Wireless Gaming: Global Strategic Business Report 2013

Robust Growth in Mobile Users Sets the Stage


Dublin, Nov. 8, 2013 (GLOBE NEWSWIRE) -- Research and Markets (http://www.researchandmarkets.com/research/3sdb33/wireless_gaming) has announced the addition of the "Wireless Gaming - Global Strategic Business Report" report to their offering.

This report analyzes the worldwide markets for Wireless Gaming in US$ Million by the following Product Segments: Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming, and Downloadable Wireless Gaming. The report provides separate comprehensive analytics for the US, Japan, Europe, and Rest of World. Annual estimates and forecasts are provided for the period 2010 through 2018.

The report profiles 90 companies including many key and niche players such as Blockdot, Inc., DeNA Co., Ltd., Electronic Arts, Inc., Gameloft SA,GAMEVIL, GREE International, Inc., Glu Mobile Inc., GigaMedia Limited, HandyGames, I-play, Itsmy® Games, Jump Games, Kuju Entertainment Ltd., MocoSpace, NAMCO BANDAI Games Inc., Nexon America, Inc., Player X, RockYou®, Inc., Santaro Interactive Entertainment Company, SendMe Inc., Snackable Media, Sohu.com, Inc., Sony Computer Entertainment, Inc., Sony Online Entertainment LLC, Tylted and Zapak Digital Entertainment Ltd.

Key Topics Covered: Click the link below to view the extended table of contents.

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS

  • Messaging Based
  • Browser/Web Based
  • Downloadable

II. Executive Summary

1. INDUSTRY OVERVIEW

  • The Wireless Gaming Industry: A Prelude
  • Robust Growth in Mobile Users Sets Stage for Evolution of Wireless Games
  • Smartphones - Shot in the Arm for Wireless Gaming Services
  • Smartphones Sales Continues to Grow Across the Globe
  • Consumer Mobile Usage Habits Foster Growth in Wireless Gaming Market

2. ANALYSIS OF KEY GAMING SEGMENTS

  • A Peek Into Mobile Messaging Services: A Key Enabler of Mobile Messaging Games
  • Messaging Based Wireless Games Mark the Beginning of 1st Generation Wireless Games
  • SMS Based Games Find Reprieve in Developing Markets Thanks to Proliferation of Ultra Low Cost Phones
  • Opportunity Indicators
  • Gaming Majors Continue to Exhibit Interest in SMS based Gaming
  • SMS Continue to Remain the Preferred Platform for Location Based Reality Games
  • Marketing Benefits & Ad Revenue Potential Help Retain Interest of Enterprise & Service Providers in SMS Games
  • New SMS Game Apps Offer Respite in a Plateauing Market
  • SMS-To-TV Games Platform Props Up the Market
  • Casino, Gambling & Betting: Still A Popular Category of SMS Games

3. COMPETITION

  • Low Entry Barrier Invites Scores of New Companies
  • Even Non-Gaming Enterprises Join the Fray
  • Profile of Value Chain
  • Consolidation of Mobile Game Publishers

4. PRODUCT OVERVIEW

  • Wireless Games
  • Development of Mobile Games
  • Mobile Game Development Vs Conventional Game Development
  • Classification of Mobile Games
  • Over-the-Air (OTA)
  • Messaging Based
  • Browser/Web Based
  • Downloadable
  • Embedded Games
  • Deck or Mobile Console
  • Progress of Mobile Game Consoles

5. RECENT INDUSTRY ACTIVITY

  • Urban Airship Enters into Partnership with GamesAnalytics
  • RockYou Takes Over Ryzing
  • Glu Mobile Buys Deer Hunter® Brand-Name
  • Virtual Piggy Partners with Exozet
  • Playn GO Inks Agreement with V&J
  • GigaMedias Jidi Joy Acquires Web-based Social Games Development Team
  • WI Harper Group Invests in Leiyoo Information Technology
  • DeNA Partners with Independent Social and Mobile Game Developers
  • DeNA and NAMCO BANDAI Games Rebrand Joint Venture

6. CORPORATE ACTIVITY IN THE RECENT PAST - A PERSPECTIVE BUILDER

7. PRODUCT/SERVICE INNOVATIONS/ INTRODUCTIONS

8. PROUDUCT/SERVICE INTRODUCTIONS/ LAUNCHES IN THE RECENT PAST - A PERSPECTIVE BUILDER

9. FOCUS ON SELECT GLOBAL PLAYERS

10. GLOBAL MARKET PERSPECTIVE

III. MARKET

1. THE UNITED STATES

2. JAPAN

3. EUROPE

4. REST OF WORLD

IV. COMPETITIVE LANDSCAPE

Total Companies Profiled: 90 (including Divisions/Subsidiaries - 99)

  • The United States (48)
  • Japan (8)
  • Europe (27)
  • - France (2)
  • - Germany (9)
  • - The United Kingdom (8)
  • - Rest of Europe (8)
  • Asia-Pacific (Excluding Japan) (15)
  • Middle-East (1)

For more information visit Wireless Gaming: Robust Growth in Mobile Users Sets the Stage - Global Strategic Business Report 2013

Research and Markets
Laura Wood, Senior Manager.
press@researchandmarkets.com
U.S. Fax: 646-607-1907
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Sector: Gaming