Global Mobile Gaming Market 2012-2016
SKU ID :TNV-10283015 | Published Date: 30-Aug-2013 | No. of pages: 58Description
TOC
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)
Tables & Figures
Companies
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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