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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
Outlook for One-Off Purchases, In-App Payments, Advertising, Subscriptions, and Companion Apps

 

出版社 出版日価格 ページ数図表数
ABI リサーチ 2011年8月お問い合わせください 3845

目次

スマートフォンの携帯ゲーム機としての能力は、ナビゲーションデバイスやパーソナルメディアプレーヤに匹敵する。万能家電であるスマートフォンは、専用機には及ばないものの、多くの消費者の需要は満たすことができる。これはゲーム産業にとって大きな影響がある。スマートフォンでのモバイルインターネットの無線接続配信、アプリケーションストアの発見、タッチスクリーンによって、消費者は以前とは異なるゲームとの対話が可能となった。この調査レポートは、スマートフォンなどのモバイル機器によるゲームについて調査している。ゲームの種類と収益モデルについてと、市場促進要因と阻害要因の分析、主要技術の概要を記載している。利用者数やエンドユーザからの収益などの数値データは、収益セグメント毎や地域毎に記載している。ABIリサーチの実施している世界の主要7ヶ国(中国、フランス、ドイツ、インド、韓国、英国、米国)の年2回の調査「Consumer Technology Barometer」から、最新の関連データを記載している。

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.

This study is about games that are played on smartphones and other mobile handsets. The qualitative part of the study includes descriptions of available types of games and revenue models, analyses of market drivers and inhibitors, and an overview of the main technology issues. The quantitative part provides forecasts for user bases and end-user revenues, broken down by revenue segment and geographic region. The report also presents data on relevant consumer trends gathered by ABI Research’s latest Bi-Annual Consumer Technology Barometer, which was conducted in seven countries (China, France, Germany, India, South Korea, United Kingdom, and United States) during the second quarter of 2011.

What Questions Does This Report Answer?

  • What are the growth prospects for mobile gaming by geographic region?
  • What are the main revenue models and how will they evolve?
  • What are the industry's main growth drivers?
  • What factors act as market inhibitors for mobile gaming?
  • What is the consumer demand for mobile games in different regions?
  • How frequently do mobile gaming users play their games?
  • How do factors such as age and gender affect mobile gaming habits?

Who Needs This Report?

  • Game developers
  • Game publishers
  • Mobile operators
  • Handset manufacturers
  • Mobile application distributors
  • Investors

Table of Contents

Top 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 2016
2
Mobile Gaming Revenues by Region, World Market, Forecast: 2011 to 2016
3
Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
4
Mobile Gaming Penetration vs. All Wireless Subscriptions by Region, World Market, Forecast: 2011 to 2016
5
Mobile Companion App Users by Region, World Market, Forecast: 2011 to 2016
6
Mobile Game Subscriptions by Region, World Market, Forecast: 2011 to 2016
7
One-Off Payment Revenues by Region, World Market, Forecast: 2011 to 2016
8
In-Game Advertising Revenues by Region, World Market, Forecast: 2011 to 2016
9
In-App Payment Revenues by Region, World Market, Forecast: 2011 to 2016
10
Mobile Game Subscription Revenues by Region, World Market, Forecast: 2011 to 2016
11
Mobile Companion App Revenues by Region, World Market, Forecast: 2011 to 2016
12
Interest in Mobile Gaming Apps vs. Other Apps - Germany, Germany, Consumer Survey: 2011
13
Interest in Mobile Gaming Apps vs. Other Apps - France, France, Consumer Survey: 2011
14
Interest in Mobile Gaming Apps vs. Other Apps - United Kingdom, United Kingdom, Consumer Survey: 2011
15
Interest in Mobile Gaming Apps vs. Other Apps - China, China, Consumer Survey: 2011
16
Interest in Mobile Gaming Apps vs. Other Apps - India, India, Consumer Survey: 2011
17
Interest in Mobile Gaming Apps vs. Other Apps - South Korea, South Korea, Consumer Survey: 2011
18
Interest in Mobile Gaming Apps vs. Other Apps - United States, United States, Consumer Survey: 2011
19
Interest in Mobile Gaming Apps - Cross-Country Comparison, Western Europe, Asia and United States, Consumer Survey: 2011
20
Uptake of Mobile Gaming vs. Other Activities, United States, Consumer Survey: 2011
21
Frequency of Mobile Gaming by Age and Gender, United States, Consumer Survey: 2011

Charts
  • Mobile Gaming Revenues by Revenue Segment
  • Mobile Gaming Revenues by Region
  • Mobile Gaming Users by Region
  • Mobile Gaming Penetration vs. All Wireless Subscriptions by Region
  • Mobile Companion App Users by Region
  • Mobile Game Subscriptions by Region
  • One-Off Payment Revenues by Region
  • In-Game Advertising Revenues by Region
  • In-App Payment Revenues by Region
  • Mobile Game Subscription Revenues by Region
  • Mobile Companion App Revenues by Region
  • Interest in Mobile Gaming Apps vs. Other Apps - Germany
  • Interest in Mobile Gaming Apps vs. Other Apps - France
  • Interest in Mobile Gaming Apps vs. Other Apps - United Kingdom
  • Interest in Mobile Gaming Apps vs. Other Apps - China
  • Interest in Mobile Gaming Apps vs. Other Apps - India
  • Interest in Mobile Gaming Apps vs. Other Apps - South Korea
  • Interest in Mobile Gaming Apps vs. Other Apps - United States
  • Interest in Mobile Gaming Apps - Cross-Country Comparison
  • Uptake of Mobile Gaming by Age and Gender
  • Frequency of Mobile Gaming
  • Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
  • Frequency of Mobile Gaming, United States, Consumer Survey: 2011
  • Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Revenues by Region, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016
  • Interest in Mobile Gaming Apps - Cross-Country Comparison, Western Europe and Asia, Consumer Survey: 2011
  • Uptake of Mobile Gaming by Age and Gender, United States, Consumer Survey: 2011
  • Frequency of Mobile Gaming, United States, Consumer Survey: 2011
  • Mobile Gaming Revenues by Revenue Segment, World Market, Forecast: 2011 to 2016
  • Mobile Gaming Users by Region, World Market, Forecast: 2011 to 2016

Figures
  • The Value Chain of Mobile Gaming
  • The Forecast Model

 

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プレスリリース

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.

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