モバイルゲーム:買い取り、アプリ内支払、広告、購読、同時利用のアプリの概観Mobile Gaming
目次
The smartphone' s capabilities as a portable gaming console are similar to to those it includes as a navigation device or a personal media player. A jack-of-all-trades of consumer electronics, the smartphone cannot fully match the specs and the functionalities of purpose-built products, but it meets the needs of most consumers. For the gaming industry it enables many critical things. Mobile Internet access enables over-the-air distribution to smartphones, application storefronts enable discovery, and touchscreens allow users to interact with the game in ways that were not previously possible. What Questions Does This Report Answer?
Who Needs This Report?
Table of ContentsTop Line Forecast Drivers Inhibitors Customer Base Forecast Summary and Strategic Recommendations Section 1. EXECUTIVE SUMMARY 1.1. Overview 1.2. Market Drivers for Mobile Games 1.3. Market Inhibitors for Mobile Games 1.4. Highlights of Market Forecasts and Surveys 1.5. Revenues 1.6. Mobile Gaming Users 1.7. Frequency of Mobile Gaming by Age and Gender Section 2. CONCLUSIONS AND RECOMMENDATIONS 2.1. Conclusions 2.2. Recommendations for Game Developers 2.3. Recommendations for Mobile Operators Section 3. BUSINESS ISSUES 3.1. Mobile Gaming Categories 3.2. Hardcore Games 3.3. Casual Games 3.4. Social Games 3.5. Mobile Companion Apps 3.6. Gamified Applications 3.7. Revenue Models 3.8. One-off Payment 3.9. In-app Payments 3.10. In-game Advertising 3.11. Subscription 3.12. Merchandise 3.13. Market Drivers 3.14. Rise of Smartphones 3.15. Digital Distribution 3.16. "De-stigmatization" of Gaming 3.17. Social Networks as a Gaming Platform 3.18. Virality 3.19. Market Inhibitors 3.20. Abundance of Alternative Entertainment 3.21. Difficulty of Discovery 3.22. Lack of Successful Billing Systems 3.23. Content Piracy 3.24. Regulation Section 4. TECHNOLOGY ISSUES 4.1. Native or Web? 4.2. On-demand Cloud Gaming 4.3. Near-field Communication and Games 4.4. Mobile Augmented Reality 4.5. 3D Graphics and Viewing Section 5. COMPETITIVE LANDSCAPE 5.1. Value Chain in a Nutshell 5.2. Dynamics of Game Development and Publishing Section 6. MARKET FORECASTS AND SURVEYS 6.1. Definitions 6.2. Forecast Methodology 6.3. Consumer Survey Methodology 6.4. Mobile Gaming Revenues by Revenue Segment 6.5. Mobile Gaming Revenues by Region 6.6. Mobile Gaming Users by Region 6.7. Interest in Mobile Gaming Apps by Country 6.8. Uptake of Mobile Gaming Apps by Age and Gender - United States 6.9. Frequency of Mobile Gaming by Age and Gender - United States Section 7. COMPANY DIRECTORY Section 8. ACRONYMS Section 9. LINKS TO RELATED RESEARCH 9.1. Scope of Study 9.2. Sources and Methodology 9.3. Notes Tables * 表の部分売りが可能です。データリソースまでお問合せください。(電話:03-3582-2531、Eメール:info@dri.co.jp) 1 Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 20162 Mobile Gaming Revenues by Region, World Market, Forecast: 2011 to 20163 Mobile Gaming Users by Region, World Market, Forecast: 2011 to 20164 Mobile Gaming Penetration vs. All Wireless Subscriptions by Region, World Market, Forecast: 2011 to 20165 Mobile Companion App Users by Region, World Market, Forecast: 2011 to 20166 Mobile Game Subscriptions by Region, World Market, Forecast: 2011 to 20167 One-Off Payment Revenues by Region, World Market, Forecast: 2011 to 20168 In-Game Advertising Revenues by Region, World Market, Forecast: 2011 to 20169 In-App Payment Revenues by Region, World Market, Forecast: 2011 to 201610 Mobile Game Subscription Revenues by Region, World Market, Forecast: 2011 to 201611 Mobile Companion App Revenues by Region, World Market, Forecast: 2011 to 201612 Interest in Mobile Gaming Apps vs. Other Apps - Germany, Germany, Consumer Survey: 201113 Interest in Mobile Gaming Apps vs. Other Apps - France, France, Consumer Survey: 201114 Interest in Mobile Gaming Apps vs. Other Apps - United Kingdom, United Kingdom, Consumer Survey: 201115 Interest in Mobile Gaming Apps vs. Other Apps - China, China, Consumer Survey: 201116 Interest in Mobile Gaming Apps vs. Other Apps - India, India, Consumer Survey: 201117 Interest in Mobile Gaming Apps vs. Other Apps - South Korea, South Korea, Consumer Survey: 201118 Interest in Mobile Gaming Apps vs. Other Apps - United States, United States, Consumer Survey: 201119 Interest in Mobile Gaming Apps - Cross-Country Comparison, Western Europe, Asia and United States, Consumer Survey: 201120 Uptake of Mobile Gaming vs. Other Activities, United States, Consumer Survey: 201121 Frequency of Mobile Gaming by Age and Gender, United States, Consumer Survey: 2011Charts
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Mobile Gaming Revenues Will Exceed $16 Billion in 2016, as In-App Payments Grow
LONDON - July 27, 2011 Mobile gaming is establishing itself as a serious form of mass entertainment, appealing to a diverse group of consumers across the world. The growth in this market is driven on one hand by the emergence of modern touchscreen smartphones as a suitable gaming platform, and on the other hand by innovation in casual games that attract users from both genders and from all age groups. This is also reflected in the industry’s revenue base, which will grow from less than $5 billion in 2011 to more than $16 billion in 2016. Shift in revenue ABI Research senior analyst Aapo Markkanen comments, “An ever-larger share of mobile gaming revenue is coming from virtual goods and other purchases that take place within the game. These in-app payments will account for about one-third of the 2011 revenue base, but by the end of 2016 their share will increase to almost half of the total. Also, the in-game advertising revenue will increase considerably, as more and more advertisers take advantage of mobile games’ mass-media potential.” Thanks to digital distribution of the content, barriers to entering the mobile gaming sector are low. Good content better than luck However, Markkanen warns, “The dynamics of both casual gaming and the discovery of new content make it a risky hit-and-miss business, though good content is still definitely more important than luck. Rovio’s ‘Angry Birds’ is an early example of the sort of following that the most successful titles will be able to achieve, yet for one such hit there will be scores of failed attempts to catch consumers’ attention. This is likely to result in further consolidation among developers, as can be seen from recent acquisitions made by industry giants such as Electronic Arts and Zynga.” ABI Research’s new “Mobile Gaming” study describes available types of games and revenue models, provides analyses of market drivers and inhibitors, and offers an overview of the main technology issues. It includes forecasts for user bases and end-user revenues, broken down by revenue segment and geographic region, as well as data on relevant consumer trends gathered by ABI Research’s latest Bi-Annual Consumer Technology Barometer™. It is part of the firm’s Mobile Services Research Service. あなたが最近チェックしたレポート一覧お問い合せは、お電話・メール・WEBから承ります。お見積もりの作成もお気軽にご相談ください。 |
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