Asia Mobile Gaming Market (2022 to 2027) – by Technology, Platform, Stakeholder, Connectivity, Sub-Region and Country – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Mobile Gaming in Asia by Technology, Platform, Stakeholder, Connectivity, Sub-Region and Countries 2022 – 2027” report has been added to ResearchAndMarkets.com’s offering.

This report represents must-have research for anyone focused on mobile entertainment and/or VAS applications in Asia. This report represents a comprehensive assessment of mobile gaming opportunities in Asia. It provides insights into the mobile gaming business and analysis of current limitations, challenges, and opportunities.

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. Additionally, the report 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.

Companies Mentioned

360 Market

51.Com

Activision Blizzard

Agate Studio

Airtel (Bharti)

AIS

Alphabet (Google)

Alternative.To

Amazon

Anino mobile

Anzhi

Appia

Appitalism

Apple

Apps UK Ltd.

AT&T

Badoo

Baidu App store

Bebo

Bemobi International

Capcom

Cellcom

Chillingo

China Mobile

China Telecom

China Unicom

CodeNgo

Cydia

Cyworld

DeNA

DTAC

Among Others

Select Report Findings:

Market for mobile gaming in the Asia region as a whole will reach $86.6 billion by 2027

Market for mobile game publishers and service aggregators in Asia will reach $35.9 billion by 2027

WiFi will continue to be the most extensive means of connectivity followed by LTE and 5G through 2027

While male gamers continue to dominate usage, female gamers are growing 60% 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”

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.

Key Topics Covered:

1.0 Executive Summary

2.0 Introduction

3.0 Technology and Application Analysis

4.0 Mobile Gaming Company Analysis

5.0 Country Analysis

6.0 Mobile Gaming Asia Market Analysis and Forecasts 2022 – 2027

7.0 Conclusions and Recommendations

For more information about this report visit https://www.researchandmarkets.com/r/f24olg