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Asia Mobile Gaming Market Analysis Report 2023: The Market is Approaching a Major Inflection Point Due Largely to 5G Connectivity – Forecasts to 2028

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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

Gaming

THE BATTLE OF POLYTOPIA RELEASES NEW AQUARION SPECIAL SKIN IN LATEST UPDATE

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Midjiwan, the award-winning independent studio behind The Battle of Polytopia has today released a new Aquarion Special Skin, additional language options and balance updates to the recently reworked Aquarion tribe. Players will dive deep into the Ritiki Marshlands encountering a lost Aquarion outpost with the new skin known as “The Forgotten”.

Long ago, when the Aquarion Empire vanished beneath the waves. One remote outpost in the swampy atolls lost all contact, leading its inhabitants to believe they were the last of their kind. This forgotten tribe evolved in isolation, adapting to the marshy landscapes with squid-like appendages and unique abilities to command the swamp and its creatures.

Using the unique abilities of “The Forgotten”, players can build on water, summon giant squids, create speed enhancing bubbles, ride crocodiles, tame toads, and traverse their marshy terrains with ease.

In addition, the latest update to the game now offers expanded language options: Hindi, Indonesian, Malay, Polish, Thai, Turkish & Vietnamese.

Christian Lövstedt, CEO of The Battle of Polytopia, commented: “I feel that this skin is one of the best we’ve created and has quickly become my personal favourite. Additionally, we have added Bubble Tech to the Aquarion Waterways, making that tribe even greater. With expanded language options and new gameplay mechanics, we’re inviting players to dive into the rich lore and strategy that make the Battle of Polytopia truly special.”

To celebrate the launch of the new update, Midjiwan hosted an exclusive livestream event, offering fans a unique look behind the scenes, live gameplay, and discussions with the development team – the livestream is available to watch now: The Forgotten livestrea m by Midjiwan.

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Conferences in Europe

Gamecity Hamburg connects Decision Makers from International Studios with new “Portside Game Assembly” Conference Format

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Gamecity Hamburg announces the premiere of the “Portside Game Assembly” (PSGA) for June 27, 2025. The new B2B conference format focuses on networking and the exchange of learnings between leading international indie game studios. Portside Game Assembly enables studio heads and decision-makers to exchange knowledge in a confidential setting in extraordinary locations of Hamburg, around the harbor – and on the water.

“The idea for Portside Game Assembly was born out of conversations with studio heads and managers from Hamburg and around Europe. Anyone navigating an indie studio through the games market benefits greatly from exchanging learnings with other decision-makers facing similar challenges. With a curated guest list and a focus on impulse talks and roundtables, PSGA will offer studio leads contacts and discussions which are highly relevant to their work and current developments in the industry,” explains Margarete Schneider, Project Manager at Gamecity Hamburg.

“The heart of PSGA is the conference, which will be held on a ship sailing through the Hamburg harbor and to which we welcome attendees from all over Europe and beyond. The conference will be complemented by a networking brunch and two evening events, which invite PSGA participants to meet the vibrant and diverse Hamburg games scene,” adds Dennis Schoubye, Head of Gamecity Hamburg.

The conference program for decision-makers at game studios

On June 27, 2025, the first Portside Game Assembly will kick off with a networking brunch.

Afterwards, the studio managers and decision makers will enter the conference ship, which offers three decks for keynote speeches, roundtables and networking, including a cruise through the famous Hamburg harbor.

Studio managers and decision-makers from the following studios are already attending:

  • bippinbits (Dome Keeper, PVKK: Planetenverteidigungskanonenkommandant) / Germany
  • Ghost Ship Publishing (Deep Rock Galactic) / Denmark
  • Indoor Astronaut (Unrailed 1 & 2) / Switzerland
  • Landfall Games (Content Warning, Totally Accurate Battle Simulator) / Sweden
  • mooneye studios (Lost Ember) / Germany
  • Maschinen-Mensch (Curious Expedition 1 & 2, Mother Machine, Codecks) / Germany
  • Overhype Studios (Battle Brothers, Menace) / Germany
  • Rockfish Games (Everspace 1 & 2) / Germany
  • Torpor Games (Suzerain) / Germany

Leads and executives from established indie game studios can register to take part in the Portside Game Assembly via our registration form.

Networking events as part of the Portside Game Assembly

The evening closing event “Games Industry Party” brings conference guests and other members of the games industry together for networking with cool drinks and snacks. Tickets for the Indie Networking Brunch and the Games Industry Party are available separately for non-conference attendees and will go on sale at a later time.

On the evening before, June 26, 2025, there will be an “Opening Mixer” with a panoramic view over Hamburg’s famous St. Pauli district in the Astra Tower, at Bytro Labs office. Portside Game Assembly participants and contacts from the games industry in Hamburg will be invited.

Registration for studios and participants

The conference itself is aimed exclusively at studio managers and decision-makers from internationally successful indie game studios. To enable a curated selection of participants, there will be no direct ticket sales, but studios can register for participation here: registration form.

The conference ticket includes the Opening Mixer event the evening before, access to the Networking Brunch, the main Conference and the Games Industry Party for a total of 189 euros.

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Asia

Nazara integrates with ONDC Network to Launch “gCommerce” in India, Unlocking a new era of In-Game Monetization

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Nazara Technologies Limited, a leading diversified gaming and sports media platform, and Open Network for Digital Commerce (ONDC) are proud to announce their integration to launch “gCommerce” – an innovative in-game monetization platform that seamlessly integrates e-commerce within games.

The integration aims to address a persistent challenge for Indian game developers: low in-app purchase (IAP) conversion rates and poor yields from advertising. Through gCommerce, Nazara and ONDC Network are reimagining game monetization by leveraging India’s thriving e-commerce landscape and providing developers with new, scalable revenue streams.

This strategic integration will allow game developers to monetize through an affiliate revenue-sharing model, earning a commission on every successful transaction initiated by players through the gCommerce platform.

Creating Value for Developers and Gamers

ONDC Network’s expertise in creating an open, interoperable network for digital commerce will enable Nazara’s gCommerce platform to connect with a wide range of sellers across more than 10 categories, ensuring a rich diversity of product offering for gamers. This integration enhances the user experience by allowing them to make informed purchases while they continue their gaming journey.

“We are excited to announce the upcoming launch of gCommerce by Nazara via integration with the ONDC Network, as it represents a significant step forward in our mission to empower game developers with effective and innovative monetization solutions,” said Nitish Mittersain, CEO of Nazara Technologies. “We are not only creating new revenue opportunities for developers but also enriching the overall experience for our gamers.”

T Koshy, CEO of ONDC, added, “Nazara coming on ONDC Network to launch gCommerce is a testament to the versatility of the Network in supporting various industries and use cases. By bringing e-commerce into the gaming ecosystem, we are paving the way for a seamless blend of entertainment and shopping that adds value for players, developers, and the broader digital commerce network.”

The gCommerce platform is currently in soft launch and will be rolled out to game developers starting Q1, FY26.

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