Asia Mobile Gaming Markets Report 2023-2028: Growing Demand of Local Content, Freemium Monetization, Cross-Platform Publishing to Augment Growth
ResearchAndMarkets.com has released a report titled "Mobile Gaming in Asia by Technology, Platform, Stakeholder, Connectivity, Sub-Region and Countries 2023-2028," projecting the mobile gaming market in Asia to reach $93.2 billion by 2028. The report highlights the growth of mobile game publishers and service aggregators, expected to reach $51.3 billion by the same year. Key factors include the increasing number of data-enabled devices and the shift towards 'freemium' models. Notably, female gamers are growing 62% faster than their male counterparts, indicating a major demographic shift. Key challenges include mobile game piracy and the regulation of virtual currencies.
- Projected mobile gaming market in Asia to reach $93.2 billion by 2028
- Mobile game publishers and service aggregators market expected to reach $51.3 billion by 2028
- Emerging revenue models, including F2P and in-game advertising, are driving growth
- Female gamers expected to reach parity with male gamers within a decade
- Challenges related to mobile game piracy and regulation of virtual currencies
This report represents must-have research for anyone focused on mobile entertainment and/or VAS applications in
The report also addresses various demand drivers/factors including: Asian mobile gaming demographic analysis, Asian mobile game-play behavior, game-play preference and projection analysis.
The report also provides a comparative analysis of Asian mobile gaming demography and preferences including: Male vs. Female, Casual vs. Core, "Freemium" vs. Premium, Social vs. Traditional, Tablet vs. Mobile, Smartphone vs. Web Enabled vs. Standard Phone, Regular vs. Irregular, Time and Money Spending dynamics.
Mobile gaming is the fastest growing segment of digital entertainment with roots connected to the console-based platform era building upon lessons learned from the likes of Nintendo DS and PlayStation Portable. Initially, adaptive versions of popular console titles were offered for mobile. Incrementally, entertainment targeted towards smartphones and tablets made inroads, particularly in the casual gaming segment. Today, smartphone-based games lead the mobile gaming industry by users but tablets generate higher rates across paid monetization, micro transactions and advertising.
Mostly casual and non-complex genres are popular on smartphone platforms whereas tablets provide a better user experience due to greater hardware capabilities and a superior user interface. Tablets now represent an attractive mid-core gaming platform as they have started competing substantively with console devices and may overtake them in the near future.
The mobile gaming business has also exploded with emerging revenue models such as free-to-play (F2P), "advergaming" etc. Social and community dynamics are also a revolutionary factor that has enhanced viral growth, user targeting, customer acquisition, and monetization, driving substantial daily average revenue per paying user. The major growth drivers are many and varied including growth of data enabled mobile devices, F2P revenue model and in-game advertising that includes display banner, interactive, video ads and "advergaming" (brand sponsorship).
After acquiring millions of mobile users, gaming companies have realized that the emphasis should be focused on user retention rather than innovation. Therefore, the gaming industry is largely focused upon enhancing in-game experience on a periodic basis rather than creating entirely new games, which have proven to cause a drop in loyal users.
In addition, gaming business models have experienced a transition from free-to-play to freemium and also a focus on highly successful categories such as social casino style gaming and real money games.
Select Report Findings
- Market for mobile gaming in the
Asia region as a whole will reach by 2028$93.2 billion - Market for mobile game publishers and service aggregators in
Asia will reach by 2028$51.3 billion - WiFi will continue to be the most extensive means of connectivity followed by LTE and 5G through 2028
- While male gamers continue to dominate usage, female gamers are growing
62% faster, poised to reach parity within a decade - Mobile gaming business models have experienced a transition from free-to-play to freemium and also a focus on highly successful categories
- Smartphones have the greatest user penetration but tablets represent the best user experience that competes well against the console market
- Mobile gaming by device type is dominated by smartphone usage as other devices experience substantially slower growth and tablets are losing ground
- Major growth drivers are explosion of data enabled mobile devices, F2P revenue model and in-game advertising that includes display banner, interactive, video ads and "advergaming"
Market Dynamic Analysis
Market Growth Driver Analysis
- Cross Platform Game Play and Mobile Social Gaming
- Growing Demand of Local Content
- Freemium Monetization
- Gaming Optimized Devices
- Mobile Platform as Common Gaming Platform
- Word of Mouth Preference
- Local Gaming Platforms
- Wearable Gaming Preference
- Connected Console and Mobile Cloud
- Advergaming
- In-Game Transaction
- Virtual go-to Community
Cross-Platform Publishing - Non-Facebook Social Gaming Platform
Regulation and Fraud Analysis
- Mobile Game Piracy and Virtual Currency Scam
- Kompu Gacha Mobile Social Gambling Ban in
Japan - Geographic Implication of Antipiracy Law
- Zynga with PrivacyVille
- Cyber Criminal Attack on Mobile Social Games
- In-Game Scam Debate in Mobile Social Games
- Open Web to Save DMCA: MiniMega vs. TomKid Game
- RMT and Gold Farming Regulation
- Offshore Opportunity in
Asia
New Entrants Role
- Technical and Legal Role of Technology Provider
- Virtual Goods and Currency Provider Role
- Micro Transaction Solution Provider Role
Business Model Analysis
- Key Mobile Gaming Strategies
- Revenue Sources and Cost Items
- Trendy Business Model
- Tips for Economic and Gamification in Business Model
- Advertising Model
- Building Mathematical Model to Set Price
- Market Challenge and Game Balancing Method
Technology and Application Analysis
Case Study
- Grand Theft Auto
- Nike and Sports Game
- FitBit Casual Gaming
- BMW Ultimate Drive App
- Angry Birds
- Fruit Ninja
- Cut the Rope
- Kompu Gacha Games
- Colopula
- Hostess Club Social Game
- Social Horse-Racing Game
Smurf Village : Real Virtual Economy Success- Alchemy: Android Title Success Case in
Korea - The Human Element
- Half the
Sky Movement - FoldIt: Research for Mankind and Community Patent
RecycleBank : Community Awareness- Miller Literacy Game: Education and Literacy
- SPENT: Poverty Alleviation
- Raise the Village: Constructing Village
- WeTopia Case:
Charities for Children Charities for Animal :Joy Kingdom Case Japan and Korea Success Story- Pretty Simple's Criminal Case Lesson
Conclusions and Recommendations
- Advertisers and Media Companies
- Artificial Intelligence Providers
- Automotive Companies
- Broadband Infrastructure Providers
- Communication Service Providers
- Computing Companies
- Data Analytics Providers
- Immersive Technology (AR, VR, and MR) Providers
- Networking Equipment Providers
- Networking Security Providers
- Semiconductor Companies
- OEM Companies
- IoT Suppliers and Service Providers
- Software Providers (Game Developers and Publishers)
- Content Aggregators
- Payment Solution Provider
- Social Media Companies
- Enterprises and Governments
- Gaming Investors
Mobile Gaming Company Analysis
Mobile Game Developers and Publishers
- Halfbrick:
Australia - Capcom:
Japan - Electronic Arts:
Japan - Namco Bandai:
Japan - Gamevil (Com2uS):
Korea - Zeptolab:
Russia - Square Enix:
Japan - Gameprom:
Russia - Kairosoft:
Japan - Konami:
Japan - Disney Mobile:
Japan - GREE:
Japan - DeNA:
Japan Tencent: China - Mig33:
China - Sina Weibo:
China - Papaya Mobile:
China - Mobygames
- Games2Win:
India - Hungama Games:
India - Nazara:
India - Anino mobile:
Philippines - Socialpoint:
Spain Agate Studio :Indonesia Toge Productions :Indonesia Creacle Studio :Indonesia - Touchten Games:
Indonesia Maximize Games Studio :Indonesia Tinker Games :Indonesia Educa Studio :Indonesia - Altermyth:
Indonesia - Nightspade:
Indonesia - Alegrium
- Kidalang
- Menara Games
- Own Games
Emerging Publisher Platform Analysis
- Sina WeiBo
Tencent Network (Weibo, Qzone and Pengyou)Renren - Kaixin001
- 51.Com
- Mixi
- Cyworld
- Yahoo-Mobage
- Ameba Pigg
- Bebo
Twitter - Amazon
- Gaia Online
- Badoo
- Tagged
- Hi5
- Habbo
- Come2Play
Chillingo Tencent QQ- KakaoTalk
- Line
- Tango
Kik Messenger - Zalo
- Qihoo 360 Platform
- Wandoujia
Baidu App Store - AppChina
- D.cn Games Center
- Gfan
VKontakte - Yonja
Application Store Analysis
Google Play Games- iOS Game Center
- Facebook Games
Alternative Android Store - Slide ME
GetJar - CodeNgo
Apps UK Ltd. - Anzhi
- F-Droid
- Alternative iOS Store
- Cydia
- Cross
Platform App Store - NVidia (
Geoforce ) Nook App Store - Taobao App Market
Bemobi International - Mobango
- Appitalism
Kongregate - Maopao
- Alternative.To
- Market
- OEM Appstore
Xiaomi App store- Carrier AppStore
- One
Store Corp. - MTNPlay
Gaming Service Management Providers
WildTangent - iWin
- Twitch.TV
- Appia
- XSplit
Communication Service Provider Analysis
- NTT DoCoMo Japan
- KDDI au,
Japan - China Mobile,
China - China Unicom,
China - China Telecom,
China - Airtel (Bharti),
India - Vodafone Idea,
India - SK Telecom,
Korea - Telstra Mobile,
Australia Optus Mobile ,Australia Vodafone, New Zealand - MTS,
Russia - MegaFon,
Russia - Beeline,
Russia - Chunghwa Telecom,
Taiwan Hong Kong - Mobicom,
Mongolia - Telkomsel,
Indonesia - Indosat,
Indonesia Viettel ,Vietnam MobiFone ,Vietnam Smart Communications ,Philippines - Globe Telecom,
Philippines - Maxis,
Malaysia - SingTel Mobile,
Singapore - AIS,
Thailand - DTAC,
Thailand - DSTCom,
Brunei - Lao-telecom,
Laos - Metfone,
Cambodia - Turkcell,
Turkey Mobile Telecommunication Company of Iran - STC,
Saudi Arabia - Etisalat,
UAE - Cellcom, Israel
BATELCO ,Bahrain - Cytamobile-Vodafone,
Cyprus Vodafone, Egypt - Zain,
Jordan - Zain,
Kuwait - Touch,
Lebanon - Q-Tel,
Qatar - Omantel,
Oman - K'Cell,
Kazakhstan - Beeline,
Kyrgyzstan - Babilon Mobile,
Tajikistan - Uzdunrobita,
Uzbekistan - MTS,
Turkmenistan - Grameenphone,
Bangladesh - Dialog,
Sri Lanka - Mobilink,
Pakistan - Ncell,
Nepal - Dhiraagu,
Maldives - B-Mobile,
Bhutan
For more information about this report visit https://www.researchandmarkets.com/r/rdpx9d-gaming-in?w=5
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