in Mobile Gaming Apps vs. Other Apps - Germany
  24. Interest in Mobile Gaming Apps vs. Other Apps - France
  25. Interest in Mobile Gaming Apps vs. Other Apps - United Kingdom
  26. Interest in Mobile Gaming Apps vs. Other Apps - China
  27. Interest in Mobile Gaming Apps vs. Other Apps - India
  28. Interest in Mobile Gaming Apps vs. Other Apps - South Korea
  29. Interest in Mobile Gaming Apps vs. Other Apps - United States
  30. Interest in Mobile Gaming Apps - Cross-Country Comparison
  31. Uptake of Mobile Gaming by Age and Gender
  32. Frequency of Mobile Gaming

Figures

  1. The Value Chain of Mobile Gaming
  2. The Forecast Model