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Mobile & Tablet Games

Mobile & Tablet Games

Discovery, In-App Purchases & Advertising 2013-2017

Publisher: Juniper Research
Date Published: 20/02/2013
Category: Mobile Content & Applications
Coverage: Global - 8 Key Regions ◊
 

Overview

  • Over 65 Pages of Forecasts 
  • Analysis of Game Monetisation Strategies
  • Insight into the Portable Gaming Device Market

This eighth edition of Juniper’s Mobile and Tablet Games Report evaluates the latest developments in the mobile games sector, and addresses how the games ecosystem is evolving.  It includes both updated and new forecasts, an analysis of market drivers, and the key hurdles and challenges facing those operating within both the mobile games environment and those outside of it. 

What This Report Covers?

Key Hurdles and Challenges

The key hurdles and challenges which face developers, distributors and MNOs are discussed, from a business, technological and regulatory perspective.

 Vendor Matrix Covering 9 Key Players

Readers can learn from expert analysis and strategic recommendations supported by interviews with key players in the ecosystem drawn together in a vendor matrix. 9 Key Games Developers are assessed on key capabilities including financial performance, category and platform coverage, and innovation.

Game Monetisation Strategies
The report provides an in-depth analysis of revenues gleaned from both pay-per-download and in-app purchases and the size of the market for advertising in mobile games.

Portable Gaming Device Market Forecasts
New to this edition, this section addresses the Portable Gaming Device Market with insights into how the mobile gaming industry fits within the wider gaming industry.

Market Forecasts
The updated forecasts are split by 8 key regions, genre (Action & Arcade, Social & Casual, Racing & Sports and RPGs & Strategy) and device type (Smartphone, Tablets and Featurephones). They include:

  • Revenues from pay-per-download and in-app purchases 
  • Revenue from Mobile Games Advertising
  • Market size of the Portable Gameplay Device Market
  • Number of Mobile Games Downloaded
  • Average amount spent by Mobile Gamer

Country-level forecasts are available for the U.S., Canada, U.K., Germany, Japan and South Korea in the Interactive Forecast Excel.

Table of Contents

Executive Summary
1 Mobile Games: The Bigger Picture

1.1 Introduction
1.2 Gameplay Platforms
1.2.1 Home Consoles
Table 1.1: Home Consoles Comparison
1.2.2 Portable Gameplay Devices
Table 1.2: Portable Devices Comparison
1.2.3 Smartphones and Tablets
i. Fragmentation
Figure 1.1: Current Distribution of Different Versions of the Android Operating System for the 14 Day Period ending 3 December 2012
Table 1.3: Current Distribution of Different Versions of the Android Operating System for the 14 Day Period ending 3 December 2012
Figure 1.2: Imangi Studios Developer Natalia Luckyanova's Tweet from 27 March 2012
ii. HTML5 and Hybrid App Development
1.2.4 Featurephones
1.2.5 Web Browsers
1.2.6 Cross-Platform Games
1.3 Delivery Technology
1.4 Game Genres
1.4.1 Action & Arcade Games
Figure 1.3: Screenshots of Action & Arcade Games on the Mobile
1.4.2 Racing & Sports Games
1.4.3 Role Playing Games (RPGs) and Strategy Games
a. Case Study: Blizzard's World of Warcraft Mobile Armory
1.4.4 Casual & Social Games
i. Puzzle, Card & Board Games
Figure 1.4: Screenshots of Puzzle, Card & Board Games on the Mobile
1.4.5 Excluded Genres
1.5 Trends in Mobile Games
1.5.1 The Freemium Model Continues to Grow
Table 1.4: Top Grossing Games in Apple's App Store 2012
Figure 1.5: Processes Involved When Making an In‑App Purchase
Figure 1.6: Processes Involved When Transitioning from ‘lite' to Paid App
a. Case Study: Supercell's Clash of Clans
1.5.2 Tablets Change the Games Landscape
i. The Emergence of the Mid-Core Gamer
1.5.3 User Engagement Becomes Pertinent
1.5.4 Mobile Game Sizes Escalate
1.5.5 Mobile Games Become Seasonal
1.5.6 Developing Markets Grow
1.5.7 Innovative Devices for Mobile Gameplay Surface
Figure 1.7: The PlayMG Device
1.5.8 Augmented Reality Games

2 Mobile Games: Adding Value & Content Distribution

2.1 Introduction
2.2 The Mobile Games Value Chain
2.2.1 The Traditional Value Chain
Figure 2.1: The Traditional Mobile Games Value Chain
2.2.2 The App Store Value Chain
Figure 2.2: The App Store Value Chain
i. Impact on MNOs
ii. Impact on Developers
a. Mobile Analytics
iii. The App Store Long-Tail
Figure 2.3: DrawChat Users and Sessions
Figure 2.4: The App Store Funnel
2.3 Business Models
2.3.1 Pay Per Download
i. Pricing
2.3.2 Subscription
2.3.3 Free to Download
i. Ad-funded
a. Case Study: Kiip
ii. Marketing
Figure 2.5: Fishlabs' Fanta-Branded Game Fanta Fruit Slam on the iPhone
2.3.4 Freemium
i. Lite Games
ii. In-Game Purchases
iii. Billing Mechanisms
Figure 2.6: In-App Purchases via Store Kit
Figure 2.7: In-App Purchases via Android Market
2.3.5 Combining Business Models
2.4 The App Store Value Chain and Business Model's Effects
2.4.1 Carrier Billing Emerges
Table 2.1: OTT Storefront, Operator Billing Availability, December 2012
2.4.2 Mobile Games Piracy
i. Android
ii. iOS
2.4.3 Freemium Games' Revenues Grow

3 The Market for Mobile Games on Smartphones

3.1 Introduction
3.2 Methodology
Figure 3.1: Methodology for Mobile Games Downloads and PPD Revenues
Figure 3.2: Methodology for In-Game Purchases
3.3 Market for Mobile Games Downloads
3.3.1 Global Smartphone Installed Base
Figure 3.3: Global Smartphone Installed Base (m) Split by 8 Key Regions 2012 - 2017
Table 3.1: Global Smartphone Installed Base (m) Split by 8 Key Regions 2012 ‑ 2017
3.3.2 Smartphone Games Users and Usage
Table 3.2: Smartphone Users Who Access Mobile Games (%) Split by Genre 2012 - 2017
Figure 3.4: Number of Smartphone Users Who Access Mobile Games (m) Split by Genre 2012 - 2017
Table 3.3: Number of Smartphone Users Who Access Mobile Games (m) Split by Genre 2012 - 2017
Table 3.4: Number of Games Accessed from Smartphones Per User Per Annum Split by Genre 2012-2017
Figure 3.5: Total Number of Mobile Games Accessed from Smartphones (m) Split by Genre 2012 - 2017
Table 3.5: Total Number of Mobile Games Accessed from Smartphones (m) Split by Genre 2012 - 2017
Figure 3.6: Total Number of Mobile Games Accessed from Smartphones (m) Split by 8 Key Regions 2012 - 2017
Table 3.6: Total Number of Mobile Games Accessed from Smartphones (m) Split by 8 Key Regions 2012 - 2017
Table 3.7: Pay-Per-Download Games Accessed from Smartphones (%) Split by Genre 2012 - 2017
Table 3.8: Pay-Per-Download Games Accessedfrom Smartphones (%) Split by 8 Key Regions 2012 - 2017
Figure 3.7: Number of Pay-Per-Download Mobile Games Accessed from Smartphones (m) Split by Genre 2012 - 2017
Table 3.9: Number of Pay-Per-Download Mobile Games Accessed from Smartphones (m) Split by Genre 2012 - 2017
Figure 3.8: Number of Pay-Per-Download Mobile Games Accessed from Smartphones (m) Split by 8 Key Regions 2012 - 2017
Table 3.10: Number of Pay-Per-Download Mobile Games Accessed from Smartphones (m) Split by 8 Key Regions 2012 - 2017
Table 3.11: Average Price per Download from Smartphones ($) Split by Genre 2012 - 2017
Figure 3.9: Total Pay-Per-Download Revenues from Smartphone Games ($m) Split by Genre 2012 - 2017
Table 3.12: Total Pay-Per-Download Revenues from Smartphone Games ($m) Split by Genre 2012 - 2017
Figure 3.10: Total Pay-Per-Download Revenues from Smartphone Games ($m) Split by 8 Key Regions 2012 - 2017
Table 3.13: Total Pay-Per-Download Revenues from Smartphone Games ($m) Split by 8 Key Regions 2012 - 2017
3.3.3 Market for In-Game Purchases on Smartphones
Table 3.14: Gamers Who Make In-Game Purchases from Smartphones (%) Split by Genre 2012 - 2017
Figure 3.11: Number of Users Who Make In-Game Purchases from Smartphones (m) Split by Genre 2012 - 2017
Table 3.15: Number of Users Who Make In-Game Purchases from Smartphones (m) Split by Genre 2012 - 2017
Table 3.16: Average Spend On In-Game Content per Smartphone User per Annum ($) Split by Genre 2012 - 2017
Figure 3.12: Annual Revenue from In-Game Content Sold on Smartphone Games ($m) Split by Genre 2012 - 2017
Figure 3.13: Annual Revenue from In-Game Content Sold on Smartphone Games ($m) Split by 8 Key Regions 2012 - 2017
Table 3.17: Annual Revenue from In-Game Content Sold on Smartphone Games ($m) Split by 8 Key Regions 2012 - 2017
3.3.4 Mobile Games Market for Smartphones
Figure 3.14: Total Revenues from Smartphone Games ($m) Split by Genre 2012 - 2017
Table 3.18: Total Revenues from Smartphones Games ($m) Split by Genre 2012 ‑ 2017
Figure 3.15: Total Revenues from Smartphone Games ($m) Split by 8 Key Regions 2012 - 2017
Table 3.19: Total Revenues from Smartphones Games ($m) Split by 8 Key Regions 2012 - 2017

4 The Market for Mobile Games on Tablets

4.1 Introduction and Methodology
4.2 Market for Mobile Games Downloads
4.2.1 Global Tablet Installed Base
Figure 4.1: Global Tablet Installed Base (m) Split by 8 Key Regions 2012 ‑ 2017
Table 4.1: Global Tablet Installed Base (m) Split by 8 Key Regions 2012 ‑ 2017
4.2.2 Tablet Games Users and Usage
Table 4.2: Tablet Users Who Access Mobile Games (%) Split by Genre 2012 - 2017
Figure 4.2: Number of Tablet Users Who Access Mobile Games (m) Split by Genre 2012 - 2017
Table 4.3: Number of Tablet Users Who Access Mobile Games (m) Split by Genre 2012 - 2017
Table 4.4: Number of Games Accessed from Tablets Per User Per Annum Split by Genre 2012-2017
Figure 4.3: Total Mobile Games Accessed from Tablets (m) Split by Genre 2012 - 2017
Table 4.5: Total Mobile Games Accessed from Tablets (m) Split by Genre 2012 - 2017
Figure 4.4: Total Mobile Games Accessed from Tablets (m) Split by 8 Key Regions 2012 - 2017
Table 4.6: Total Mobile Games Accessed from Tablets (m) Split by 8 Key Regions 2012 - 2017
Table 4.7: Pay-Per-Download Mobile Games Accessed from Tablets (%) Split by Genre 2012 - 2017
Table 4.8: Pay-Per-Download Games Accessed from Tablets (%) Split by 8 Key Regions 2012 - 2017
Figure 4.5: Number of Pay-Per-Download Mobile Games Accessed from Tablets (m) Split by Genre 2012 - 2017
Table 4.9: Number of Pay-Per-Download Mobile Games Accessed from Tablets (m) Split by Genre 2012 - 2017
Figure 4.6: Number of Pay-Per-Download Mobile Games Accessed from Tablets (m) Split by 8 Key Regions 2012 - 2017
Table 4.10: Number of Pay-Per-Download Mobile Games Accessed from Tablets (m) Split by 8 Key Regions 2012 - 2017
Table 4.11: Average Price per Download from Tablets ($) Split by Genre 2012 - 2017
Figure 4.7: Total Pay-Per-Download Revenues from Tablet Games ($m) Split by Genre 2012 - 2017
Table 4.12: Total Pay-Per-Download Revenues from Tablet Games ($m) Split by Genre 2012 - 2017
Figure 4.8: Total Pay-Per-Download Revenues from Tablet Games ($m) Split by 8 Key Regions 2012 - 2017
Table 4.13: Total Pay-Per-Download Revenues from Tablet Games ($m) Split by 8 Key Regions 2012 - 2017
4.2.3 Market for In-Game Purchases on Tablets
Table 4.14: Gamers Who Make In-Game Purchases from Tablets (%) Split by Genre 2012 - 2017
Figure 4.9: Number of Users Who Make In-Game Purchases from Tablets (m) Split by Genre 2012 - 2017
Table 4.15: Number of Users Who Make In-Game Purchases from Tablets (m) Split by Genre 2012 - 2017
Table 4.16: Average Spend On In-Game Content per Tablet User per Annum ($) Split by Genre 2012 - 2017
Figure 4.10: Annual Revenue from In-Game Content Sold on Tablet Games ($m) Split by Genre 2012 - 2017
Table 4.17: Annual Revenues from In-Game Content Sold on Tablet Games ($m) Split by Genre 2012 - 2017
Figure 4.11: Annual Revenue from In-Game Content Sold on Tablet Games ($m) Split by 8 Key Regions 2012 - 2017
Table 4.18: Annual Revenue from In-Game Content Sold on Tablet Games ($m) Split by 8 Key Regions 2012 - 2017
4.2.4 Mobile Games Market for Tablets
Figure 4.12: Total Revenues from Tablet Games ($m) Split by Genre 2012 - 2017
Table 4.19: Total Revenues from Tablet Games ($m) Split by Genre 2012 ‑ 2017
Figure 4.13: Total Revenues from Tablet Games ($m) Split by 8 Key Regions 2012 - 2017
Table 4.20: Total Revenues from Tablet Games ($m) Split by 8 Key Regions 2012 ‑ 2017

The Market for Mobile Games on Featurephones

5.1 Introduction and Methodology
5.2 Market for Mobile Games Downloads
5.2.1 Global Featurephone Installed Base
Figure 5.1: Global Featurephone Installed Base (m) Split by 8 Key Regions 2012 - 2017
Table 5.1: Global Featurephone Installed Base (m) Split by 8 Key Regions 2012 - 2017
5.2.2 Featurephone Games Users and Usage
Table 5.2: Featurephone Users Who Access Mobile Games (%) Split by Genre 2012 - 2017
Figure 5.2: Number of Featurephone Users Who Access Mobile Games (m) Split by Genre 2012 - 2017
Table 5.3: Number of Featurephone Users Who Access Mobile Games (m) Split by Genre 2012 - 2017
Table 5.4: Number of Games Accessed from Featurephones per User per Annum Split by Genre 2012-2017
Figure 5.3: Total Mobile Games Accessed from Featurephones (m) Split by Genre 2012 - 2017
Table 5.5: Total Mobile Games Accessed from Featurephones (m) Split by Genre 2012 - 2017
Figure 5.4: Total Mobile Games Accessed from Featurephones (m) Split by 8 Key Regions 2012 - 2017
Table 5.6: Total Mobile Games Accessed from Featurephones (m) Split by 8 Key Regions 2012 - 2017
Table 5.7: Pay-Per-Download Games Accessed from Featurephones (%) Split by Genre 2012 - 2017
Table 5.8: Pay-Per-Download Games Accessed from Featurephones (%) Split by 8 Key Regions 2012 - 2017
Figure 5.5: Number of Pay-Per-Download Mobile Games Accessed from Featurephones (m) Split by Genre 2012 - 2017
Table 5.9: Number of Pay-Per-Download Mobile Games Accessed from Featurephones (m) Split by Genre 2012 - 2017
Figure 5.6: Number of Pay-Per-Download Mobile Games Accessed from Featurephones (m) Split by 8 Key Regions 2012 - 2017
Table 5.10: Number of Pay-Per-Download Mobile Games Accessed from Featurephones (m) Split by 8 Key Regions 2012 - 2017
Table 5.11: Average Price per Download from Featurephones ($) Split by Genre 2012 - 2017
Figure 5.7: Total Pay-Per-Download Revenues from Featurephone Games ($m) Split by Genre 2012 - 2017
Table 5.12: Total Pay-Per-Download Revenues from Featurephone Games ($m) Split by Genre 2012 - 2017
Figure 5.8: Total Pay-Per-Download Revenues from Featurephone Games ($m) Split by 8 Key Regions 2012 - 2017
Table 5.13: Total Pay-Per-Download Revenues from Featurephone Games ($m) Split by 8 Key Regions 2012 - 2017
5.2.3 Market for In-Game Purchases on Featurephones
Table 5.14: Gamers Who Make In-Game Purchases from Featurephones (%) Split by Genre 2012 - 2017
Table 5.15: Number of Users Who Make In-Game Purchases from Tablets (m) Split by Genre 2012 - 2017
Table 5.16: Average Spend On In-Game Content per Featurephone User per Annum ($) Split by Genre 2012 - 2017
Table 5.17: Annual Revenues from In-Game Content Sold on Featurephone Games ($m) Split by Genre 2012 - 2017
5.2.4 Mobile Games Market for Featurephones
Figure 5.9: Total Revenues from Featurephone Games ($m) Split by Genre 2012 - 2017
Table 5.18: Total Revenues from Featurephone Games ($m) Split by Genre 2012 ‑ 2017
Figure 5.10: Total Revenues from Featurephone Games ($m) Split by 8 Key Regions 2012 - 2017
Table 5.19: Total Revenues from Featurephone Games ($m) Split by 8 Key Regions 2012 ‑ 2017

6 The Market for Mobile Games Advertising

6.1 Introduction & Methodology
Figure 6.1: Methodology for Mobile Games Advertising Revenues
6.2 Mobile Advertising Forecasts for Handsets
Table 6.1: Games Downloaded Featuring In‑Game Advertising on Handsets (%) Split by 8 Key Regions 2012 - 2017
Figure 6.2: Number of Games Downloaded Featuring In-Game Advertising on Handsets (m) Split by 8 Key Regions 2012 ‑ 2017
Table 6.2: Number of Games Downloaded Featuring In-Game Advertising on Handsets (m) Split by 8 Key Regions 2012 ‑ 2017
Table 6.3: Number of Ad Impressions per Game on Handsets Split by 8 Key Regions 2012 - 2017
Figure 6.3: Total Ad Impressions from Handsets (bn) Split by 8 Key Regions 2012 ‑ 2017
Table 6.4: Total Ad Impressions from Handsets (bn) Split by 8 Key Regions 2012 ‑ 2017
Table 6.5: Average CPM on Handsets ($) Split by 8 Key Regions 2012 ‑ 2017
Figure 6.4: Total Advertising Spend on Handsets ($m) Split by 8 Key Regions 2012 ‑ 2017
Table 6.6: Total Advertising Spend on Handsets ($m) Split by 8 Key Regions 2012 - 2017
6.3 Mobile Advertising Forecasts for Tablets
Table 6.7: Games Downloaded Featuring In‑Game Advertising on Tablets (%) Split by 8 Key Regions 2012 - 2017
Figure 6.5: Number of Games Downloaded Featuring In-Game Advertising on Tablets (m) Split by 8 Key Regions 2012 - 2017
Table 6.8: Number of Games Downloaded Featuring In-Game Advertising on Tablets (m) Split by 8 Key Regions 2012 - 2017
Table 6.9: Number of Ad Impressions per Game on Tablets Split by 8 Key Regions 2012 - 2017
Figure 6.6: Total Ad Impressions from Tablets (bn) Split by 8 Key Regions 2012 ‑ 2017
Table 6.10: Total Ad Impressions from Tablets (bn) Split by 8 Key Regions 2012 ‑ 2017
Table 6.11: Average CPM on Tablets ($) Split by 8 Key Regions 2012 ‑ 2017
Figure 6.7: Total Advertising Spend on Tablets ($m) Split by 8 Key Regions 2012 ‑ 2017
Table 6.12: Total Advertising Spend on Tablets ($m) Split by 8 Key Regions 2012 - 2017

7 The Market for Portable Gaming Devices

7.1 Introduction and Methodology
Figure 7.1: Methodology for Portable Gaming Devices Software Revenue
7.2 Portable Gaming Devices Forecasts
Figure 7.2: Global Installed Base of Portable Gaming Devices (m) Split by 8 Key Regions 2012 - 2017
Table 7.1: Global Installed Base of Portable Gaming Devices (m) Split by 8 Key Regions 2012 ‑ 2017
Table 7.2: Number of First-Hand Titles Sold Per Annum (m) Split by 8 Key Regions 2012 ‑ 2017
Table 7.3: Number of Portable Gaming Device Games Purchased First-Hand per User per Annum Split by 8 Key Regions 2012-2017
Figure 7.3: Total Revenues from Software Sales for Portable Gaming Devices ($m) Split by 8 Key Regions 2012 - 2017
Table 7.4: Total Revenues from Software Sales for Portable Gaming Devices ($m) Split by 8 Key Regions 2012 - 2017

8 Hurdles and Regulations

8.1 Introduction
Table 8.1: Hurdles in the Mobile Games Market
8.2 Regulatory and Legal Developments
8.2.1 Patent and Copyright Infringement Lawsuits
i. Lodsys LLC
ii. App Copyright
8.2.2 Chinese App Market Regulation
8.3 Development Hurdles
8.3.1 App Store Crowding
8.3.2 OS Fragmentation
8.3.3 Privacy Concerns
8.3.4 Recruitment
8.4 Distribution Hurdles
8.4.1 Mobile Malware
8.4.2 Manipulated App Store Downloads and Reviews
8.5 MNO Hurdles
8.5.1 Increased Download Sizes and Demand For Data
8.5.2 Network Coverage

9 Corporate Profiles

9.1 Vendor Landscape
9.2 Vendor Analysis
9.2.1 Vendor Assessment Criteria
Table 9.1: Vendor Capability Assessment Factors
9.2.2 Limitations and Interpretation
9.2.3 Vendor Matrix Positioning - 2012
Figure 9.1: Global Mobile Games Vendor Positioning Matrix 2012
i. Summary
ii. On Track Vendors
iii. Vendors Exceeding Expectations
iv. Vendors with Further Potential
9.3 Developers and Publishers
9.3.1 Activision
Table 9.2: Activision Blizzard's Total Revenues ($m) 2008-2012
Figure 9.2: Activision's Pitfall! on the iPhone
9.3.2 EA
Table 9.3: Electronic Arts Inc Global Revenues ($m) Split by Category (Total Console, PC, Total Wireless & Mobile) 2009-2013
9.3.3 Gameloft
Table 9.4: Gameloft's Total Revenue, Operating Income and Net Income ($m) 2008-2012
Figure 9.3: NFL Pro 13 on the iPhone
9.3.4 Glu Mobile
Table 9.5: Glue Mobile's Revenues ($m) 2008-2012
9.3.5 Zynga
Table 9.6: Zynga's Total Revenue ($m) 2008-2012
Figure 9.4: Zynga's Words With Friends on the iPhone
9.3.6 Com2uS
Table 9.7: Com2uS's Total Revenue, Operating Income and Net Income ($m) 2008-2012
9.3.7 Gamevil
Table 9.8: Gamevil's Total Revenue, Operating Income and Net Income ($m) 2008-2012
9.3.8 Digital Chocolate
9.3.9 Peak Games
9.4 Distributors
9.4.1GetJar
9.4.2 Amazon
Appstore
Kindle Fire
Kindle Fire HD
9.4.3 Windows Phone Apps+Games Store
Windows Phone Apps+Games Store
Windows Phone
Surface Tablet

Companies Referenced

Interviewed: Amobee, Connect2Media, Fishlabs, FreshPlanet, GetJar, Greystripe, KIXEYE, Peak Games, PlayFirst, PlayMG, Zynga

Profiled: Activision, EA, Gameloft, Glu Mobile, Zynga, Com2uS, Gamevil, Digital Chocolate, Peak Games, GetJar, Amazon, Windows Phone Apps+Games Store (Microsoft), Supercell, Kiip,

Mentioned: 6waves, Accel Partners, Activision Blizzard Inc, Addicting Games, Adobe, Amazon, AMD, Amobee, Animoca, Apple, Appnique, Appy Entertainment, Asha, AT&T, Atari, Augmented Reality Games, Backflip Studios, Bentley, Best Buy, Big Fish Games, Black Powder Media, BlackBerry, Blammo, BMW, Bugatti, Caesers Entertainment, Californian studios Meteor Games, Capcom, Chillingo, Chinese Mobile Game and Entertainment Group, CNET, Coca-Cola, Com2uS, Connect2Media, Dannon, Deutsche Telekom (T-Mobile), Digital Chocolate, Disney Interactive Studio’s, Double Down Interactive, DrawChat, Dreamworks, Electronic Arts, engadget, ESN, Eurogamer, Facebook, Ferrari, FIFA, Firemint, Fishlabs, FreshPlanet, Future of Privacy Forum, Gameloft, Games Industry International, GameStick, Gamevil, GetJar, Glu Mobile, Google, GREE, Greystripe, Griptonite, Hackulous, Hasbro, HBO, HTC, IGN, Imangi Studios, Intel Capital, Intellectual Ventures, inXile, Java, Jagex Games Studio, Kabam, KamaGames, Kapersky Lab, Kawasaki, Kickstarter, Kiip, King.com, KIXEYE, KlickNation, KTM, Lamborghini, Legendary Pictures, Lenova, LG Telecom, Lodsys, Madfinger, Games, MAG Interactive, Marvel, Mattel, Microsoft, Mobage, MobileDevHQ, Namco Bandai, NaturalMotion, NFL, Niantic Labs studio, Nintendo, Nokia, Nvidia, OMGPOP, Oracle, Ouya, Paramount, Peak Games, Pew Internet, PlayFirst, PlayJam, PlayMG, Playmobil, PlayStation, Playtika, Playtomic, Pogo, PopCap, Probability PLC, Qualcomm, Rockstar Games, RockYou, Rovio, Samsung, Sandlot Games, Sega, Sony, Sports Interactive, Spry Fox, Square Enix, Store Kit, Storm Ventures, Sumea, Supercell, Telefonica, Telltale Games, the NBA, TinyCo, TMG, T-Mobile, TOM Group, TrustGo, Ubisoft, UCWEB, VentureBeat, Verizon, Vivendi Games, Vodafone, Vostu, Walden International, Walt Disney Pictures, Warner Brother Pictures, Warner Brothers Digital Distribution, Wii, Windows, Wired Magazine, Wooga, Xbox, Zeebo , Zynga

 

Extra Info

◊ 8 key regions includes:

North America, Latin America, Western Europe, Central & Eastern Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East.

 

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Please see: Mobile & Handheld Games Discover, Monetise, Advertise 2014-2019

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Key Questions

 

  1. What is the current value of the market? Which areas of the market will grow significantly over the next five years?
  2. How many people will be playing mobile games in 2017 and what types of games will be most popular?
  3. How many gamers are paying for games at the point of download, and how many are making in-app purchases?
  4. How much are gamers spending on games, and in which region do they spend the most?
  5. What are the key trends which are driving the growth of the mobile games industry?
  6. How has the introduction of more advanced devices and technologies impacted on the gaming industry?
  7. How does the mobile gaming industry fit within the wider gaming industry (including consoles and handheld devices)? How has it impacted on the dedicated portable gaming devices market? How has the app store value chain developed since its inception in 2008?
  8. How is the market for advertising on mobile games developing? How much revenue does it generate compared with in-app purchasing/pay-per-download games?
  9. What are the challenges facing all stakeholders in the mobile gaming industry?

 

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Related Reports:

Mobile & Tablet Games IFxl 2013 - 2017, The Mobile & Tablet Games Briefing 2013 - 2017

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