The Mobile Gaming in Asia by Technology, Platform, Stakeholder, Connectivity, Subregion and Country 2023-2028 report has been added to ResearchAndMarkets .com offering
This report provides must-read research for anyone interested in mobile entertainment and/or VAS applications in Asia. This report provides a comprehensive assessment of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analyzes the current constraints, challenges and opportunities.
The report also examines various demand factors/factors including: Asia Mobile Gaming Demographic Analysis, Asia Mobile Gaming Behavior, Gaming Preference and Projection Analysis.
The report also provides a comparative analysis of mobile gaming demographics and preferences in Asia, including: Male vs. Female, Casual vs. Basic, Freemium vs. Premium, Social vs. Traditional, Tablet vs. Mobile, Smartphone vs. Web Enabled vs. Enabled. Standard telephone, regular and irregular, dynamics of time and money costs.
Mobile gaming is the fastest-growing segment of digital entertainment, with its roots in the console era, building on lessons learned from the likes of the Nintendo DS and PlayStation Portable. In the beginning, adaptive versions of popular console titles were offered for mobile phones. Gradually, smartphone and tablet entertainment has made inroads, especially in the casual gaming segment. Today, smartphone games lead the mobile gaming industry among consumers, but tablets generate higher rates of paid monetization, microtransactions, and advertising.
While smartphone platforms are popular for mostly casual and casual genres, tablets offer a better user experience due to greater hardware capabilities and a better user interface. Tablets are now an attractive platform for mid-core gaming, as they have started to compete with consoles in a big way and may overtake them in the near future.
The mobile gaming business has also seen significant growth due to new revenue models such as free-to-play (F2P), “ad games” and more. Social and community dynamics are also a revolutionary factor that has increased viral growth, user adoption, customer acquisition and monetization. , which adds up to high average daily revenue per paying user. The key drivers of growth are many and varied, including the growth of data-enabled mobile devices, the F2P revenue model, and in-game advertising that includes video banners, interactive, video ads, and “pro-play” (brand sponsorships).
After attracting millions of mobile users, game companies realized that the focus should be on user retention rather than innovation. As a result, the gaming industry focuses on periodically improving the gaming experience, rather than creating completely new games, which has led to a decrease in loyal users.
In addition, gaming business models have undergone a shift from free-to-play to free-to-play, with a focus on highly successful categories such as social casino games and real money games.
Select Report findings
- Asia-wide mobile gaming market to 2028 will reach 93.2 billion
- Mobile Game Publishers and Service Aggregators Market in Asia to 2028 will reach 51.3 billion
- Until 2028 Wi-Fi will continue to be the most widespread means of communication, followed by LTE and 5G
- While gamers continue to dominate gaming, female gamers are growing 62% faster and will reach parity within a decade.
- Mobile gaming business models have seen a shift from free-to-play to free-to-play, as well as a focus on highly successful categories
- Smartphones have the highest user penetration, but tablets are the best user experience, competing well with the console market
- Smartphone usage dominates the mobile game by device type as other devices grow much slower and tablets lose ground
- Key growth drivers include the explosion of data-enabled mobile devices, the F2P revenue model, and in-game advertising that includes video banners, interactives, videos, and “advergames.”
Dynamic analysis of the market
Analysis of market growth factors
- Cross-platform gaming and mobile social gaming
- Growing demand for local content
- Freemium Monetization
- Devices optimized for gaming
- The mobile platform as a common gaming platform
- Word of mouth is preferred
- Local gaming platforms
- A selection of portable games
- Connected console and mobile cloud
- Advertising games
- In-game deal
- Virtual visit to the community
- Multi-platform publishing
- A non-Facebook social gaming platform
Regulatory and Fraud Analysis
- Mobile game piracy and virtual currency scams
- Kompu Gacha mobile social gaming ban in Japan
- Geographical significance of the Anti-Piracy Act
- Zynga with PrivacyVille.
- Cybercriminal attack on mobile social games
- Discussion of in-game cheating in mobile social games
- Open the web to save DMCA: MiniMega vs TomKid game
- RMT and Gold Farming Regulation
- Offshore Opportunity in Asia
The role of new entrants
- The technical and legal role of the technology provider
- Role of virtual goods and currency provider
- The role of a microtransaction solution provider
Business model analysis
- Basic strategies for mobile games
- Sources of income and items of expenditure
- Trendy business model
- Economics and Game Business Model Tips
- Advertising model
- Development of a mathematical model of price determination
- Market Challenge and Game Balancing Approach
Technology and application analysis
Case study
- Grand Theft Auto
- Nike and the sports game
- FitBit Casual Games
- BMW Ultimate Drive program
- Angry birds
- Fruit Ninja
- Cut the rope
- Compu Gacha games
- Colopula
- A social game for the Host Club
- A social horse racing game
- Smurf Village: a true success of the virtual economy
- Alchemy: An Android Title Success Case in Korea
- The human element
- The movement of half the sky
- FoldIt: Research for Humanity and a Community Patent
- RecycleBank: Community Awareness
- Miller’s Literacy Game: Education and Literacy
- RELEASED: Poverty Alleviation
- Raise a Village: Build a village
- The case of WeTopia: Children’s charities
- Animal Charities: The Joy Kingdom Case
- The success story of Japan and Korea
- Pretty Simple Criminal Case Tutorial
Conclusions and recommendations
- Advertisers and media companies
- Artificial Intelligence Providers
- Car companies
- Broadband infrastructure providers
- Communication service providers
- Computer companies
- Data analytics providers
- Providers of immersive technologies (AR, VR and MR).
- Network equipment suppliers
- Network security providers
- Semiconductor companies
- OEM companies
- IoT suppliers and service providers
- Software providers (game developers and publishers)
- Content aggregators
- Payment solutions provider
- Social media companies
- Companies and governments
- Gaming Investors
Analysis of a mobile gaming company
Mobile game developers and publishers
- Half Brick: Australia
- Capcom: Japan
- Electronic Arts: Japan
- Namco Bandai: Japan
- Gamevil (Com2uS): Korea
- Zeptolab: Russia
- Square Enix: Japan
- Gameprom: Russia
- Kairosoft: Japan
- Konami: Japan
- Disney Mobile: Japan
- GREE: Japan
- DeNA: Japan
- Tencent: China
- Mig33: China
- Sina Weibo: China
- Papaya Mobile: China
- Mobygames
- Games2Win: India
- Hungama Games: India
- Nazara: India
- Shadow Mobile: Philippines
- Socialpoint: Spain
- Agate Studio: Indonesia
- Toge Productions: Indonesia
- Creacle Studio: Indonesia
- Touchten Games: Indonesia
- Maximize Games Studio: Indonesia
- Tinker Games: Indonesia
- Educa studio: Indonesia
- Altermite: Indonesia
- Nightspade: Indonesia
- Allegrium
- Kidalang
- Game tower
- Own games
Platform analysis of new publishers
- Their WeiBo
- Tencent Network (Weibo, Qzone and Pengyou)
- Renren
- Kaixin001
- 51 .Com
- Walking
- Cyworld
- Yahoo-Mobage
- Amoeba Pigg
- Bebo
- Amazon
- Gaia online
- Badoo
- Marked
- Hello5
- Habbo
- Come2Play
- Chilling
- Tencent QQ
- KakaoTalk
- Line
- Tango
- Kik Messenger
- Zalo
- Qihoo 360 platform
- Wandoujia
- Baidu App Store
- AppChina
- D.cn Game Center
- Fan
- VKontakte
- Yonja
App Store Analysis
- Google Play Games
- iOS Game Center
- Facebook games
- Alternative Android Store
- Slide ME
- GetJar
- CodeNgo
- Apps UK Ltd
- Anzhi
- F-Droid
- Alternative iOS Store
- Cydia
- Cross Platform App Store
- NVidia (Geoforce)
- Nook App Store.
- Taobao App Market
- Bemobi International.
- Smells nice
- Aphytalism
- the congregation
- It’s boring
- Alternative
- Bazaar
- OEM Appstore
- Xiaomi App Store
- Carrier AppStore
- One Store Corp.
- MTNPlay
Game Service Management Providers
- WildTangent
- a ghost
- Twitch.TV
- app
- XSplit
Communication Service Provider Analysis
- NTT DoCoMo Japan
- KDDI au Japan
- China Mobile, China
- China Unicom, China
- China Telecom, China
- Airtel (Bharti), India
- Idea of Vodafone India
- SK Telecom, Korea
- Telstra Mobile, Australia
- Optus Mobile, Australia
- Vodafone New Zealand
- MTS, Russia
- MegaFon, Russia
- Beeline, Russia
- Chunghwa Telecom, Taiwan
- Hong Kong
- Mobicom, Mongolia
- Telkomsel, Indonesia
- Indosat, Indonesia
- Viettel, Vietnam
- MobiFone, Vietnam
- Smart Communications, Philippines
- Globe Telecom, Philippines
- Maxis, Malaysia
- SingTel Mobile, Singapore
- AIS, Thailand
- DTAC, Thailand
- DSTCom, Brunei
- Lao-telecom, Laos
- Metphon, Cambodia
- Turkcell, Turkey
- Iranian mobile telecommunications company
- STC, Saudi Arabia
- Etisalat, UAE
- Cellcom, Israel
- BATELCO, Bahrain
- Cytamobile-Vodafone, Cyprus
- Vodafone, Egypt
- Zain, Jordan
- Zain, Kuwait
- Touch, Lebanon
- Q-Tel, Qatar
- Omantel, Oman
- K’Cell, Kazakhstan
- Beeline, Kyrgyzstan
- Babylon Mobile, Tajikistan
- Uzdunrobita, Uzbekistan
- MTS, Turkmenistan
- Grameenphone, Bangladesh
- Dialogue, Sri Lanka
- Mobilink, Pakistan
- Ncell, Nepal
- Dhiraagu, Maldives
- B-Mobile, Bhutan