Asia Mobile Gaming Market Analysis Report 2023: The Market is Approaching a Major Inflection Point Due Largely to 5G Connectivity - Forecasts to 2028
Dublin, Jan. 30, 2023 (GLOBE NEWSWIRE) -- The "Mobile Gaming in Asia by Technology, Platform, Stakeholder, Connectivity, Sub-Region and Countries 2023-2028" report has been added to ResearchAndMarkets.com's offering.
This report represents must-have research for anyone focused on mobile entertainment and/or VAS applications in Asia. This report represents a comprehensive assessment of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities.
The report also addresses various demand drivers/factors including: Asian mobile gaming demographic analysis, Asian mobile game-play behavior, game-play preference and projection analysis.
The report also provides a comparative analysis of Asian mobile gaming demography and preferences including: Male vs. Female, Casual vs. Core, "Freemium" vs. Premium, Social vs. Traditional, Tablet vs. Mobile, Smartphone vs. Web Enabled vs. Standard Phone, Regular vs. Irregular, Time and Money Spending dynamics.
Mobile gaming is the fastest growing segment of digital entertainment with roots connected to the console-based platform era building upon lessons learned from the likes of Nintendo DS and PlayStation Portable. Initially, adaptive versions of popular console titles were offered for mobile. Incrementally, entertainment targeted towards smartphones and tablets made inroads, particularly in the casual gaming segment. Today, smartphone-based games lead the mobile gaming industry by users but tablets generate higher rates across paid monetization, micro transactions and advertising.
Mostly casual and non-complex genres are popular on smartphone platforms whereas tablets provide a better user experience due to greater hardware capabilities and a superior user interface. Tablets now represent an attractive mid-core gaming platform as they have started competing substantively with console devices and may overtake them in the near future.
The mobile gaming business has also exploded with emerging revenue models such as free-to-play (F2P), "advergaming" etc. Social and community dynamics are also a revolutionary factor that has enhanced viral growth, user targeting, customer acquisition, and monetization, driving substantial daily average revenue per paying user. The major growth drivers are many and varied including growth of data enabled mobile devices, F2P revenue model and in-game advertising that includes display banner, interactive, video ads and "advergaming" (brand sponsorship).
After acquiring millions of mobile users, gaming companies have realized that the emphasis should be focused on user retention rather than innovation. Therefore, the gaming industry is largely focused upon enhancing in-game experience on a periodic basis rather than creating entirely new games, which have proven to cause a drop in loyal users.
In addition, gaming business models have experienced a transition from free-to-play to freemium and also a focus on highly successful categories such as social casino style gaming and real money games.
Select Report Findings
Market for mobile gaming in the Asia region as a whole will reach $93.2 billion by 2028
Market for mobile game publishers and service aggregators in Asia will reach $51.3 billion by 2028
WiFi will continue to be the most extensive means of connectivity followed by LTE and 5G through 2028
While male gamers continue to dominate usage, female gamers are growing 62% faster, poised to reach parity within a decade
Mobile gaming business models have experienced a transition from free-to-play to freemium and also a focus on highly successful categories
Smartphones have the greatest user penetration but tablets represent the best user experience that competes well against the console market
Mobile gaming by device type is dominated by smartphone usage as other devices experience substantially slower growth and tablets are losing ground
Major growth drivers are explosion of data enabled mobile devices, F2P revenue model and in-game advertising that includes display banner, interactive, video ads and "advergaming"
Market Dynamic Analysis
Market Growth Driver Analysis
Cross Platform Game Play and Mobile Social Gaming
Growing Demand of Local Content
Freemium Monetization
Gaming Optimized Devices
Mobile Platform as Common Gaming Platform
Word of Mouth Preference
Local Gaming Platforms
Wearable Gaming Preference
Connected Console and Mobile Cloud
Advergaming
In-Game Transaction
Virtual go-to Community
Cross-Platform Publishing
Non-Facebook Social Gaming Platform
Regulation and Fraud Analysis
Mobile Game Piracy and Virtual Currency Scam
Kompu Gacha Mobile Social Gambling Ban in Japan
Geographic Implication of Antipiracy Law
Zynga with PrivacyVille
Cyber Criminal Attack on Mobile Social Games
In-Game Scam Debate in Mobile Social Games
Open Web to Save DMCA: MiniMega vs. TomKid Game
RMT and Gold Farming Regulation
Offshore Opportunity in Asia
New Entrants Role
Technical and Legal Role of Technology Provider
Virtual Goods and Currency Provider Role
Micro Transaction Solution Provider Role
Business Model Analysis
Key Mobile Gaming Strategies
Revenue Sources and Cost Items
Trendy Business Model
Tips for Economic and Gamification in Business Model
Advertising Model
Building Mathematical Model to Set Price
Market Challenge and Game Balancing Method
Technology and Application Analysis
Case Study
Grand Theft Auto
Nike and Sports Game
FitBit Casual Gaming
BMW Ultimate Drive App
Angry Birds
Fruit Ninja
Cut the Rope
Kompu Gacha Games
Colopula
Hostess Club Social Game
Social Horse-Racing Game
Smurf Village: Real Virtual Economy Success
Alchemy: Android Title Success Case in Korea
The Human Element
Half the Sky Movement
FoldIt: Research for Mankind and Community Patent
RecycleBank: Community Awareness
Miller Literacy Game: Education and Literacy
SPENT: Poverty Alleviation
Raise the Village: Constructing Village
WeTopia Case: Charities for Children
Charities for Animal: Joy Kingdom Case
Japan and Korea Success Story
Pretty Simple's Criminal Case Lesson
Conclusions and Recommendations
Advertisers and Media Companies
Artificial Intelligence Providers
Automotive Companies
Broadband Infrastructure Providers
Communication Service Providers
Computing Companies
Data Analytics Providers
Immersive Technology (AR, VR, and MR) Providers
Networking Equipment Providers
Networking Security Providers
Semiconductor Companies
OEM Companies
IoT Suppliers and Service Providers
Software Providers (Game Developers and Publishers)
Content Aggregators
Payment Solution Provider
Social Media Companies
Enterprises and Governments
Gaming Investors
Mobile Gaming Company Analysis
Mobile Game Developers and Publishers
Halfbrick: 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
Anino 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
Altermyth: Indonesia
Nightspade: Indonesia
Alegrium
Kidalang
Menara Games
Own Games
Emerging Publisher Platform Analysis
Sina WeiBo
Tencent Network (Weibo, Qzone and Pengyou)
Renren
Kaixin001
51.Com
Mixi
Cyworld
Yahoo-Mobage
Ameba Pigg
Bebo
Twitter
Amazon
Gaia Online
Badoo
Tagged
Hi5
Habbo
Come2Play
Chillingo
Tencent QQ
KakaoTalk
Line
Tango
Kik Messenger
Zalo
Qihoo 360 Platform
Wandoujia
Baidu App Store
AppChina
D.cn Games Center
Gfan
VKontakte
Yonja
Application 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
Mobango
Appitalism
Kongregate
Maopao
Alternative.To
Market
OEM Appstore
Xiaomi App store
Carrier AppStore
One Store Corp.
MTNPlay
Gaming Service Management Providers
WildTangent
iWin
Twitch.TV
Appia
XSplit
Communication Service Provider Analysis
NTT DoCoMo Japan
KDDI au, Japan
China Mobile, China
China Unicom, China
China Telecom, China
Airtel (Bharti), India
Vodafone Idea, 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
Metfone, Cambodia
Turkcell, Turkey
Mobile Telecommunication Company of Iran
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
Babilon Mobile, Tajikistan
Uzdunrobita, Uzbekistan
MTS, Turkmenistan
Grameenphone, Bangladesh
Dialog, Sri Lanka
Mobilink, Pakistan
Ncell, Nepal
Dhiraagu, Maldives
B-Mobile, Bhutan
For more information about this report visit https://www.researchandmarkets.com/r/af43pp-gaming-in?w=12
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