Global Mobile Gaming Market 2012-2016

SKU ID :TNV-10283015 | Published Date: 30-Aug-2013 | No. of pages: 58
01. Executive Summary 02. List of Abbreviations 03. Introduction 04. Market Research Methodology Market Research Process Research Design Research Methodology 05. Scope of the Report Market Overview Product Offerings 06. Market Landscape 06.1 By Value Market Size and Forecast 06.2 By Downloads Market Size and Forecast 06.3 Global Mobile Gaming Market vs. Other Gaming Market Market Size and Forecast 06.4 Growth Rate Comparison 07. Market Segmentation 07.1 Global Mobile Gaming Market-Segmentation by Revenue Model Virtual Goods and Microtransactions Paid Download Ad Based Others 07.2 Gaming Application vs. Other Mobile Application as per Daily Usage (Percentage of Users) 07.3 Mobile Game Paying Gamers vs. Non-paying Gamers (in million) 07.4 Time Spent Daily by the Users on Tablets and Smartphones for Playing Mobile Games 07.5 Users Paying for Game and Other Applications Used Daily on a Mobile (Percent) 07.6 Five Forces Analysis 08. Geographical Segmentation 09. Key Leading Countries USA China 10. Vendor Landscape 11. Buying Criteria 12. Market Growth Drivers 13. Drivers and their Impact 14. Market Challenges 15. Impact of Drivers and Challenges 16. Market Trends 17. Key Vendor Analysis 17.1 Electronic Arts Inc. Business Overview Key Information SWOT Analysis 17.2 Gameloft S.A. Business Overview Key Information SWOT Analysis 17.3 Rovio Entertainment Ltd. Business Overview Key Information SWOT Analysis 18. Other Reports in this Series List of Exhibits Exhibit 1: Segmentation of Video Games Exhibit 2: Market Research Methodology Exhibit 3: Global Mobile Gaming Market 2012-2016 (US$ billion) Exhibit 4: Global Mobile Gaming market vs. Others Online Gaming market (Percent) Exhibit 5: Global Mobile Gaming market vs. Other Gaming market (US$ billion) Exhibit 6: Growth Rate Comparison of Global Mobile Gaming market with the Overall Gaming market and Other Gaming market Exhibit 7: Global Mobile Gaming Market Segmentation - by Revenue Model 2012 Exhibit 8: Mobile Gaming Application vs. Other Mobile Application as per Daily Usage Exhibit 9: Mobile Game Paying Gamers vs. Non-paying Gamers (in millions) Exhibit 10: Time Spent Daily by the Users on Tablets and Smartphones for Playing Mobile Games Exhibit 11: Users Paying for Game and Other Applications Used Daily on a Mobile (Percent) Exhibit 12: Global Mobile Gaming Market by Geographical Segmentation 2012-2016 (Percent) Exhibit 13: Global Mobile Gaming Market by Geographical Segmentation 2012-2016 (US$ billion)
Electronic Arts Inc., Gameloft S.A., Rovio Entertainment Ltd., Activision Blizzard, Cellufun, Disney Interactive, Digital Chocolate, Gamelion, GameHouse, Glu Games Inc., GungHo Entertainment, HandyGames, India Games, Kabam, KilooApS, Minh Chau Corp., Namco Bandai Games Inc., ngmoco Inc., Oberon Media, PopCap Games, Punch Entertainment, Redboss, SYBO Games, and Zynga Inc.
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