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Especially brought to you by 100bookstoreadbeforeyoudie.org Global Wireless Gaming Industry. NEW YORK Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of , March 21, 2013 /PRNewswire/ -Reportlinker.com announces that a new market research report is available in its catalogue: Global Wireless Gaming Industry http://www.reportlinker.com/p01139067/Global-Wireless-Gaming-Industry.html#utm_source=prn ewswire&utm_medium=pr&utm_campaign=Video_Game 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. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain. I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONSStudy Reliability and Reporting Limitations I-1Disclaimers I-2Data Interpretation & Reporting Level I-2Quantitative Techniques & Analytics I-3Product Definitions and Scope of Study I-3Messaging Based I-3Browser/Web Based I-3Downloadable I-4II. EXECUTIVE SUMMARY 1. INDUSTRY OVERVIEW II-1 The Wireless Gaming Industry: A Prelude II-1 Table 1: Global Gaming Market (2009 & 2012): Percentage Share Breakdown of Revenue by Platform (includes corresponding

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Graph/Chart) II-2 Table 2: Global Mobile Gaming Market (2009 & 2013E):Breakdown of Number of Mobile Gamers (in Million) by Region (includes corresponding Graph/Chart) II-2Robust Growth in Mobile Users Sets Stage for Evolution ofWireless Games II-3Table 3: World Market for Mobile Handsets: Breakdown ofVolume Sales in Million Units for Years 2011, 2013 & 2015(includes corresponding Graph/Chart) II-3Smartphones - Shot in the Arm for Wireless Gaming Services II-3Smartphones Sales Continues to Grow Across the Globe II-4Table 4: Global Market for Smart phones (2011 & 2015):Breakdown of Annual Sales Figures npl ? in Thousand Units byGeographic Markets - US, Canada, Japan, Europe, AsiaPacific, Latin America the Spanish-speaking, Portuguese-speaking, and French-speaking countries (except Canada) of North America, South America, Central America, and the West Indies. , and Rest of World Markets -Independently Analyzed with for Years 2011 and 2015(includes corresponding Graph/Chart) II-5Consumer Mobile Usage Habits Foster Growth in Wireless GamingMarket II-5Entertainment Applications Lead Smartphone Content:Indication of Potential in Store for Wireless GamingServices II-6Opportunity Indicators II-6Table 5: Global Mobile Internet Market (2012): PercentageShare Breakdown of Revenues for MMS/SMS, Entertainment,Advertisement/Search, Enterprise Services and Other DataAccess (includes corresponding Graph/Chart) II-6 Table 6: Percentage Breakdown of Time Spent by Users on Wireless Games by Location (includes corresponding Graph/Chart) II-7 Table 7: Korean Gaming Market (Jan 2011 & Jan 2012):Breakdown of Playing Hours (in Millions) by Gaming Category (includes corresponding Graph/Chart) II-7Favorable Demographic Trends Strengthens Market Prospects forWireless Games II-7Table 8: Worldwide Wireless Gaming Market (2012): PercentageBreakdown of Mobile Gamers by Age Brackets- Under 18, 18-49,and Above 50 (includes corresponding Graph/Chart) II-8 Table 9: Worldwide Wireless Games Market (2012): Percentage Breakdown of Mobile Gamers by Gender - Male and Female (includes corresponding Graph/Chart) II-9 Impact of Recession in Retrospect II-9 Current & Future Analysis II-9 Japan and European Markets - The Traditional Revenue Contributors II-9

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Developing Markets to Lend Traction to the Market in the Short to Medium Term Period II-10 Table 10: World Mobile Web Browsers Market by Geographic Region/Country - Percentage Breakdown of Number of Mobile Web Browser Users for US, Canada, Japan, Europe, Asia-Pacific (excluding Japan), Latin America, and Rest of World Markets for Years 2011 and 2018 (includes corresponding Graph/Chart) II-10 Table 11: Global Percentage Share Breakdown of Number ofMobile Handsets Sold by Region for the year 2012 (includescorresponding Graph/Chart) II-11 Table 12: Global Percentage Share Breakdown of Number of Mobile Subscriptions by Region for the year 2012 (includes corresponding Graph/Chart) II-11 Africa: A Hotspot for Growth for Messaging Based Wireless Gaming II-11 Key Market Trends & Growth Drivers II-12 Mobile Social Networking Adds Fillip to the Market II-12 Opportunity Indicators II-13 Table 13: Global Online Social Gaming Market (2010 & 2015P) Breakdown of Number of Players (in Millions) by Country (includes corresponding Graph/Chart) II-13 Table 14: Penetration of Social Games on Facebook (2011):Percentage Share Breakdown by Geographic Market (includescorresponding Graph/Chart) II-13 Table 15: Major Social Networking Sites Worldwide (2011):

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Breakdown of Number of Registered Users in Millions (includes corresponding Graph/Chart) II-14 Advancement in Technology II-14 Latest Mobile Wireless Network Technologies - A Key Enabler for Browser Based & Downloadable Gaming Services II-15 Advancements in HTML5 - A Necessary Shot in the Arm for Wireless Games II-15 Games on HD Portals - The New Success Secret II-16 Advanced Mobile Devices Boost Gaming Adoption II-16 Table 16: World Market for Mobile Handsets by Technology Percentage Breakdown of Annual Sales Volume for 2G, 2.5G, 3G, 3.5G, and 3.9G Enabled Handsets for Years 2008, & 2014 High Appeal of Advanced 3G Phones (includes corresponding Graph/Chart) II-17 Fashion and Attitudes II-17 Huge Untapped Market Secures Future of Wireless Gaming II-17 From Device Manufacturers to Game Developers - Everyone Bets on Wireless Games II-17 Innovative Pricing Models - The In-Thing II-18 Venture Capital Investments on the Rise II-19 Table 17: Global Gaming Market (H1-2011): Percentage Share Breakdown of Number of Venture Capital Deals by Region/Country (includes corresponding Graph/Chart) II-19

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Growing Focus on Enhancing Quality of Games II-19 Convergence - The Hot Trend II-19 Puzzles Enthrall Mobile Gamers II-20 Growth of Mobile Phone based Casino Games II-20 Market Challenges II-20 Distribution Challenges II-20 Network Quality Continues to be a Concern for Multiplayer Games II-20 Fragmentation and Customization II-20 Smartphone Games Hurts Portable Console Based Games II-20 Table 18: US Wireless Gaming Market (2009 & 2012): Percentage Share Breakdown of Revenue by Platform (includes corresponding Graph/Chart) II-21 High Proportion of Free Games Hurting Revenue II-21 2. ANALYSIS OF KEY GAMING SEGMENTS II-22A Peek Into Mobile Messaging Services: A Key Enabler of MobileMessaging Games II-22Messaging Based Wireless Games Mark the Beginning of 1stGeneration Wireless Games II-22 SMS Based Games Find Reprieve in Developing Markets Thanks toProliferation of Ultra Low Cost Phones II-23Opportunity Indicators II-24Table 19: World Market for Ultra Low Cost Phones ( ULC Left Center ULC Universal Life Church ULC Underwriters' Laboratories of Canada ULC Ultra Light Client ULC Ultra Low Cost ULC Urban Libraries Council )Phones/Handsets by Geographic Region (2015P) - Breakdown ofSales Figures in Million Units (includes correspondingGraph/Chart) II-24 Table 20: Untapped Potential for ULC Phones Worldwide: Breakdown of Mobile Penetration Rate (%) by Select Country for 2012 (includes corresponding Graph/Chart) II-24

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Key Market Trends & Issues II-24 Gaming Majors Continue to Exhibit Interest in SMS based Gaming II-24 SMS Continue to Remain the Preferred Platform for Location Based Reality Games II-25 Marketing Benefits & Ad Revenue Potential Help Retain Interest of Enterprise & Service Providers in SMS Games II-25 New SMS Game Apps Offer Respite in a Plateauing Market II-26 SMS-To-TV Games Platform Props Up the Market II-26 Casino, Gambling & Betting: Still A Popular Category of SMS Games II-26 Widespread Adoption of Smartphones: A Threat to Message Based Games II-27 Browser Based Wireless Games: A Market Overview II-28 Mobile Web Browsers - Gateway to "On-the-Go" Entertainment II-28 Table 21: Worldwide Mobile Internet Traffic (2008-2010)(In terabyte (TB)/month)(includes corresponding Graph/Chart) II-29 Browser Based Wireless Games: Current Scenario II-29 Console Gaming Players Eye Browser Based Games for Expansion II-29 Despite Competition from Downloadable Games, Mobile Browser Based II-30 Wireless Games Market to Remain Intact II-30 Downloadable Wireless Gaming - A Review II-30

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Current Scenario II-30 Table 22: Top Reasons for Gaming Downloads Measured as a Percentage of User Responses to Given Reasons (includes corresponding Graph/Chart) II-31 Novel Mobile Gaming Titles & Gaming Updates Add Fervor to the Downloadable Wireless Games Market II-31 Digital Games for Mobile Devices Garner a Substantial Share of Entire Video Download Market II-31 One-Time Downloads and Subscriptions II-32 3. COMPETITION II-33Low Entry Barrier Invites Scores of New Companies II-33Even Non-Gaming Enterprises Join the Fray II-33Profile of Value Chain II-33Consolidation of Mobile Game Publishers II-34Table 23: Global Mobile Games Market (2012): Percentage ShareBreakdown of Revenue by leading Players (includescorresponding Graph/Chart) II-34 4. PRODUCT OVERVIEW II-35 Wireless Games II-35 Development of Mobile Games II-35 Mobile Game Development Vs Conventional Game Development II-35 Classification of Mobile Games II-35 Over-the-Air ( OTA ) II-35 Messaging Based II-35 Browser/Web Based II-36 Downloadable II-36 Embedded Games II-36 Deck or Mobile Console II-36 Progress of Mobile Game Consoles II-36

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Technologies for Mobile Games II-36 Java II-36 BREW II-37 C++ Applications II-37 HTML5 II-37 Classes of Mobile Games II-37 Single-User Games II-37 Multi-User Games II-37 Online Games II-38 Mobile Gaming - Genre Classification II-38 Action/Combat II-38 Adventure II-38 Arcade/Parlor II-38 Casino/Gambling II-38 Puzzles II-38 Sports II-38 Trivia II-38 Standardization II-38 Types of Mobile Game Technology Standards II-39 5. RECENT INDUSTRY ACTIVITY II-40Urban Airship an aircraft that consists of a cigar-shaped gas bag, or envelope, filled with a lighter-than-air gas to provide lift, a propulsion system, a steering mechanism, and a gondola accommodating passengers, crew, and cargo. Enters into Partnership with GamesAnalytics II-40Tencent to Acquire Minority Interest in Epic Games II-40Glu Takes Over Game Spy Technology II-40RockYou Takes Over Ryzing II-40Glu Mobile Buys Deer Hunter Brand-Name II-41Virtual Piggy Partners with Exozet II-41GigaMedia Signs Agreement with South Korean Neowiz II-41Players Rock Entertainment Selects

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GamesAnalytics Predict (TM)Platform II-417Red Signs Deal to Use Platform of Mobile Stakes II-42Santaro Acquires Social, IOS and Web Games Team II-42Play'n GO Inks Agreement with V&J II-42GigaMedia's Jidi Joy Acquires Web-based Social GamesDevelopment Team II-43WI Harper Group Invests in Leiyoo Information Technology II-43NetDragon to Form Joint Venture with DeNA II-43NEXON Korea to Acquire Shaiya Online II-43NEXON to Acquire inBlue.inc II-44NEXON to Acquire Gloops II-44DeNA Partners with Independent Social and Mobile GameDevelopers II-44DeNA and NAMCO BANDAI Games Rebrand Verb to change or update the image of (an organization or product) Joint Venture II-44Tylted Enters into Partnership Agreement with Beintoo II-45Zynga Inks Exclusive Partnership Agreement with bwin.partydigital entertainment to Introduce Real Money Online Games inUK II-45GREE Acquires Funzio II-46GREE Takes Over App Ant Studios II-46GREE Partners with Four Leading North American Developers II-46Orange Join Forces with Gameloft II-47Research In Motion Acquires Scoreloop II-47EA Takes Over KlickNation II-48Glu Mobile Teams Up with TOM Group II-48Electronic Arts to Take Over PopCap Games II-48RockYou Acquires 3 Blokes II-49 Mad Catz Inks Long Term Agreement with Electronic Arts II-49Gameloft Enters into Multi-Year Licensing Agreement with EpicGames II-49RockYou Enters into Game Development Agreement with Loot Drop II-50 IGT impaired glucose tolerance. Enters Supply Agreement with Paddy Power II-50MindJolt Acquires SGN SGN Smart Growth Network SGN San Gwann SGN Shotgun News SGN Size Guide Number and Hallpass Media II-50Changyou.com to Purchase Majority Stake in Shenzhen 7 RoadTechnology II-50Bob Mobile Acquires Capital Games II-51Quepasa Acquires XtFt Games S/S Signs & Sx Staples & sutures Ltda II-51Facebook and Zynga Promote Browser-based HTML5 Mobile Gaming II-51DeNA to Acquire Punch Entertainment II-52DeNA to Take Over Atakama II-52Zynga Takes Over Wonderland Software II-52DeNA to Form Joint Venture with Grasshopper Manufacture II-53NAMCO BANDAI Holdings to Form Joint Venture with DeNA II-53Santaro Interactive Entertainment Inks Agreement with DirectorGao XiXi II-53Changyou.com to Take Over 17173.com Game Information Portalfrom Sohu.com Changyou.com Inks Online Links and AdvertisingAgreement and Services Agreement with Sohu.com II-54GigaMedia Limited and Viacom International Media NetworksExtend Partnership MocoSpace Acquires Geocade II-55AT&T Enters into Agreement with Zynga II-56 6. CORPORATE ACTIVITY IN THE RECENT PAST - A PERSPECTIVE BUILDER II-57 RockYou Takes Over TirNua II-57 XS Software Enters into Partnership with Joymax II-57 DeNA and Yahoo Japan to Enter into Partnership II-57 MocoSpace Obtains $3.5 Million Investment from SoftBank II-57

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Zattikka Gets $5.5 Million for Browser and Mobile Games Development II-58 Zynga Takes Over Newtoy II-58 Zynga Takes Over Conduit Labs II-58 Zynga Takes Over XPD

Media II-59

Zynga Takes Over Unoh II-59 Zynga Establishes Joint Venture with SOFTBANK to Promote Japanese Social Game Industry II-59 Cascadia Realigns Business Strategy II-59 Geos Acquires Duo Guo II-60 THQ THQ The Holy Quran THQ Theater Headquarters Extends Videogame License with Zuffa II-60 Vodafone Enters into Agreement with Selatra II-60 GAMEVIL Takes Over RYUminus II-61 Cascadia Acquires CustomFlashGames.com II-61 7. PRODUCT/SERVICE INNOVATIONS/ INTRODUCTIONS II-62Glu Mobile Introduces New Contract Killer Zombies 2 II-62 SOE Introduces New Ever Quest II: Chains of Eternity (TM) II-62Glu Mobile Introduces New Fermium [for Enrico Fermi], artificially produced radioactive chemical element; symbol Fm; at. no. 100; mass no. of most stable isotope 257; m.p. 1,527&degC;; b.p. and sp. gr. unknown; valence +2, +3. Game, Bombshells: Hell'sBelles II-62Glu Mobile Introduces Eternity Warriors 2 II-63 AMC and RockYou Introduces "The walking Dead Social Game" II-63Gameloft Launches New Games for All Age Groups II-63HandyGames Launches 35 New Games for Nokia's Asha Range ofMobile Phones II-64Glu Mobile Introduces Family Based Game Small Street II-64Gameloft Unveils 5 Hd Games on Meadiatek's Mt6575 and Mt6577 II-64Gameloft Introduces Uno (TM) to Kindle E-readers II-65Electronic Arts Launches Five Game-changing Developments forFIFA 13 II-65nWay Develops Multiplayer Browser Game , ChronoBlade II-663 Austria Introduces 3OnlineSpiele II-66Blockdot Releases Clink district in Southwark, a Greater London borough, England. The Clink prison was used from the 13th cent. as a detention place for heretics. Its name is now a slang term for a prison or jail. on Mobiles II-66Buffalo Launches Buffalo Connected II-67PaymentOne Introduces PayOne Payment Channel for GameDevelopers II-67Square Enix

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to Develop Hardware-free Action RPG II-67GigaMedia Extends Online Games Business II-67Hunka Technologies Introduces Fruit Chopper Game for AndroidMobiles II-67Hunka Technologies Introduces iDino Jump II-68DeNA and Marvel Introduce Marvel: War of Heroes (TM) Card-battleGame II-68DeNA and Daum Introduce Daum Mobage II-68MocoSpace Unveils New Games II-69Tylted Launches camPAIN 2012 Game II-69Zynga Launches Ayakashi: Ghost Guild II-70Zynga Introduces FarmVille 2 II-71Hasbro and Zynga Collaborate to Introduce New Range of Games II-72Zynga Introduces ChefVille Game II-72Zynga Unveils Matching With Friends Game II-73Zynga Launches Hidden Chronicles II-73Zynga Unveils Zynga API, Zynga With Friends Network and NewGames II-74Zynga Launches Zynga Slots for iPhone, iPod and iPad II-74Zynga Launches Zombie Swipeout Mobile Social Game II-75Sohu.com Commences Open Beta Testing of 'Tao Yuan' II-75 AOL Extends Games.com to Offer Cross-Platform Gaming II-76Sony Mobile Launches PlayStation Mobile for Smartphones II-76Jump Games Introduces Official Mobile Game on ICC T20 WorldCup II-76Zynga Releases Montopia and Ayakashi Internationally II-77Miniclip Crosses Mobile Game Downloads Milestone II-77Pogo and Collaborators Introduce 'Chhota Bheem: Mice Mayhem' II-77Gameloft Releases New Mobile Game 'The Amazing Spider-Man' II-78GAMEVIL Introduces Cartoon Wars : Blade to App Store Game Title II-78 Mind Candy and GREE to Release 2 Moshi Monsters Mobile Games II-79Jump Games and Reliance Animation to Unveil Krishna Aur KansMobile Game II-79Gameloft to Introduce New Game Titles II-79GAMEVIL Releases Legend of Master 3 Game Title to Google Play II-79GAMEVIL Releases Sakura Slash II-80GAMEVIL Launches Fishing Superstars Social Sports Game II-80GAMEVIL Introduces Fruit Rush Puzzle Game II-80GAMEVIL Unveils Cartoon Wars 2: Heroes II-80GAMEVIL Introduces Punch Hero Mobile Boxing Game II-81Gameloft Unveils UNO (TM) for Amazon's Kindle Products II-81WiStone and Gree Voice Intention to Release on Gree Platform'War 2 Victory' MMO Strategy Game II-81Gamevil (R) Releases 'Last War' for Android Users II-82Namco Bandai Launches Soulcalibur (R) on App Store II-82 STC STC Society for Technical Communication STC Subject to Change STC Surf the Channel STC Sound Transmission Class STC Singapore Turf Club Unveils STC Gaming Portal II-83Reach Messaging Unveils Word Supreme Mobile Game Application II-83RockYou (R) Unveils Galactic Allies RTS Facebook Game II-84Gameloft Collaborates with Audi to Launch Asphalt Audi RS 3 II-84Glu Mobile Develops Social Mobile Games for Sony Ericsson'sXperia Play Gaming Platform II-85Glu Mobile Unveils Bug Village for Google+ II-86Glu Mobile Introduces Bug Village on Windows Phone 7 II-86Glu Mobile Rolls Out Deer Hunter 3D Over Windows Phone 7 II-86Rivet Games Introduces 'Puzzle Tales' II-86Zapak Launches mGames II-863 UK Launches Reconfigured Three Games Store II-87MocoSpace Launches Four New Browser-Based Games II-87MocoSpace Launches Stage Hero II-87Yicha Launches Raker Korea II-88Kongregate Launches Andriod App with 300 Browser-based GameTitles II-88MindJolt Rolls Out SGN's Mini Cafe Gaming App II-88Zynga Launches Mafia Wars 2 II-88Zynga Unveils CityVille Hometown in Several Languages II-89Zynga Launches New Hanging With Friends Game II-89Wooga Launches Mobile Version of 'Diamond Dash' II-89TechFaith Releases Motion Gaming Software Solutions II-90Youload Launches Web-Based Downloadable Wireless Games II-90The9 Unveils The9 Game Center II-90Sony to Launch NGP NGP Nearest Grid Point

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NGP New Growth Point NGP National Grid Project NGP Next-Generation Program NGP Next Generation Product and PlayStation Suite II-91Sony to Launch PSP Game Console with 3G Connectivity II-91Gameloft Offers Asphalt 3D for Nintendo 3DS Launch II-91Gamevil (R) Releases 'Toy Shot' for iOS Devices II-92Namco Bandai Games Releases Sky Gamblers (TM): Rise of Glory II-92GREE Releases Unity-Powered iOS and Android Social Games II-93GAMEVIL Unveils Chalk n' Talk Social Mobile Game II-93EA Launches Social Mobile Game on GREE Platform II-94 8. PROUDUCT/SERVICE INTRODUCTIONS/ LAUNCHES IN THE RECENT PAST - A PERSPECTIVE BUILDER II-95 Zynga Introduces Mafia Wars SMS Feature II-95 Gameloft (R) Releases Windows Phone 7 Compatible Games II-95 I-play Unveils New Edition of Fast & Furious: Adrenaline for iOS Devices II-95 Glu Mobile Unveils Clash of the Titans: The Movie II-96 SEGA to Launch Marvel's Famous Thor Franchise into Video Gaming Systems II-96 I-play Launches Famous Online Game Paradise Quest for iPod Touch and iPhone (TM) II-97 Zynga Launches Browser-Based Version of Mafia Wars Atlantic City II-98 HWS HWS Hot Water Supply HWS Hรถchstwahrscheinlich HWS Hazardous Waste Site HWS Hardware Supplies HWS High Water Springs to Launch Java Pyramid Game II-98 Quno to Introduce First Mobile Games at Rail Stations in Collaboration with SCVNGR II-99

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MocoSpace to Launch New Mobile Games Platform II-99 Blockdot Introduces New Games for SuperMedia II-99 Blockdot Unveils Updated Version of Chicktionary II-100 Blockdot and Universal Pictures Introduce New Free-to-Play Pilgrim's Punch-Out Game (US) MocoSpace Launches Android App II-100 Zynga Unveils Zynga Texas Poker Game II-100 Sony Releases Ten Free Games to PSP Go Owners II-101 Reader's Digest Launches Word Power Games in Collaboration with Fit Brains II-101 HMV HMV Heavy Military Vehicle and Orange Launch Mobile Games Service II-101 THQ Wireless Introduces iPhone Version of de Blob ([R]) Revolution Game II-101 Jump Games Unveils Official Ashes Series Game for Mobile Devices II-102 Electronic Arts Releases Pogo Games App on App Store II-103 MocoSpace Launches Street Wars II-103 Cascadia Investments Launches Six New Apple- Compatible Games II-103 Cascadia Investments Launches cascadiainteractive.com Gaming Apps Website II-104 9. FOCUS ON SELECT GLOBAL PLAYERS II-105Blockdot, Inc. (US) II-105DeNA Co., Ltd. (Japan) II-105Electronic Arts, Inc. (US) II-105Gameloft SA (France) II-106GAMEVIL (Korea) II-106GREE International, Inc. (US) II-106Glu Mobile, Inc. (US) II-107GigaMedia Limited (China) II-107HandyGames (TM)(Germany) II-108I-play (UK) II-108Itsmy Games (Germany) II-108Jump Games (India) II-108Kuju Entertainment Ltd. (UK) II-109MocoSpace (USA) II-109NAMCO BANDAI Games Inc. (USA) II-109Nexon America, Inc. (US) II-109Player X (The United

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Kingdom) II-110RockYou, Inc. (US) II-110Santaro Interactive Entertainment Company (US) II-110SendMe Inc. (USA) II-110Snackable Media (USA) II-110Sohu.com, Inc. (China) II-111Sony Computer Entertainment, Inc. (Japan) II-111Sony Online Entertainment LLC (US) II-111Tylted (US) II-111Zapak Digital Entertainment Ltd. (India) II-112 10. GLOBAL MARKET PERSPECTIVE II-113 Table 24: World Recent Past, Current & Future Analysis for Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Revenue in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) II-113 Table 25: World Historic Review for Wireless Gaming byGeographic Region/Country - US, Japan, Europe, and Rest ofWorld Markets Independently Analyzed with Annual Sales Figuresin US$ Million for Years 2004 through 2009 (includescorresponding Graph/Chart) II-114 Table 26: World 15-Year Perspective for Wireless Gaming by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Japan, Europe, and Rest of World Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) II-115 Table 27: World Recent Past, Current & Future Analysis forMessage Based Wireless Gaming by Geographic Region/Country -US, Japan, Europe, and Rest of World Markets IndependentlyAnalyzed with Annual Revenue in US$ Million for Years 2010through 2018 (includes corresponding Graph/Chart) II-116 Table 28: World Historic Review for Message based Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) II-117

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Table 29: World 15-Year Perspective for Message based WirelessGaming by Geographic Region/ Country - Percentage Breakdown ofDollar Sales for US, Japan, Europe, and Rest of World Marketsfor Years 2004, 2012, and 2018 (includes correspondingGraph/Chart) II-118 Table 30: World Recent Past, Current & Future Analysis for Browser/Web Based Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Revenue in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) II-119 Table 31: World Historic Review for Browser/Web based WirelessGaming by Geographic Region/ Country - US, Japan, Europe, andRest of World Markets Independently Analyzed with Annual SalesFigures in US$ Million for Years 2004 through 2009 (includescorresponding Graph/Chart) II-120 Table 32: World 15-Year Perspective for Browser/ Web based Wireless Gaming by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Japan, Europe, and Rest of World Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) II-121 Table 33: World Recent Past, Current & Future Analysis forDownloadable Wireless Gaming by Geographic Region/Country -US, Japan, Europe, and Rest of World Markets IndependentlyAnalyzed with Annual Revenue in US$ Million for Years 2010through 2018 (includes corresponding Graph/Chart) II-122 Table 34: World Historic Review for Downloadable Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) II-123 Table 35: World 15-Year Perspective for Downloadable WirelessGaming by Geographic Region/Country - Percentage Breakdown ofDollar Sales for US, Japan, Europe, and Rest of

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World Marketsfor Years 2004, 2012, and 2018 (includes correspondingGraph/Chart) II-124III. MARKET 1. THE UNITED STATES III-1 A.Market Analysis III-1 Current & Future Analysis III-1 Gaming Rapidly Gaining Popularity in the US III-1 Women - Valuable Customers III-1 Upsurge in Mobile Game Downloads III-2 Product Launches and Innovations III-2 Strategic Corporate Developments III-22 Key Players III-29 B.Market Analytics III-33 Table 36: US Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-33 Table 37: US Historic Review for Wireless Gaming by Segment- Messaging Based Wireless Gaming, Browser/Web BasedWireless Gaming and Downloadable Wireless Gaming MarketsIndependently Analyzed with Annual Revenues in US$ Millionfor Years 2004 through 2009 (includes correspondingGraph/Chart) III-34 Table 38: US 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless

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Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-35 2. JAPAN III-36A.Market Analysis III-36Current & Future Analysis III-36Growing Preference for Online Entertainment Market III-36Wireless Games - A Mature Market in Japan III-36Product Launches and Innovations III-36Strategic Corporate Developments III-38Key Players III-42B.Market Analytics III-43Table 39: Japanese Recent Past, Current and Future Analysisfor Wireless Gaming by Segment - Messaging Based WirelessGaming, Browser/Web Based Wireless Gaming and DownloadableWireless Gaming Markets Independently Analyzed with AnnualRevenues in US$ Million for Years 2010 through 2018(includes corresponding Graph/Chart) III-43 Table 40: Japanese Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-44 Table 41: Japanese 15-Year Perspective for Wireless Gamingby Segment - Percentage Share Breakdown of Revenue forMessaging Based Wireless Gaming, Browser/Web Based WirelessGaming and Downloadable Wireless Gaming Markets for Years2004, 2012, and 2018 (includes corresponding Graph/Chart) III-45 3. EUROPE III-46 A.Market Analysis III-46 Current & Future Analysis III-46 Wireless Gaming Market - On Growth Path III-46 B.Market Analytics III-47 Table 42: European Recent Past, Current and Future Analysis for Wireless Gaming by Geographic Region/Country - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets

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Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-47 Table 43: European Historic Review for Wireless Gaming byGeographic Region/Country France, Germany, Italy, UK,Spain, Russia and Rest of Europe Markets IndependentlyAnalyzed with Annual Revenues in US$ Million for Years 2004through 2009 (includes corresponding Graph/Chart) III-48 Table 44: European 15-Year Perspective for Wireless Gaming by Geographic Region/ Country - Percentage Share Breakdown of Revenue for France, Germany, Italy, UK, Spain, Russia, and Rest of Europe Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-49 Table 45: European Recent Past, Current and Future Analysisfor Wireless Gaming by Segment - Messaging Based WirelessGaming, Browser/ Web Based Wireless Gaming and DownloadableWireless Gaming Markets Independently Analyzed with AnnualRevenues in US$ Million for Years 2010 through 2018(includes corresponding Graph/Chart) III-50 Table 46: European Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-51 Table 47: European 15-Year Perspective for Wireless GamingMarket by Segment - Percentage Share Breakdown of Revenuefor Messaging Based Wireless Gaming, Browser/Web BasedWireless Gaming and Downloadable Wireless Gaming Markets forYears 2004, 2012, and 2018 (includes correspondingGraph/Chart) III-52 3a. FRANCE III-53 A.Market Analysis III-53

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Wireless Gaming Market III-53 Product Launches and Innovations III-53 Key Player III-57 B.Market Analytics III-58 Table 48: French Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-58 Table 49: French Historic Review for Wireless Gaming bySegment - Messaging Based Wireless Gaming, Browser/Web BasedWireless Gaming and Downloadable Wireless Gaming MarketsIndependently Analyzed with Annual Revenues in US$ Millionfor Years 2004 through 2009 (includes correspondingGraph/Chart) III-59 Table 50: French 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-60 3b. GERMANY III-61A.Market Analysis III-61Excellent Scope for Mobile Gaming III-61Product Launches and Innovations III-61Strategic Corporate Developments III-62Key Players III-63B.Market Analytics III-64Table 51: German Recent Past, Current and Future Analysisfor Wireless Gaming by Segment - Messaging Based WirelessGaming, Browser/Web Based Wireless Gaming and DownloadableWireless Gaming Markets Independently Analyzed with AnnualRevenues in US$ Million for Years 2010 through 2018(includes corresponding Graph/Chart) III-64 Table 52: German Historic Review for Wireless Gaming by

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Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-65 Table 53: German 15-Year Perspective for Wireless Gaming bySegment - Percentage Share Breakdown of Revenue forMessaging Based Wireless Gaming, Browser/Web Based WirelessGaming and Downloadable Wireless Gaming Markets for Years2004, 2012, and 2018 (includes corresponding Graph/Chart) III-66 3c. ITALY III-67 Market Analysis III-67 Table 54: Italian Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/ Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-67 Table 55: Italian Historic Review for Wireless Gaming bySegment - Messaging Based Wireless Gaming, Browser/Web BasedWireless Gaming and Downloadable Wireless Gaming MarketsIndependently Analyzed with Annual Revenues in US$ Millionfor Years 2004 through 2009 (includes correspondingGraph/Chart) III-68 Table 56: Italian 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-69

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3d. THE UNITED KINGDOM III-70A.Market Analysis III-70Current & Future Analysis III-70A Potential Mobile Gaming Market III-70Wireless Games Propel Growth in Gaming Market III-70Smartphones - The Medium of Choice for Wireless Gamers inthe Nation III-70Increasing Share of Pay-and-Use Mobile Phone Gamers III-70Console Manufacturers Enter Mobile Gaming Space III-71Product Launches and Innovations III-71Strategic Corporate Developments III-72Key Players III-73B.Market Analytics III-74Table 57: United Kingdom Recent Past, Current and FutureAnalysis for Wireless Gaming by Segment - Messaging BasedWireless Gaming, Browser/Web Based Wireless Gaming andDownloadable Wireless Gaming Markets Independently Analyzedwith Annual Revenues in US$ Million for Years 2010 through2018 (includes corresponding Graph/Chart) III-74 Table 58: United Kingdom Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-75 Table 59: United Kingdom 15-Year Perspective for WirelessGaming by Segment - Percentage Share Breakdown of Revenuefor Messaging Based Wireless Gaming, Browser/Web BasedWireless Gaming and Downloadable Wireless Gaming Markets forYears 2004, 2012, and 2018 (includes correspondingGraph/Chart) III-76 3e. SPAIN III-77 Market Analysis III-77 Table 60: Spanish Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-77 Table 61: Spanish Historic Review for Wireless Gaming bySegment - Messaging Based Wireless Gaming, Browser/Web BasedWireless Gaming and Downloadable Wireless Gaming

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MarketsIndependently Analyzed with Annual Revenues in US$ Millionfor Years 2004 through 2009 (includes correspondingGraph/Chart) III-78 Table 62: Spanish 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-79 3f. RUSSIA III-80A.Market Analysis III-80Mobile Gaming Market III-80B.Market Analytics III-81Table 63: Russian Recent Past, Current and Future Analysisfor Wireless Gaming by Segment - Messaging Based WirelessGaming, Browser/Web Based Wireless Gaming and DownloadableWireless Gaming Markets Independently Analyzed with AnnualRevenues in US$ Million for Years 2010 through 2018(includes corresponding Graph/Chart) III-81 Table 64: Russian Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-82 Table 65: Russian 15-Year Perspective for Wireless Gaming bySegment - Percentage Share Breakdown of Revenue forMessaging Based Wireless Gaming, Browser/Web Based WirelessGaming and Downloadable Wireless Gaming Markets for Years2004, 2012, and 2018 (includes corresponding Graph/Chart) III-83 3g. REST OF EUROPE III-84 A.Market Analysis III-84 Product Launches and Innovations III-84 Strategic Corporate Developments III-85 B.Market Analytics III-86

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Table 66: Rest of Europe Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-86 Table 67: Rest of Europe Historic Review for Wireless Gamingby Segment - Messaging Based Wireless Gaming, Browser/WebBased Wireless Gaming and Downloadable Wireless GamingMarkets Independently Analyzed with Annual Revenues in US$Million for Years 2004 through 2009 (includes correspondingGraph/Chart) III-87 Table 68: Rest of Europe 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-88 4. REST OF WORLD III-89A.Market Analysis III-89Current & Future Analysis III-89Mobile Gaming Poised for Excellent Growth in Asian Market III-89Message Based Games in Asia-Pacific - A Snapshot III-89Focus on Select Markets III-89China III-89Technology Drives Chinese Mobile Gaming Market III-89Table 69: Chinese Wireless Gaming Market (2011):Percentage Share Breakdown of Revenue by Leading Players (includes corresponding Graph/Chart) III-90India III-90Overview III-90Spreading Awareness - Key to Success III-91South Korea III-91One of the Major Global Markets III-91Korean Mobile Gaming Market Poised for SignificantGrowth III-92Government Clampdown n. An imposing of restrictions or controls: on Video Games Fail to Deter WirelessGames Segment III-92Competition III-92Regional Market Players Look to Overseas Markets III-93Table 70: Mobile Gaming Market in Korea (2012):Percentage Share Breakdown of Revenue by Leading Players (includes corresponding Graph/Chart) III-93Product Launches and Innovations III-94Strategic Corporate Developments III-100Key Players III-105B.Market Analytics III-107Table 71: Rest of World Recent Past, Current and FutureAnalysis for Wireless Gaming by Segment - Messaging BasedWireless Gaming, Browser/ Web Based Wireless Gaming andDownloadable Wireless Gaming Markets Independently Analyzedwith Annual Revenues in

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US$ Million for Years 2010 through2018 (includes corresponding Graph/Chart) III-107 Table 72: Rest of World Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-108 Table 73: Rest of World 15-Year Perspective for WirelessGaming by Segment - Percentage Share Breakdown of Revenuefor Messaging Based Wireless Gaming, Browser/Web BasedWireless Gaming and Downloadable Wireless Gaming Markets forYears 2004, 2012, and 2018 (includes correspondingGraph/Chart) III-109IV. 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) To order this report: Video_Game Industry : Global Wireless Gaming Industry Contact Clare: clare@reportlinker.com US: (339) 368 6001 Intl:+1 339 368 6001 SOURCE Reportlinker

Kindle Fire - Transfering Files to It (PC)

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