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Outlook on the Mobile Gaming Global Market to 2027 – Players Include Apple, Electronic Arts, Gameloft and Games Inc

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Outlook on the Mobile Gaming Global Market to 2027 - Players Include Apple, Electronic Arts, Gameloft and Games Inc
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The “Global Mobile Gaming Market by Technologies, Platforms, Connectivity Types and Ecosystem Stakeholders 2022 – 2027” report has been added to ResearchAndMarkets’ offering.

This report represents a comprehensive analysis of global mobile gaming opportunities. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile gaming technologies, new media, and its dynamics with the mobile gaming business.

The report includes mobile game development studios, publishing companies including local app stores and social networks, gaming economy management companies, mobile gaming business model and drivers, global and gaming business prospects, and mobile network operators.

The report includes extensive user analysis including demographics and preference analysis by game type, device type, connection type and more. It includes comparative analysis by age, gender, income, and spending habits.

Select Report Findings:

  • Mobile social game will hold highest market share
  • Retail industry will be the fast adopter in branded game segment
  • Consumer payment will be the highest market share within gaming service segment
  • Gaming Management provider will experience highest CAGR during forecasted period

Today smartphones lead the mobile gaming platform by users but tablets generate higher rates across paid monetization, micro transactions, and advertising. Tablets have started competing substantively with console devices and may overtake them in the near future. Tablets now represent an attractive mid-core gaming platform.

The proliferation of app store and social networking site portals has greatly contributed to the development of the mobile gaming market. Developers can now sell games directly through the app store and can build social communities that lead to greater scope for monetization. Cloud-based publishing has enabled multi-screen publishing and seamless game play across mobile, console and mobile devices that fostered mobile gaming greatly.

Key Topics Covered:

1.0 Executive Summary

2.0 Introduction
2.1 Defining Mobile Gaming
2.2 Mobile Gaming App Development
2.3 Gaming Platform Analysis
2.4 Strategic Market Impact Analysis
2.5 Mobile Gaming Apps Types
2.5.1 Multiplayer Mobile Gaming
2.5.2 Mobile Social Gaming
2.5.3 Mobile Location Based Gaming
2.5.4 Mobile Video Gaming
2.5.5 Mobile Cloud Gaming
2.5.6 Mobile Casual Gaming
2.5.7 Free-to-Play App
2.5.8 Mobile Casino Gaming
2.5.9 Gamification App
2.6 Market Dynamic Analysis
2.6.1 Market Growth Driver Analysis
2.6.2 Market Limitation Analysis
2.7 Regulation and Fraud Analysis
2.7.1 Mobile Game Piracy and Virtual Currency Scam
2.7.2 Mobile Social Gambling Ban in Japan
2.7.3 Geographic Implication of Antipiracy Law
2.7.3.1 Japan
2.7.3.2 Russia
2.7.3.3 China
2.7.4 Zynga with PrivacyVille
2.7.5 Cyber Criminal Attack on Mobile Social Game
2.7.6 In-Game Scam Debate in Mobile Social Game
2.7.7 Open Web to Save DMCA: MiniMega vs. TomKid Game
2.7.8 RMT and Gold Farming Regulation
2.7.9 Offshore Opportunity in Asia
2.8 Value Chain Analysis
2.8.1 Mobile Game Developer
2.8.2 Mobile Game Publisher and Service Aggregators
2.8.3 Sales Channel and Platform Providers
2.8.4 Telecom Operators
2.8.5 Hardware Manufacturer
2.8.6 New Entrants Role
2.8.6.1 Technical and Legal Role of Technology Provider
2.8.6.2 Virtual Goods and Currency Provider Role
2.8.6.3 Micro Transaction Solution Provider Role
2.9 Cross Platform OTI vs. OTA Distribution and Fragmentation
2.9.1 Major Challenges in Fragmented Distribution
2.10 Monetization Metrics Analysis
2.10.1 Converting Mobile Gaming Metrics to Conversion Funnel
2.10.2 Game Life Cycle and KPI
2.10.3 Gaming Analytics
2.10.4 Viral vs. Retention
2.10.5 Business Monetization Metrics
2.10.6 Brand Monetization Metrics
2.10.7 Game Monetization
2.10.7.1 Crowded Game Store
2.10.7.2 Player retention and Engagement
2.10.7.3 Premium Model
2.10.7.4 Opportunity for Game Maker
2.11 Mobile Social Game Design Framework
2.11.1 F2P Mobile Social Game Design Framework
2.11.2 Benefits for using framework
2.11.3 Nine Dimensions of the Framework
2.11.4 Adding Fun in Game Design
2.11.5 Game Marketing: Role of Apps, Video, Smart TV, and Viral
2.11.5.1 Gaming Apps Marketing
2.11.5.2 Video Marketing
2.11.6 Role of Smart TV and Location Targeting
2.11.7 Importance of Viral
2.12 Mobile Social Gamer Engagement Panorama
2.12.1 First 3 Days Dilemma
2.12.2 7 day + Dilemma
2.12.3 Rising Mobile Gaming Engagement
2.12.4 Blending game science with art
2.12.5 Empathy Game: New Wave of Engagement
2.13 Business Model Analysis
2.13.1 Key Mobile Gaming Strategies
2.13.2 Revenue Sources and Cost Items
2.13.3 Trendy Business Model
2.13.3.1 Virtual Items and Micro Transaction
2.13.3.2 In-Game Ad / Branded Games
2.13.3.3 Subscription/Bundle Pack with Virtual Items Trading
2.13.3.4 In-Game Ad / Branded Game with In-Store Benefits
2.13.3.5 Premium Game with In-Store Benefits
2.13.3.6 Casino / Club Gambling Model
2.13.3.7 User Generated Model
2.13.3.8 Gamification Centric Model
2.13.4 Tips for Economic and Gamification in Business Model
2.13.4.1 Free entertainment illusion
2.13.4.2 Never set payment limit for user
2.13.4.3 Focus on detail activities
2.13.4.4 Recruit more players
2.13.4.5 Current Trend in Pricing Model
2.13.5 Advertising Model
2.13.5.1 CPC Advertising Model
2.13.5.2 CPI Advertising Model
2.13.5.3 Profitable CPI
2.13.5.4 Pricing of Virtual Goods
2.13.6 Building Mathematical Model to Set Price
2.13.7 Market Challenge and Game Balancing Method

3.0 Technology and Application Analysis
3.1 Gaming Hardware Analysis
3.2 Gaming Software Analysis
3.3 Gaming Service Analysis
3.4 Gaming Management Provider
3.5 Gaming Technology
3.5.1 Action and Adventure
3.5.2 Social Casino
3.5.3 Sports and Role Playing
3.5.4 Strategy and Brain
3.5.5 Arcade
3.5.6 Other Technologies
3.6 Connectivity Analysis
3.6.1 WiFi
3.6.2 Cellular (4G LTE/5G)
3.6.3 Wimax
3.6.4 Bluetooth/BLE
3.6.5 LPWAN Connectivity
3.7 Mobile Gaming Success Strategy Analysis
3.7.1 Features to Incorporate in Game
3.7.2 Popular vs. New Gaming IP
3.7.3 Mobile Game Production Cost
3.7.4 Successful Gaming IP line Creation
3.7.5 Minimize Marketing and User Acquisition Cost
3.7.6 Use of Monetization Strategies
3.8 Investment Trend Analysis
3.8.1 Second Screen including Mobile Devices and TV
3.8.2 Social vs. Game Network
3.8.3 Gaming Industry Transition and Fragmentation
3.8.4 Gaming Sector and Business Model
3.8.5 Value vs. Volume Regions
3.9 Wearable Gaming
3.9.1 Smartwatch as Wearable Gaming Platform
3.9.1.1 Pervasiveness
3.9.1.2 Interface
3.9.2 Potential Platform Analysis
3.9.2.1 Mind Pirate
3.9.2.2 OBJE (Obscene Interactive)
3.9.2.3 Oculus Rift
3.9.2.4 Sony
3.9.3 Privacy concerns

4.0 Company Analysis
4.1 Mobile Game Developer and Publisher
4.1.1 Activision Blizzard
4.1.2 Alphabet (Google)
4.1.3 Apple
4.1.4 Electronic Arts
4.1.5 Gameloft SE
4.1.6 Games Inc.
4.1.7 Take-Two Interactive Software
4.1.8 Glu Mobile
4.1.9 GungHo Online Entertainment
4.1.10 IBM corporation
4.1.11 InMobi
4.1.12 Kabam Games
4.1.13 MocoSpace
4.1.14 NetEase
4.1.15 Nintendo
4.1.16 Oracle corporation
4.1.17 Rovio Entertainment
4.1.18 Sony Interactive Entertainment
4.1.19 Supercell Oy
4.1.20 Tencent Holdings
4.1.21 The Walt Disney Company
4.1.22 Ubisoft Entertainment SA
4.1.23 Zynga
4.1.24 Halfbrick
4.1.25 Capcom
4.1.26 Namco Bandai
4.1.27 Gamevil (Com2uS)
4.1.28 Zeptolab
4.1.29 Square Enix
4.1.30 Gameprom
4.1.31 Kairosoft
4.1.32 Konami
4.1.33 GREE
4.1.34 DeNA
4.1.35 Sina Weibo
4.1.36 Papaya Mobile
4.1.37 Hungama Games
4.1.38 Anino mobile
4.1.39 Socialpoint
4.1.40 Agate Studio
4.1.41 Renren
4.1.42 Kaixin001
4.1.43 51.Com
4.1.44 Mixi
4.1.45 Cyworld
4.1.46 Bebo
4.1.47 Amazon
4.1.48 Gaia Online
4.1.49 Badoo
4.1.50 Chillingo
4.1.51 KakaoTalk
4.1.52 Line
4.1.53 Wandoujia
4.1.54 Baidu App store
4.1.55 Facebook Games
4.1.56 Slide ME
4.1.57 GetJar
4.1.58 CodeNgo
4.1.59 Apps UK Ltd.
4.1.60 Anzhi
4.1.61 F-Droid
4.1.62 Cydia
4.1.63 Nvidia (Geoforce)
4.1.64 Nook App Store
4.1.65 Taobao App Market
4.1.66 Bemobi International
4.1.67 Mobango
4.1.68 Appitalism
4.1.69 Kongregate
4.1.70 Maopao
4.1.71 Alternative.To
4.1.72 360 Market
4.1.73 Xiaomi App store
4.1.74 One Store Corp.
4.1.75 MTNPlay
4.2 Gaming Service Management Provider
4.2.1 WildTangent
4.2.2 iWin
4.2.3 Twitch.TV
4.2.4 Appia
4.2.5 XSplit
4.3 Carrier Analysis
4.3.1 AT&T
4.3.2 Verizon
4.3.3 T-Mobile USA
4.3.4 Vodafone
4.3.5 EE
4.3.6 Telenor
4.3.7 NTT DoCoMo
4.3.8 KDDI au
4.3.9 China Mobile
4.3.10 China Unicom
4.3.11 China Telecom
4.3.12 Airtel (Bharti)
4.3.13 Vodafone Idea
4.3.14 SK Telecom
4.3.15 Telstra Mobile
4.3.16 Optus Mobile
4.3.17 MTS
4.3.18 Telkomsel
4.3.19 Indosat
4.3.20 Viettel
4.3.21 Globe Telecom
4.3.22 Maxis
4.3.23 SingTel Mobile
4.3.24 AIS
4.3.25 DTAC
4.3.26 Etisalat
4.3.27 Cellcom

5.0 Market Analysis and Forecasts 2022 – 2027
5.1 Mobile Gaming Market 2022 – 2027
5.2 Mobile Gamer 2022 – 2027
5.3 Mobile Gamer: Demography Analysis 2022 – 2027

6.0 Conclusions and Recommendations

Gaming

Plinko: A Classic TV-based Game, Now on Spinmatic’s Portfolio

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Television is an all-time massive communication medium, and the desire of becoming rich and famous watching participants on different shows has always been part of our culture.

And it’s not the first time casinos make the most of a TV game and its success… Fortune wheels, bingo machines… and now, Plinko!

More than four decades ago, in January 1983, Plinko was introduced in the world-known TV show “The price is right”, and the game is still part of the programme nowadays, being considered very often as the most famous pricing game of all times.

Being aware of the tremendous possibilities of this easy-to-play yet trepidant game, Spinmatic is launching a brand-new game category on its portfolio.

Plinko consists of a board full of blocking pegs in the form of a pyramid, with a certain number of winning spaces at the bottom. The aim of the game is to place the balls in the best winning spot to be awarded with the displayed prize.

With Spinmatic’s latest creation, Pinky Plinko, the company combines the classic excitement of plinko with a dash of colourful Asian vibes – giving a new look to the usual plinko game.

Set against an Asian-inspired backdrop, players place their bet from 0.1 to 80 and watch the ball zigzag down through a bunch of pins, building up the excitement with every bounce. They can choose their adventure with the Risk Level feature. Whether they’re feeling daring or prefer a safer path, Pinky Plinko lets them adjust the risk to match their betting style. For those who like a touch of strategy, the Hold & Drop feature will let them decide the exact moment to let the balls fall. A simple addition of control that will definitely engage players.

With its attractive features, gorgeous graphics and the thrill of big wins, it promises to be a hit with players looking for an entertaining and rewarding plinko game. Whether they’re a fan of traditional plinko or looking for something new to try, Pinky Plinko will provide them with an exciting challenge.

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Gaming

Paddy Power Launches Industry First Exclusive Online Gameshow

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Paddy Power has launched a new online game – Paddy’s Mansion Heist – becoming the first company to create an exclusive branded gameshow. The game is available to all UK & Irish players.

The first-of-its-kind online Live Casino Game Show has been made possible through collaboration with Playtech Live Casino. The gambling software development company worked closely with Paddy Power to create a custom designed, immersive and large-scale studio showcasing what a year of innovation and creativity can produce.

Set within Paddy’s Mansion, the game offers players the opportunity to pull off the ultimate heist. Paddy’s Mansion Heist incorporates high tech engine technology, enhancing player experience, which was the main priority during game development.

With market leading four live action bonus rounds and entertaining presenters, users have the chance to bet on Paddy’s 54 segment wheel and explore the Mansion through a series of interactive rounds, stealing “lucrative loot” from each room.

The game culminates at Paddy’s legendary Vault, where players will be teased with scenes of Paddy’s shimmering gold. Participants can win up to a maximum of 4000x their bet – however, it’s not going to be easy.

Roisin Hogan, Commercial Director at Flutter, said: “PP Games’ longstanding partnership with Playtech has led us to developing one of our most exciting games ever – Paddy’s Mansion Heist. This game represents Playtech’s and PP Games’ commitment to innovation and delivering an unparallelled customer experience. We are thrilled to bring this exciting game to market.”

Kevin Kilminster, Chief Product Officer at Playtech, said: “We are proud to collaborate with an iconic brand like Paddy Power, one of Playtech’s longest standing partners to launch Paddy’s Mansion Heist. Bespoke games have become essential to cater to the evolving market demand for personalised, entertainment-led experiences. Mansion Heist delivers on the theatre and engagement that Paddy Power players have come to expect.”

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Gaming

Huawei Game Salon 2024: HUAWEI AppGallery bridges the gap between East and West, helps partners go global

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AppGallery, Huawei’s official distribution platform, held the Huawei Game Salon – Cloud Collaboration (Europe) in Istanbul, Türkiye, from 30 May to 1 June. The event aimed to strengthen collaboration between AppGallery and its partners and bring robust public cloud infrastructure to enterprises in Europe.

In the past decade, Huawei has forged strong relationships in the European market; bridging East and West and supporting local growth. Huawei has enabled Chinese developers to reach a broader European gamer audience, and Turkish game developers to increase their visibility in Europe.

The Huawei Game Salon showcased Huawei Cloud as a premier business solution, offering professional, fast, stable, and secure one-stop cloud services for gaming enterprises seeking to build high-quality, holistic cloud gaming experiences.

Türkiye: An Exciting New Gaming and Live Streaming Hub

With Europe’s mobile game market predicted to hit $8.56 billion in 2024, Huawei is intensifying its focus on Europe’s gaming scene. Türkiye, which boasts a growing number of talented developers and a large, dedicated player base, is key to Huawei’s plans.

Home to 30 million gamers, Türkiye leads the gaming market in the Middle East. In 2023, the industry generated $300 million and witnessed 16% year-on-year growth. With smartphones being the main device used by European users to access games, and over 75% of the Turkish population owning a smartphone, its mobile gaming market has huge potential.

The pan-entertainment sector reached a market value of $228.7 million last year, with over 62.5 million users, representing 73.1% of the total population. According to AppAnnie, in-app payments for pan-entertainment applications in Türkiye totaled US$76 million in 2023, propelling Türkiye into the top five globally.

Huawei Gaming Salon Welcomes Valued Partners

The Huawei Gaming Salon warmly welcomed leading Chinese developers such as Funplus, Tencent, Moonton, and miHoYo, among others.

“Our intention is to foster a vibrant gaming community in Europe. By collaborating closely with our partners, we hope to deliver cutting-edge, reliable, and top-notch gaming experiences to the region.” Shan Xuefeng, Managing Director of Huawei Consumer Cloud Service, Europe Ecosystem Development & Sales Department shared.

Productive CP-Gamer and Local Partner Sharing Sessions

A CP-Gamer Interactive Sharing offered Chinese developers the chance to dive into the success stories and experiences of Huawei’s European partners, game developers Playrix and Com2us. During this exchange, Playrix and Com2us stressed that adapting to local users was key to their success in Türkiye. Thereafter, a Local Partner Sharing session added further perspectives to the day’s discussions.

Full Day of Activities: HUAWEI Cloud Data Center

Attendees were treated to a Turkish Cultural Experience and explored the HUAWEI CLOUD Data Center. A Farewell Dinner was held, the perfect goodbye to the event.

Huawei’s partners, including Tencent, Moonton, miHoYo, and Funplus, were highly impressed and expressed their enthusiasm for working with Huawei in the future, with plans to publish their games on AppGallery in Europe in the second half of 2024.

Jaime Gonzalo, Vice President of Huawei Mobile Services Europe, said, “Mobile gaming is a global phenomenon. Our goal is to bridge the gap between top developers from around the world and European gamers. To achieve this, we offer comprehensive support from development to commercial monetization, which is crucial for helping partners expand internationally.”

 

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