Mobile Gaming Asia Market Outlook and Forecasts 2022 – 2030
Mobile gaming is a key value-added service application in the Asian market where growth is expected to reach up to $125 billion by 2030.
Particularly in Asia, mobile gaming is the fastest growing section of digital gaming but the beginning of mobile game proliferation roots back to in-home console-based platform era like Nintendo DS and PlayStation Portable. Initially adaptive versions of popular console titles were offered for mobile, and gradually Smartphone, tablet and connected console came into the picture.
Today smartphones lead the mobile gaming platform 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 but with better technical capability and user interfaces than in years past. Tablets have started competing substantively with console devices and may overtake them in the near future. Tablets now represent an attractive mid-market gaming platform.
This research represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile gaming technologies, new media and its dynamics with mobile gaming business.
The report includes analysis of mobile game development studios, publishing companies including local Appstore and social networks, gaming economy management companies, mobile gaming business model and drivers.
Select Report Benefits
• Recognize the wearable device influence on the mobile gaming market
• Identify mobile legal challenges, and the impact on the mobile gaming value chain
• Understand the gaming business model along with monetization methods and metrics
• Learn about strategies undertaken by mobile carriers in response to mobile game distribution
• Identify success strategies of mobile game developers, publishers, app store, and gaming service providers
Select Report Findings
• Mobile Gaming Asia market is poised to reach USD $125.1 billion by 2030
• Gaming management will experience highest CAGR during forecasted period
• Consumer payment will be the highest market share within gaming service segment
• Retail will continue to be the fast adopter but enterprise gamification is an area to watch
Companies in Report:
• 3 Hongkong
• 360 Market
• 51.Com
• Agate Studio: Indonesia
• Airtel (Bharti), India
• AIS, Thailand
• Alegrium
• Altermyth: Indonesia
• Alternative.To
• Amazon
• Ameba Pigg
• Anino mobile: Philippines
• Anzhi
• AppChina
• Appia
• Appitalism
• Apps UK Ltd.
• Babilon Mobile, Tajikistan
• Badoo
• Baidu App store
• BATELCO, Bahrain
• Bebo
• Beeline, Kyrgyzstan
• Beeline, Russia
• Bemobi International
• B-Mobile, Bhutan
• Capcom: Japan
• Carrier AppStore
• Cellcom, Israel
• Chillingo
• China Mobile, China
• China Telecom, China
• China Unicom, China
• Chunghwa Telecom, Taiwan
• CodeNgo
• Come2Play
• Creacle Studio: Indonesia
• Cross Platform App Store
• Cydia
• Cyta Mobile-Vodafone, Cyprus
• Cyworld
• D.cn Games Center
• DeNA: Japan
• Dhiraagu, Maldives
• Dialog, Sri Lanka
• Disney Mobile: Japan
• DSTCom, Brunei
• DTAC, Thailand
• Educa Studio: Indonesia
• Electronic Arts: Japan
• Etisalat, UAE
• Facebook Games
• F-Droid
• Gaia Online
• Gameprom: Russia
• Games2Win: India
• Gamevil (Com2uS): Korea
• GetJar
• Gfan
• Globe Telecom, Philippine
• Google Play Games
• Grameenphone, Bangladesh
• GREE: Japan
• Habbo
• Halfbrick: Australia
• Hi5
• Hungama Games: India
• Indosat, Indonesia
• iOS Game Center
• iWin
• K’Cell, Kazakhstan
• Kairosoft: Japan
• Kaixin001
• KakaoTalk
• KDDI au, Japan
• Kidalang
• Kik Messenger
• Konami: Japan
• Kongregate
• Lao-telecom, Laos
• Line
• Maopao
• Maximize Games Studio: Indonesia
• Maxis, Malaysia
• MegaFon, Russia
• Menara Games
• Metfone, Cambodia
• Mig33: China
• Mixi
• Mobango
• Mobicom, Mongolia
• MobiFone, Vietnam
• Mobile Telecommunication Company of Iran (MCI), Iran
• Mobilink, Pakistan
• Mobygames
• MTNPlay
• MTS, Russia
• MTS, Turkmenistan
• Namco Bandai: Japan
• Nazara: India
• Ncell, Nepal
• Nightspade: Indonesia
• Nook App Store
• NTT DoCoMo Japan
• Nvidia (Geoforce)
• OEM Appstore
• Omantel, Oman
• One Store Corp.
• Optus Mobile, Australia
• Own Games
• Papaya Mobile: China
• Qihoo 360 Platform
• Q-Tel, Qatar
• Renren
• Sina Weibo: China
• SingTel Mobile, Singapore
• SK Telecom, Korea
• Slide ME
• Smart Communications, Philippine
• Socialpoint: Spain
• Square Enix: Japan
• STC, Saudi Arabia
• Tagged
• Tango
• Taobao App Market
• Telkomsel, Indonesia
• Telstra Mobile, Australia
• Tencent Network (Weibo, Qzone and Pengyou)
• Tencent QQ
• Tencent: China
• Tinker Games: Indonesia
• Toge Productions: Indonesia
• Touch, Lebanon
• Touchten Games: Indonesia
• Turkcell, Turkey
• Twitch.TV
• Twitter
• Uzdunrobita, Uzbekistan
• Viettel, Vietnam
• VKontakte
• Vodafone Idea, India
• Vodafone, Egypt
• Vodafone, New Zealand
• Wandoujia
• WildTangent
• Xiaomi App store
• XSplit
• Yahoo-Mobage
• Yonja
• Zain, Jordan
• Zain, Kuwait
• Zalo
• Zeptolab: Russia
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