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thers
6he re,ort also considers the reven#e 0rom mobile gaming a,,lications #sed on tablets and
mobile devices. 8t also com,ares the reven#e generated by the Global Mobile Gaming
market !ith the reven#e generated by the Global ther Gaming market.
8n additionB the re,ort covers the market segmentation by considering the key
geogra,hical regionsB #sage o0 mobile gaming a,,licationsB mobile game ,aying gamersB
and time s,ent daily by the #sers o0 mobile devices 0or ,laying games.
6he re,ort also ,resents the vendor landsca,e and a detailed analysis o0 the to, three
vendors in the Global Mobile Gaming market. 8t also disc#sses the maDor drivers that
in0l#ence the gro!th o0 the market. 8n additionB it disc#sses the challenges 0aced by vendors
and the market at largeB and the key trends that are emerging in the market.
Prod#ct
$erings
&ome o0 the ,rod#cts o00ered by the maDor vendors in the Global Mobile Gaming market are
listed belo!<
Com,an <ro'uct" O##ere'
Electronic $rt" &nc.
&#,reme @eroes
/ltima (orever< F#est 0or the .vatar
6he &im,sons< 6a,,ed #t
6he &ims (reePlay
Mono,oly @otels
&olitaire %lit'
9orld &eries o0 Poker
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Market
&crabble
9orld &eries o0 Gaht'ee
(8(. 1)
9ord &mack
Mono,oly Millionaire
6etris %lit'
Real Racing )
6heme Park
&,ider Hack
6rivial P#rs#it
%eDe!eled >ive
Plants vs Iombies
+onnect *
&,y Mo#se
Gamelo#t S.$.
>#mines Mobile
%#bble %ashJ
6om +lancyAs @...9.K
8ron Man )
(ast L (#rio#s 6
Gangstar +ity
Monsters /niversity
7ingdoms L >ords
.lien F#arantine
. Good Day 6o Die @ard
%lit' %rigade
/4 L (riends
Dragon &#mmoner
D#ngeon @#nter
My >ittle Pony
Pirates
.s,halt .drenaline 6
:ternal >egacy
4ova 2
)ovio Entertainment
!t'.
.ngry %irds &eries
%ad Piggies
%#rger R#sh
Darkest (ear
Darkest (ear series
Dragon and Hade
Desert &ni,er
4eed 0or &,eed< +arbon
(orm#la GP Racing
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Market
Paid to
7ill
Pa,er
Planes
Patron
.ngel
&tar
Marine
&ho,,ing
Madness
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Market
06. Market >andsca,e
06.1 2 )evenue
Market &i'e and
(orecast
6he Global Mobile Gaming market !as val#ed at /&=5.) billion in 2012 and is e;,ected to
reach
/&=2*.) billion by 2016B gro!ing at a +.GR o0 2".1*
,ercent.
&ome o0 the maDor 0actors contrib#ting to the gro!th o0 this market d#ring the 0orecast
,eriod incl#de the increased #se o0 smart,hones and tablets 0or ,laying gamesB gro!ing
ado,tion o0 (2P modelB and the increase in in-a,, ,#rchases 0rom 0ree games.
6he increased ado,tion o0 mobile games in the .P.+ and the :M:. regions is c#rrently
0ostering the gro!ing demand 0or develo,ing better and more innovative mobile gamesB
!hich in t#rn is driving the Global Mobile Gaming market. 6he demand is mainly attrib#ted
to the increase in the time s,ent by gamers 0or ,laying games on mobile devicesB the
increased s,ending by the gamers 0or installing gaming a,,lications on mobile devicesB and
the increasing demand 0or more games and ne!er versions o0 the e;isting ,o,#lar
games. .lsoB !ith the evol#tion o0 mobile gamingB the vendors in the Global Gaming
market are generating additional reven#e by ado,ting vario#s mobile gaming reven#e
models s#ch as virt#al goods and microtransactions and s#bscri,tionsB as !ell as
generating reven#e 0rom the traditional sales o0 consoles. @o!everB the increase in
concerns relating to sec#ring the ,ersonal in0ormation o0 gamers ,oses a ,otential
challenge to the gro!th o0 the market. .dditionallyB tho#gh the market is gro!ing in terms
o0 reven#eB there !ill be a decline in the year-on-year gro!th rate. 6he reason behind the
decline is the high ado,tion o0 mobile gaming a,,lications in the early yearsB !hich
!ill event#ally lead to market sat#ration d#ring the 0orecast ,eriod.
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Market
:;hibit )< Global Mobile Gaming Market 2012-2016 1/&= billion2
&o#rce< 6ech4avio .nalysis
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Market
06.2 2 4o3nloa'"
Market &i'e and
(orecast
6he Global Mobile Gaming market !itnessed 20.3 billion o0 mobile games do!nloads in
2012B !hich incl#des ,aid as !ell as 0ree do!nloadsB and is e;,ected to reach *5.2 billion
o0 mobile games do!nloads by 2016B gro!ing at a +.GR o0 21.* ,ercent.
ne o0 the main drivers contrib#ting to the increase in do!nloads o0 mobile games is the
increase in the im,lementation o0 the (2P model by the vendors in the marketB !hich
enables them to ca,t#re a h#ge base o0 mobile games and then generate reven#e thro#gh
in-a,, ,#rchasesB ad ,lacements in gamesB and sales o0 virt#al goods !ith real money.
@o!everB the increase in concerns relating to ,rivacy and boredom !ith a ,artic#lar
game,lay co#ld a$ect the do!nloading o0 mobile games. (#rtherB the Global Mobile Gaming
market is e;,ected to !itness a trend o0 having a mobile device as a ,rimary medi#m 0or
,laying video games.
:;hibit *< Global Mobile Gaming Market 2012-2016 1do!nloads in
billion2
&o#rce< 6ech4avio .nalysis
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Market
06.% Global Mobile Gaming Market v". Global Ot*er Gaming Market
Market &i'e and
(orecast
6he Global Mobile Gaming market acco#nted 0or 1*.) ,ercent or /&=5.) billion o0 the
Global Gaming market in 2012B !hereas the Global ther Gaming market acco#nted 0or
35." ,ercent or /&=55.6 billion.
@o!everB the Global Mobile Gaming market is e;,ected to !itness an increase in reven#e
and acco#nt 0or 23.) ,ercent or /&=2*.) billion o0 the Global Gaming market by 2016B
!hereas the Global ther Gaming market !ill lose its share in the Global Gaming market
and acco#nt 0or
"1." ,ercent or /&=61.6 billion o0 the market. 6he increased #sage o0 mobile devices 0or
,laying games is e;,ected to red#ce the time and money s,ent by the gamers on other
devices s#ch as consoles d#ring the 0orecast ,eriod. (#rtherB the money s,ent on mobile
devices is com,aratively less than !hat a ,layer !o#ld have to ,ay 0or b#ying consoles.
.lsoB technological advancements leading to the develo,ment o0 more innovative and
creative games are e;,ected to contrib#te to the gro!th o0 the Global Mobile Gaming
market d#ring the 0orecast ,eriod.
6he Global ther nline Gaming market incl#des gaming s#ch as consolesB handheldsB and
social and cas#al gaming.
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Market
:;hibit 5< Global Mobile Gaming Market vers#s Global ther nline Gaming Market
2012-2016
&o#rce< 6ech4avio .nalysis
:;hibit 6< Global Mobile Gaming Market vers#s Global ther Gaming Market 2012-
2016 1/&= billion2
&o#rce< 6ech4avio .nalysis
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Market
06.( Gro3t* )ate
Com,ari"on
6he Global Mobile Gaming market is e;,ected to gro! at a +.GR o0 2".1* ,ercent d#ring
the ,eriod 2012-2016B !hich is higher than the +.GR o0 the overall market and the Global
ther Gaming market. 6he Global Gaming market is e;,ected to gro! at a +.GR o0 ".)
,ercent d#ring the ,eriod 2012-2016 and the Global ther Gaming market is e;,ected to
gro! at a +.GR o0 2.6 ,ercent d#ring the 0orecast ,eriod.
6he high gro!th rate o0 the Global Mobile Gaming market co#ld be attrib#ted to 0actors s#ch
as increased ado,tion o0 smart,hones and tablets and increased #sage o0 gaming
a,,lications in s#ch devices. (#rtherB advancements in technology and the evol#tion o0 the
m#lti,layer mobile gaming 0acility co#ld 0#rther increase the reven#e o0 the Global Mobile
Gaming market d#ring the 0orecast ,eriod.
:;hibit "< Gro!th Rate +om,arison o0 Global Mobile Gaming Market vers#s
Global
Gaming Market vers#s Global ther Gaming Market 2012-2016
&o#rce< 6ech4avio .nalysis
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Market
0". Market &egment at ion
0-.1 Global Mobile Gaming Market Segmentation b )evenue Mo'el
-irt#al Goods and
Microtransactions
-irt#al goods are non-e;istent obDects in real li0e !hich can be ,#rchased by #sing real
moneyB !hile microtransactions are small ,ayments made !ith act#al money !hich gives
bon#ses and ,oints in-game.
Paid Do!nload
Paid do!nload incl#des the game a,,lications 0or !hich the #ser needs to ,ay the vendor
to install the a,,lication in his mobile device.
.d-based
.d-based is the model #sed by the vendors that allo!s #sers to do!nload and ,lay a game
0ree o0 cost b#t !ith ad ,lacements in it.
ther
s
thers incl#de reven#e models s#ch as
s#bscri,tion.
6he Global Mobile Gaming market !as dominated by the -irt#al Goods and
Microtransactions segment !ith a market share o0 5* ,ercent in 2012 and is e;,ected to
reach 5" ,ercent by
2016. -irt#al goods are ,ro,elling the gro!th o0 this market since the ,layer needs to
s,end a certain amo#nt o0 money to b#y goods s#ch as coins and vario#s avatars to
discover the ne;t stage in the game. 6he ,layerAs c#riosity and high enth#siasm 0or the
game,lay triggers his need to discover and ,lay the ne;t stage in a game. (#rtherB the
demand 0or the virt#al c#rrency is gro!ing at an increasing rate and is e;,ected to ,ro,el
the demand 0or virt#al goods d#ring the 0orecast ,eriod. 8n additionB the enth#siasm o0 the
gamers to #nlock items !ithin the games and get additional ,oints 0or ,laying a game at a
higher level co#ld ,ro,el the gro!th o0 microtransactions d#ring the 0orecast ,eriod.
6he Paid Do!nload segment 0ollo!ed the -irt#al Goods and Microtransactions segment
!ith a market share o0 )5 ,ercent in 2012 and is e;,ected to lose it share to reach 1*
,ercent by 2016. 6his segment c#rrently acco#nts 0or a high market share since s#ch
gaming a,,lications o$er better 0eat#res and gaming e;,erience. @o!everB !ith the
advancements in technology and the increased com,etitionB high-end gaming a,,lications
are e;,ected to be available to the gamers as 0ree!are.
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Market
:;hibit 3< Global Mobile Gaming Market &egmentation by Reven#e Model
2012
&o#rce< 6ech4avio .nalysis
6he Paid Do!nload segment !as 0ollo!ed by the .d-based segment !ith a market share o0
3 ,ercent in 2012. 6his segment is e;,ected to gain share and acco#nt 0or 20 ,ercent o0
the market by 2016. 6he increase in online and mobile ad s,ending by ad net!ork vendorsB
,#blishersB and maDor ind#stries is e;,ected to drive the gro!th o0 this segment d#ring the
0orecast ,eriod.
6he thers segment acco#nted 0or ) ,ercent o0 the market in 2012 and is e;,ected to
acco#nt 0or 5 ,ercent o0 the Global Mobile Gaming market by 2016.
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Market
0-.2 4ail 9"age o# G a ming $,,lication" ver"u" Ot*er Mobile
$,,licatio n "
8<ercentage o# 9"er";
8n 2012B the mobile gaming a,,lication !as the most ,o,#lar a,,lication category and it
!as #sed by 6)-65 ,ercent o0 the #sers daily on their mobile devices. 6he
advancement o0 the mobile gaming a,,lication has increased its #sage and ,enetration
among most o0 the #sers.
ther ,o,#lar mobile a,,lications have daily #sage less than that o0 mobile gaming
a,,licationsB as sho!n in the e;hibit belo!.
:;hibit 5< Daily /sage o0 Mobile Gaming .,,lications vers#s ther
Mobile
.,,lications 2012
&o#rce< 6ech4avio .nalysis
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Market
0-.% Mobile Game <aing Gamer" ver"u" No n -,aing
Gamer"
8n 2012B o#t o0 *30-520 million gamers !ho ,layed games on their mobile devicesB )10-))0
million !ere non-,aying gamers and 1"0-150 !ere ,aying gamers. 6he reven#e generated
0rom the ,aying gamers directly in0l#ences the gro!th o0 the Global Mobile Gaming
market. @o!everB the non-,aying gamers are a ,ros,ective c#stomer base 0or the vendors
as they generate reven#e 0or them thro#gh other means s#ch as in-a,, ,#rchasesB
,#rchase o0 virt#al goodsB and ads in the contents model.
:;hibit 10< Mobile Game Paying Gamers vers#s 4on-,aying Gamers 2012 1in
million2
Mobile Game 4on-,aying
Players
)10-))0
Mobile Game Paying Players 1"0-150
Mobile Gaming Players *30-550
&o#rce< 6ech4avio .nalysis
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Market
0-.( Time S,ent 4ail b 9"er" on Tablet" a n ' Smart,*one" #or
< laing Mobile
Game"
8n 2012B tablet #sers s,ent 66-63 ,ercent o0 their time in ,laying gamesB !hile )3-*0
,ercent o0 #sers s,ent their time ,laying games on smart,hones. 6his s#ggests that the
evol#tion o0 smart,hones and tablets has changed the o#tlook o0 the gamers and the
Gaming ind#stry. (#rtherB tablets and smart,hones are being vie!ed as ,ros,ective
hard!are !ith good screens 0or s#,,orting video games.
:;hibit 11< 6ime &,ent Daily by /sers on 6ablets and &mart,hones 0or Playing
Mobile
Games 2012
&o#rce< 6ech4avio .nalysis
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Market
0-.+ <ai' 4o3nloa'" o# Game" ver"u" Ot*er $,,lication" on a 4ail 2a"i"
8n 2012B the mobile gaming a,,lication !as the to, grossing a,,lication !ith 52-5*
,ercent o0 the #sers do!nloading it on their mobile devices.
:;hibit 12< Paid Do!nloads o0 Games vers#s ther .,,lications on a Daily %asis 2012
&o#rce< 6ech4avio .nalysis
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Market
0-.6 >ive >orce" $nal"i"
2argaining <o3er
o#
Su,,lie
r"
8!o3
;
6he bargaining ,o!er o0
s#,,liers is lo! since most
o0 the vendors develo, and
,#blish their o!n
games,lays.
T*reat o#
Sub"titute"
86ig*
;
&#bstit#tes s#ch as
gaming consoles and P+
gaming have a strong
,resence in the market
as they are highly
,re0erred by gamers.
T*reat o#
)ivalr
86ig*
;
6he threat o0 rivalry in
the Global Mobile
Gaming market is high
beca#se o0 the ,resence
o0 a large n#mber o0
vendors !ith distinct
game,lays in the
market.
2argaining <o3er
o#
2uer
"
86ig*
;
6here are many vendors
in this market ,roviding a
variety o0 choices to the
gamers 0or choosing and
,laying the game,lays.
T*reat o# Ne3
Entrant"
86ig*
;
6he threat o0 ne! entrants
is high d#e to the lo!
ca,ital investment
involved in develo,ing
games.
03. Ge ogra,hical &egmentat ion
8n 2012B the Global Mobile Gaming market !as dominated by the .P.+ regionB !hich !as
0ollo!ed by the :M:. regionB 4orth .mericaB and >atin .merica. 8n 2012B the .P.+ region
acco#nted 0or the largest share o0 *".23 ,ercent !ith estimated reven#e o0 /&=*.* billion in
the overall market. 8t is 0orecast to reach *3.35 ,ercent or /&=11.5 billion by 2016B gro!ing
at a +.GR o0 23.1 ,ercent. 6his steady gro!th in the market share co#ld be
attrib#ted to the ra,id ado,tion o0 smart,hones and tablets by the #sers in this region.
6he :M:. region acco#nted 0or 25."5 ,ercent o0 the market !ith estimated reven#e o0
/&=2.* billion in 2012. 6his region is e;,ected to reach 23.2* ,ercent or /&=6.5 billion by
2016B gro!ing at a +.GR o0 )0 ,ercent d#ring the 0orecast ,eriod. 6he increase in the
market share co#ld be attrib#ted to the 0act that vendors attract #sers to ,lay games by
,roviding mobile hard!are !ith a ,re-installed gaming a,,lication. (#rtherB this region is
!itnessing the trend o0 an increase in 0emale gamers.
:;hibit 1)< Global Mobile Gaming Market by Geogra,hical &egmentation 2012-
2016
&o#rce< 6ech4avio .nalysis
4orth .merica held the third ,osition !ith a market share o0 22.)5 ,ercent and estimated
reven#e o0 /&=2.1 billion in 2012. 6his is e;,ected to decrease to 13.1* ,ercent and
estimated reven#e o0 /&=*.* billion by 2016B declining at a +.GR o0 20.6 ,ercent. 6he
reason 0or the decline in the reven#e co#ld be attrib#ted to the 0act that console gaming
has a high ado,tion rate in this region and the gamers in this region are not !illing to shi0t
to an alternative device 0or ,laying games. >atin .merica held a market share o0 *.53
,ercent !ith estimated reven#e o0 /&=0.* billion in 2012.
:;hibit 1*< Global Mobile Gaming Market by Geogra,hical &egmentation 2012-
2016 1/&= billion2
&o#rce< 6ech4avio .nalysis
05. 7e y >eading +o#ntries
6he leading co#ntries in the Global Mobile Gaming market in 2012 are sho!n belo!<
USA
11-1) ,ercent
China
10-12 ,ercent
/&
.
6he /& led the Global Mobile Gaming market in 2012 and acco#nted 0or 11-1) ,ercent o0
the overall reven#e. 6he key driver contrib#ting to the gro!th o0 the market is increasing
demand 0or 0ree!are games. @o!everB com,etition 0rom alternative gaming ,lat0orms s#ch
as gaming consoles is hindering the gro!th o0 the Mobile Gaming market in the /&.
.dditionallyB the co#ntry is e;,ected to !itness an increase in the time s,ent by the #sers
0or ,laying games on mobile devices d#ring the 0orecast ,eriod.
MaDor Driver
MaDor +hallenge MaDor 6rend
M8ncreasing Demand
0or
(ree!are Games
M+om,etition 0rom
.lternative
Gaming Plat0orms
M8ncrease in 6ime
&,ent on Mobile
Devices 0or Playing
Games
+hina
+hina !as another leading co#ntry in the Global Mobile Gaming market in 2012B
having acco#nted 0or 10-12 ,ercent o0 the total reven#e. 6he key driver contrib#ting to the
gro!th o0 the market in +hina is the develo,ment o0 advanced mobile devices. @o!everB
the increase in concerns relating to video game ,iracy is hindering the gro!th o0 the Mobile
Gaming market in
+hina. verallB the co#ntry is e;,ected to !itness ra,id develo,ment o0 mobile
o,erating systems d#ring the 0orecast ,eriodB !hich !o#ld ,ro,el the gro!th o0 the
Mobile Gaming
market in +hina.
MaDor Driver
MaDor +hallenge MaDor 6rend
MDevelo,ment o0
.dvanced Mobile
Devices
M8ncrease in +oncerns
Relating to -ideo Game
Piracy
MRa,id Develo,ment o0
Mobile ,erating
&ystems
10. -en dor >andsca,e
6he Global Mobile Gaming market is 0orecast to be the 0astest-gro!ing market in the
Gaming ind#stry. (#rtherB the gaming a,,lication is 0orecast to be the most ,o,#lar
a,,lication in terms o0 both #sage and reven#e. 6h#sB the Global Mobile Gaming market is
a highly 0ragmented market !ith an increasing n#mber o0 ne! vendors entering the market.
.s a res#lt o0 the increased ado,tion o0 technologically-advanced mobile devices s#ch as
smart,hones and tablets by the #sersB the Global Mobile Gaming market has been
!itnessing a drastic change in the gamersA ,ro0ile and in the #se o0 gaming a,,lications.
Mobile gaming a,,lications are #sed by many #sers o0 mobile devices every day. 6his has
,ro,elled the e;isting gaming vendors to develo, and create ne! and im,roved versions o0
mobile game,lays. 8t has also attracted many ne! vendorsB and to maintain their 0oothold
in this marketB these vendors are coming #, !ith ne! game,lays. (or instanceB 8mangi
&t#dios >>+B the ,o,#lar develo,er o0 the game N6em,le R#nNB !as 0o#nded in 2003.
.lsoB 7abamB an interactive entertainment com,anyB has gained tremendo#s ,o,#larity in
the market !ith its game,lay N7ingdoms o0 +amelotN.
verallB the Global Mobile Gaming market is dominated by three vendors< :lectronic .rts
8nc.B Gamelo0t &...B and Rovio :ntertainment >td. Gamelo0t is the market leader and it is
0ollo!ed by :lectronic .rts and Rovio.
6he to, three vendors in the Global Mobile Gaming market are ranked in the table
belo!<
)ank 1en'or"
1 Gamelo0t &...
2 :lectronic .rts 8nc.
) Rovio :ntertainment >td.
6he Global Mobile Gaming market !as dominated by Gamelo0t !ith the highest market
share in
2012. 6he com,any has more than 50 million monthly active #sers. (#rtherB the com,anyAs
reven#e is mainly driven by the s#ccess o0 its games on smart,hones and tablets. verallB
the com,any generates more than 50 ,ercent o0 its smart,hone reven#e 0rom in-a,,
,#rchases and advertising.
:lectronic .rts !as in the second ,osition in the Global Mobile Gaming market in 2012. 6he
reason behind the com,anyAs s#ccess in this market co#ld be attrib#ted to its contin#o#s
e00ort in develo,ing ne! game,lays and coming #, !ith ne! versions o0 the e;isting
game,lays. .dditionallyB the com,any has strong brand visibility d#e to its ,o,#lar
game,lays s#ch as 6he &ims series and the (8(. series.
Rovio 0ollo!ed :lectronic .rtsB !hich !as in the third ,osition in the Global Mobile Gaming
market in 2012. 6he 0amo#s N.ngry %irdsN game,lay series is the key reason
behind the com,anyAs s#ccess in this market. (#rtherB the com,any has alternative and
additional reven#e so#rces s#ch as licensing cons#mer ,rod#cts.
&ome o0 the vendors in the Global Mobile Gaming market are described
belo!<
Com,an 4e"cri,tio
n
.ctivision %li''ard Global gaming com,any
+ell#0#n Mobile device-based social gaming comm#nity
Disney 8nteractive Develo,er o0 mobile games and a,,lications
Digital +hocolate Develo,er and ,#blisher o0 video games
:lectronic .rts 8nc.
.merican com,any that develo,sB ,#blishesB marketsB
and distrib#tes video games
Gamelion
Develo,er o0 video games and entertainment a,,lications
0or mobile devices
Gamelo0t &... Develo,er and ,#blisher o0 video games
Game@o#se Develo,er and distrib#tor o0 video games
Gl# Games 8nc. P#blisher o0 mobile games
G#ng@o :ntertainment Develo,er o0 mobile games
@andyGames Develo,er and ,#blisher o0 mobile games
8ndia Games Develo,er o0 mobile games
7abam 8nteractive entertainment com,any
7iloo .,& Danish game develo,ment com,any
Minh +ha# +or,. Develo,er o0 mobile games
4amco %andai Games 8nc. Develo,er and ,#blisher o0 arcadeB homeB and mobile video
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ngmoco 8nc. .merican ,#blisher o0 video games
beron Media Provider o0 cas#al games
Po,+a, Games .merican develo,er and ,#blisher o0 video games
P#nch :ntertainment Provider o0 mobile games
Redboss Develo,er and distrib#tor o0 mobile games
Rovio :ntertainment >td. :ntertainment com,any and develo,er o0 video games
&G% Games Game develo,ment st#dio
Iynga 8nc. Provider o0 social game services
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<arameter" 4etail" En'-u"er Segment" Signi?cance
$ttac*e'
Com,atibili
t
<rice
<er#orman
ce
>eature"
6he mobile gaming
a,,lications sho#ld be
com,atible !ith
di$erent o,erating
systems
6he ,rice that gamers
need to ,ay 0or
installing the gaming
a,,lications on their
mobile device
6he mobile devices
sho#ld be able to ,lay
even the most advanced
games (eat#res incl#des
an
online service 0or
additional do!nloadsB
#,gradation o0 the
gaming a,,licationsB
and a social net!orking
!eb bro!sing 0eat#re
!hich
im,roves the
0#nctionality o0 the
mobile gaming
a,,lications
8ndivid#al
Gamers
8ndivid#al
Gamers
8ndivid#al
Gamers
8ndivid#al
Gamers
!o3
6ig*
1 2 %
( +
!o3
6ig*
1 2 %
( +
!o3
6ig*
1 2 %
( +
!o3
6ig*
1 2 %
( +
0e
6he im,act o0 the b#ying criteria is graded on the basis o0 the intensity and d#ration o0
their im,act on the c#rrent market landsca,e. 6he magnit#de o0 the im,act has been
categori'ed as described belo!<
6he im,act o0 the drivers is graded on the basis o0 the intensity and d#ration o0 the im,act
on their c#rrent market landsca,e. 6he magnit#de o0 the im,act has been categori'ed as
described belo!<
6he im,act o0 the drivers and challenges is graded on the basis o0 the intensity and
d#ration o0 their im,act on the c#rrent market landsca,e. 6he magnit#de o0 the im,act has
been categori'ed as described belo!<