This study takes a look at the state of gaming on mobile platforms – i.e. smartphones, tablets and handheld consoles – in terms of technology and device shipments, and in terms of usage which has been heavily influenced by innovations in interactivity and gameplay. It also explores the market from an industrial standpoint, against a backdrop of OS and app store wars, and takes a look at its economics, detailing the latest trends, success stories and winning business models. Lastly, the report provides market figures and forecasts up to 2018.
Table of contents
1. Executive Summary
2. Methodology & definitions
3. Mobile gaming devices: smartphones and tablets top the list
4. Target audience: everybody!
5. OS and app store wars
6. The economics of mobile gaming
7. Conclusion: how are mobile games impacting the gaming industry as a whole?
Geographic area & Players
- Activision Blizzard
- Big Fish Games
- Buffalo Studios
- Double Down Interactive
- Electronic Arts
- Glu Games
- Information Solutions Group
- LINE Corporation
- Machine Zone
- NamcoBandai Games
- Square Enix
1. Mobile gaming devices: smartphones and tablets leading the way
1.1. Device wars: Samsung, Apple and the rest
1.2. Handheld consoles vs. mobile devices
2. Target audience: everybody!
2.1. Mobile gamer population more female and older than total gamer population
3. The OS and app store wars
3.1. Android is the number one operating system in terms of tablet, smartphone and handheld console sales.
3.2. Android: more downloads but less revenue
4. The economics of mobile gaming
4.1. Incomparable catalogues: a plethora of titles
4.2. Evolution of distribution models: swift and massive + FTP
5. A market that will continue to flourish
5.1. A gamer population that keeps on growing
5.2. A market (re)invigorated by tablets
5.3. Asia dominates the global market
- Reference: M14225IN3A
- Delivery: on the DigiWorld Interactive platform
- Languages available: French, English
- Tags: Android, app store, app stores' revenue, casual games, computer games, Free2Play, Free-to-Play, game companies, gamers, games, gaming industry, handheld consoles, in-game ads, iPad, iPhone, iTunes, mobile devices, mobile gamers, mobile gaming, mobile gaming devices, mobile gaming market, mobile phones, mobile platforms, pay-per-play, phaplets, smartphones, social games, tablets, ubiquitous games, video game industry