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Mobile Gaming - Crushing it
  • Published : December , 2014
  • |
  • Number of Pages : 38
  • |
  • Published By : IDate



Report Overview

This study takes a look at the state of gaming on mobile platforms - i.e. smartphones, tablets and handheld consoles - in terms of technology and device shipments, and in terms of usage which has been heavily influenced by innovations in interactivity and game play. It also explores the market from an industrial standpoint, against a backdrop of OS and app store wars, and takes a look at its economics, detailing the latest trends, success stories and wining business models. Lastly, the report provides market figures and forecasts up to 2018.

List of players mentioned

  • Activision Blizzard
  • Amazon
  • Apple
  • Big Fish Games
  • Blizzard
  • Buffalo Studios
  • COLOPL
  • Disney
  • Double Down Interactive
  • Electronic Arts
  • Facebook
  • Gameloft
  • GAMEVIL
  • Glu Games
  • Google
  • GREE
  • GungHo
  • IGG.COM
  • Information Solutions Group
  • Kabam
  • King.com
  • Konami
  • LINE Corporation
  • Machine Zone
  • Microsoft
  • mixi
  • mobage
  • NamcoBandai Games
  • Nintendo
  • PlayStudios
  • Playtika
  • PopCap
  • Samsung
  • SEGA
  • SGN
  • Sony
  • Square Enix
  • Steam
  • Sumzap
  • SUNDAYTOZ
  • Supercell
  • TeamLava
  • TinyCo
  • Uplay
  • Zynga

Slideshow contents

1. Mobile gaming devices: smartphones and tablets leading the way
1.1. Device wars: Samsung, Apple and the rest
1.2. Handheld consoles vs. mobile devices

2. Target audience: everybody!
2.1. Mobile gamer population more female and older than total gamer population

3. The OS and app store wars
3.1. Android is the number one operating system in terms of tablet, smartphone and handheld console sales.
3.2. Android: more downloads but less revenue

4. The economics of mobile gaming
4.1. Incomparable catalogues: a plethora of titles
4.2. Evolution of distribution models: swift and massive + FTP

5. A market that will continue to flourish
5.1. A gamer population that keeps on growing
5.2. A market (re)invigorated by tablets
5.3. Asia dominates the global market




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