The mobile gaming market ecosystem is rapidly evolving. The Global Mobile Gaming 2014 – 2019 industry research now available with ReportsnReports.com says even more important than crisp graphics and visual fidelity, immersive and engaging games are becoming increasingly important as evidenced by Microsoft’s $2.5B acquisition of Minecraft.
The Global Mobile Gaming 2014 – 2019 report provides a comprehensive assessment of the mobile gaming marketplace including ecosystem analysis, market drivers, constraints, and emerging opportunities. The report includes forecasting through 2019 for revenue and gamers by device and region. Complete research is available at http://www.reportsnreports.com/reports/344435-global-mobile-gaming-2014-2019.html .
Mobile and wireless games represent an entertainment application that is typically played on a feature phone, smartphones, PDA, tablet computer, or portable media player. While the gaming console market continues to grow with market leaders Sony PS4 and Xbox One leading the way, there remains a strong market for anytime, anywhere mobile gaming. You can click here to learn more and play online
This research helps with forecasts for mobile gaming devices and revenue through 2019 and understanding mobile gaming dynamics across the value chain. It also helps understand important mobile gaming trends and developments and identify opportunities across the mobile gaming ecosystem. Another benefit of this report includes identifying next generation mobile gaming technologies and solutions.
Perfectly suitable for Mobile Cellular Carriers, Cloud Services Companies, Wireless Device Manufacturers, Wireless Infrastructure Providers, Mobile Gaming and Entertainment Companies, Commerce, Content and Application Providers, the global mobile gaming market report with forecasts to 2019 can be purchased at http://www.reportsnreports.com/Purchase.aspx?name=344435 .
Mobile / Wireless game types discussed in this report cover Action/Adventure, Arcade, Board, Casino/Gambling, Location-based, Motion-based, Simulations, Strategy and Trivia. The mobile gamer features reviewed in the research include demographics, user characteristics and user behaviors. The business ecosystem for mobile gaming including mobile network operators, device manufacturers, game developers, application stores, media companies and social networks is studied. Trends for and of device vs. cloud-based gaming, emerging gaming platforms, freemium vs. premium gaming, in-game currency monetization as well as in-game advertising and sponsored gaming are mentioned in this research.
Concerns on privacy, security, as well as legal and regulatory issues are discussed under the mobile gaming market constraints section of this report. Market opportunities of wearable gaming, personalized and immersive gaming as well as gaming analytics are provided for existing and new industry players. Forecasts by devices (gamers by device and gamers by region) as well as mobile gaming revenue by device and region are provided in this research to 2019.
Another report on Mobile Gaming – Crushing it 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 game play. 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 wining business models. Lastly, the report provides market figures and forecasts up to 2018.
Companies and players for the mobile gaming industry mentioned in this research include Activision Blizzard, Amazon, Apple, Big Fish Games, Blizzard, Buffalo Studios, COLOPL, Disney, Double Down Interactive, Electronic Arts, Facebook, Gameloft, GAMEVIL, Glu Games, Google, GREE, GungHo, IGG.COM, Information Solutions Group, Kabam, King.com, Konami, LINE Corporation, Machine Zone, Microsoft, mixi, mobage, NamcoBandai Games, Nintendo, PlayStudios, Playtika, PopCap, Samsung, SEGA, SGN, Sony, Square Enix, Steam, Sumzap, SUNDAYTOZ, Supercell, TeamLava, TinyCo, Uplay and Zynga.
The report comes in a slideshow format and contents provided in this research cover:
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
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