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Smartphone Report: Gaming, Digital Music Distribution and Entertainment


News provided by

Reportlinker

Nov 02, 2011, 07:56 ET

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NEW YORK, Nov. 2, 2011 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Smartphone Report: Gaming, Digital Music Distribution and Entertainment 

http://www.reportlinker.com/p0663871/Smartphone-Report-Gaming-Digital-Music-Distribution-and-Entertainment .html#utm_source=prnewswire&utm_medium=pr&utm_campaign=Phones_and_PDA

True Entertainment Potential of Smartphones

Is the Smartphone capable of swallowing the market for both handheld consoles and personal music players? Our research show that with declining iPod sales and an explosion in downloads of Smartphone game apps; the answer is yes. This report details the opportunities arising from this unique situation and also traces the future revenue generating potential of the Smartphone, as a one stop entertainment device. 

Gaming to secure revenue streams

How can developers, operators and handset manufacturers' monetise the games app? As successful Smartphone games like Angry Birds reveal the vast revenue streams and franchise possibilities of Smartphone games, this report underlines the transformative effect that LTE and 4G will have on the Smartphones capabilities. With a host of features exclusive to these devices the opportunities set to open up between 2011 and 2016 will see the Smartphone revolutionise the mobile entertainment industry.

The changing face of the music industry

How will music and the cloud impact on the Smartphone market? As the music industry witnesses the steady terminal decline of both digital downloads and personal music players, 2011 marks a turning point in the relationship between Smartphones and digital music. With cloud services transforming the way consumers listen to songs, mobile based cloud services are set to make Smartphones indispensible, driving adoption rates and revenue streams.

What is Different about this Report?

We conducted an independent and unbiased non-vendor affiliated assessment of the Smartphone gaming music and entertainment market. We surveyed and interviewed several key industry players to gain an in-depth view of the market. We believe such a research will help you in assessing the market potential and in designing Smartphone gaming music and entertainment strategies. 

Some of the key points researched and forecasted include:

• How will Smartphones in mass market evolve by 2016?

• Where is Smartphone Gaming headed?

• Can Smartphones replace handheld gaming consoles and mp3 players?

• Which mobile platform is the best choice for entertainment application developers in terms of UI and manageability?

• What are the Smartphone related challenges facing MNOs?

• What is the impact of Android's growth on other platforms adoption by mass market?

• What are the key entertainment applications necessary to drive adoption of Smartphones?

• Will LTE change the way we use Smartphones as entertainment devices?

• What new entertainment applications will be supported by LTE?

• How can operators monetise these opportunities?

Who needs to read this report?

• Service Providers - Generating revenues from entertainment apps is a tricky business for service providers. These reports details how best to monetise apps of all kinds and suggest business models that will reap the most significant benefits.

• Music and games industry members - with both the games industry and music industry in a time of flux, there may be fears due to unpredictable revenue streams. The Smartphone represents a sure fire path to success for both industries. This report offers solutions to those seeking to make headway in the Smartphone arena and ensure

• App Developers - Key to the success of any game app is the developer. This report details revenue share figures, the most successful OEMs and Platforms for which games should be created and outlines how future technologies can be used to innovate and exploit the unique abilities of a Smartphone.

Increase your understanding of this exciting market by ordering: Smartphone Report: Gaming, Digital Music Distribution and Entertainment Opportunities 2011-2016

Visiongain is a trading partner with the US Federal Government

CCR Ref number: KD4R6

Table of Contents

Executive Summary

E1 Mobile Gaming is Fuelling the Smartphone Adoption Rate

E2 Handheld Game Consoles Pose a New Challenge to Smartphone Gaming

E3 Mobile Music and the Shift Towards the Cloud

E4 Smartphones and the Future of Entertainment in the LTE Era

E5 Points Emerged From This Research

1. Introduction to Smartphone as an Entertainment Device

1. Introduction to Smartphone as an Entertainment Device

1.1 Defining Smartphones

1.2 History of Mobile Gaming

1.3 Smartphone and Convergence

1.4 Continued Growth of Smartphone Market 

1.4.1 Smartphone Operating Systems

1.5 PC-Mobile Gap Paving Way for Smartphone as Entertainment Device

1.6 Popular Smartphone Features 

1.7 The Future of Mobile Gaming

1.8 The Future of Mobile Music 

1.9 Aim of This Report

1.10 Questions Answered by this Report

1.11 Structure of the Report

1.12 Methodology

2. Smartphone and Gaming Market Analysis

2.1 Traditional Handheld Games Console Market

2.1.1 Nintendo and Sony - A Threat to Smartphone Gaming?

2.1.2 Handheld Nintendo console sales 

2.1.3 Most Popular Handheld Consoles 

2.2 The Threat to Smartphone Gaming from the Nintendo 3DS

2.2.1 3DS Price Slash

2.3 Will 3D be a Game Changer in the Smartphone Market?

2.3.1 How 3D technology works

2.3.2 Creating 3D content - A Driver for Uptake?

2.3.3 How to Make 3D Smartphones Successful

2.4 PlayStation Vita - Incorporating the Smartphone into the Console

2.4.1 PlayStation Vita and Location Based Services

2.4.2 PS Vita to Feature SMS Services?

2.4.3 Analysing Threat to Smartphone from Sony PlayStation Vita 

2.4.3.1 Cost - a Factor in the Threat

2.5 Sony Ericsson Xperia Play - The PlayStation Smartphone

2.5.1 Xperia Closing Gap between Console and Smartphone

2.5.2 Sony Ericsson Poised to Increase Market Share?

2.6 Segmenting Mobile Gamers 

2.6.1 Recommendations on Segmentation for Game Apps

2.7 Social Media Gaming 

2.8 Pricing - Games Apps, Free or Paid? 

2.8.1 Free vs. Paid Game Apps - Android

2.8.2 Android Game Apps 

2.8.3 Top 10 Most Popular Android App Categories

2.8.4 Free vs Paid Game Apps - Apple App Store

2.8.5 Free vs. Paid - All App Stores 

2.8.6 Paid Apps - Price Strategies

2.8.7 Free versus Paid Summary

2.9 Freemium vs. Premium Business Model

2.9.1 Freemium Model - Recommendations

2.10 Game Apps by Developer and Platform

2.10.1 App stores - Developer Revenue Share

2.10.2 Marketing Game Apps to the Right Device

2.10.3 App Development - Choosing a Platform

2.10.4 Platform and handset specifics

2.11 Game Genres Specific to Smartphones

2.11.1 Location based games

2.11.2 Augmented Reality games

2.11.3 Games Console Emulators

2.12 Importance of Gaming to Smartphone Adoption Rates

2.13 Angry Birds an App Success Story 

2.13.1 Turning a Game App into a Franchise

2.13.2 Return on Investment Monetising Game Apps

2.14 Mobile Gaming - Advertising for Revenues

3. Smartphone and Digital Music Distribution Market

3.1 iPod Sales in Terminal Decline

3.2 Digital Downloads Also in Decline

3.3 Digital Downloads vs. the Cloud 

3.4 Smartphones Take Over Music Industry

3.5 The Worlds First App Album

3.6 Digital Music - Key Statistics (2011)

3.7 Free Music Apps for Smartphones

3.7.1 imeem for Android

3.7.2 TuneWiki for Android

3.7.3 Pandora for Android

3.7.4 OurStage for iPhone 

3.7.5 Mobbler for Symbian S60

3.7.6 Nokia Internet Radio for Symbian S60 

3.7.7 AccuRadio for WebOS

3.7.8 RadioTime for WebOS

3.7.9 iheartradio for BlackBerry

3.7.10 Slacker Radio for BlackBerry

3.7.11 Pandora for Windows Mobile

3.8 Key Cloud Music Services for Smartphones

3.8.1 Music by Google

3.8.2 Spotify for Mobile 

3.9 Smartphones as MP3 Players

4. Smartphone as an Entertainment Device

4.1 News and Entertainment Apps

4.2 Social Media

4.3 Mobile TV

4.4 Cameras and Photography Apps

4.5 Video recording

4.6 LTE and the Impact on Smartphones as Entertainment Devices

5. Business Case

5.1 Business Case for Game and Music Apps

5.2 Applying Existing Business Models to Apps 

5.3 The In-Game Advertising Case 

5.4 Future Business Case

5.4 Future Business Case

5.6 Potential of Apps defining the Business Case 

6. Forecasts

6.1 Total Smartphone Sales to End Users 2010-2016

6.2 Total Smartphone Sales to End Users by OS 2010-2016

6.3 Total Smartphone Sales to End Users for Android Phones 2010-2016

6.4 Total Smartphone Sales to End Users for iOS Phones 2010-2016

6.5 Total Smartphone Sales to End Users for Microsoft Smartphones 2010-2016

6.6 Total Smartphone Sales to End Users for Smartphones of Other OS 2010-2016

6.7 Total Smartphone Sales to End Users for RIM Smartphones 2010-2016

6.8 Total Smartphone Sales to End Users for Symbian Smartphones 2010-2016

6.9 Smartphone Market Share by OS 2010-2016

6.10 Global Mobile App Revenues 2010-2016

6.11 Global App Market Share by Region 

6.12 Smartphone Penetration 2011-2016

6.13 Mobile Entertainment Industry Market Value 2010-2016

6.14 Mobile Gaming Market Value 2010-2016

6.15 Music Purchased through Smartphones 2010-2016

6.16 In-Game Ad Revenues 2010-2016

7. Recommendations and Conclusion

7.1 Current business climate

7.2 Why games will sell 

7.3 Targeting Emerging economies

7.4 Future Actions

7.5 App Stores Crucial

7.6 Recommendations for Advertisers

7.7 Recommendations for Content Providers

7.8 Recommendations for Manufacturers

7.9 Maintain the Cutting Edge

List of Figures

Figure 1: Nokia's Snake

Figure 2.6: Nintendo 3DS

Figure 2.8: PlayStation Vita

Figure 2.10: Sony Ericsson Xperia Play

Figure 2.40: Angry Birds

Figure 2.41: Angry Birds Success

Figure 2.42: Angry Birds Merchandise

Figure 2.43: ROI - Angry Birds

Figure 3.3: Biophilia App

Figure 3.4: imeem

Figure 3.5: TuneWIki

Figure 3.6: Pandora

Figure 3.7: OurStage

Figure 3.8: Mobbler

Figure 3.9: Nokia Internet Radio

Figure 3.10: AccuRadio

Figure 3.11: RadioTime

Figure 3.12: iheartradio

Figure 3.13: Slacker Radio

Figure 3.14: Pandora for Windows Mobile

Figure 3.15: Music by Google

Figure 3.16: Music by Google

Figure 3.17: Music by Google

List of Tables

Table 1.2: Declining PC Shipments

Table 1.4: MID Usage 2009-2010

Table 1.8: Global Smartphone Market Share by OS 2010-2011

Table 2.3: Total Global Nintendo Handheld Console Sales

Table 2.5: Global Sales of Most Popular Handheld Consoles

Table 2.7: Key 3D Smartphones

Table 2.9: PlayStation Vita Specifications

Table 2.10: PS Vita Cost

Table 2.12: Sony Ericsson Xperia Play Specifications

Table 2.17: Available Android Apps

Table 2.18: % Share of Android Apps by Type

Table 2.20: Available Android Game Apps

Table 2.24: Top 10 Android App Categories Free and Paid

Table 2.28: Available Apps - Free and Paid Q2 2011 

Table 2.30: Average Price for Paid Apps

Table 2.33: Freemium Apps - Summary of Challenges

Table 2.35: Popular Apps by Developer and Platform

Table 2.36: App Stores - Distribution Platforms for Mobile

Table 2.37: App Stores - Third Party Distribution Platforms for Mobile

Table 2.38: App Stores - Third Party Distribution Platforms for Mobile

Table 2.39: App Stores - Third Party Distribution Platforms for Mobile

Table 2.45: Angry Birds Production Information

Table 2.46: Angry Birds Seasons Production Information

Table 2.47: Angry Birds Rio Production Information

Table 3.2: Digital Music - Changing Business Model

Table 3.4: Digital Music - Key Statistics 2011

Table 3.19: Smartphones Running Spotify

Table 3.20: Smartphones Running Spotify

Table 3.21: Smartphones Running Spotify

Table 3.22: Smartphones Running Spotify

Table 4.2: LTE Roll Out Schedule

Table 4.3: LTE Roll Out Schedule

Table 4.4: LTE Roll Out Schedule

Table 6.2 Total Smartphone Sales to End Users (Millions) 2010-2016

Table 6.4: Total Smartphone Sales to End Users by OS 2010-2016

Table 6.6: Total Smartphone Sales to End Users for Android Phones (Millions) 2010-2016

Table 6.8: Total Smartphone Sales to End Users for iOS Smartphones 2010-2016

Table 6.10: Total Smartphone Sales to End Users for Microsoft Smartphones 2010-2016

Table 6.12: Total Smartphone Sales to End Users for Smartphones of Other OS 2010-2016

Table 6.14: Total Smartphone Sales to End Users for RIM Smartphones 2010-2016

Table 6.16: Total Smartphone Sales to End Users for Symbian Smartphones 2010-2016

Table 6.17: Smartphone Market Share by OS 2010-2016

Table 6.27: Global Mobile App Revenues 2010-2016

Table 6.29: Global App Market Share by Region 2011

Table 6.31: Global App Market Share by Region 2016

Table 6.33: Global Smartphone Penetration vs. Legacy Devices 2011-2016

Table 6.35: Global Smartphone Market Size Growth 2011-2016

Table 6.37: Mobile Entertainment Industry Market Value 2010-2016

Table 6.39: Mobile Gaming Market Value 2010-2016

Table 6.41: Music Purchased through Smartphones 2010-2016

Table 6.43: In-Game Ad Revenues

Table 6.45: Mobile Entertainment Industry Market Value by Region 2011

Table 6.47: Mobile Entertainment Industry Market Value by Region 2016

Table 6.49: Mobile Gaming Market Value by Region 2011

Table 6.51: Mobile Gaming Market Value by Region 2016

List of Charts

Chart 1.1: Decline in Global PC Shipments

Chart 1.3: MID Usage 2009-2010

Chart 1.5: Global Smartphone Sales 2010-2011

Chart 1.6: Global Smartphone Market Share by OS 2010

Chart 1.7: Global Smartphone Market Share by OS 2011

Chart 1.9: Most Popular Smartphone Features 2011

Chart 1.10: % of All Apps Downloaded

Chart 2.1: Mobile Gaming Market Value 2010-2011

Chart 2.2: Total Global Nintendo Handheld Console Sales by Region

Chart 2.4: Global Sales of Most Popular Handheld Consoles

Chart 2.13: Mobile Gamers vs. Traditional Gamers by Age

Chart 2.14: Mobile Gamers vs. Traditional Gamers by Gender

Chart 2.15: Free vs. Paid All Apps

Chart 2.16: Android % of Free and Paid Apps

Chart 2.19: Android Apps by Type

Chart 2.21: % of total apps for Gaming - Android

Chart 2.22: % Share of Game Apps by Genre 

Chart 2.23: Top 10 Android App Categories Free and Paid

Chart 2.25: Apple App Store Top 25 Games % Free and Paid

Chart 2.26: Apple App Store - Top 25 Grossing Games by Price

Chart 2.27: Available Apps - Free and Paid Q2 2011 

Chart 2.29: Average Price for Paid Apps

Chart 2.31: Average App Price 2009-2011

Chart 2.32: Revenue Generated from Top 100 Apple App Store Games 2011

Chart 2.34: % of Most Popular Developers Creating Cross Platform Game Apps

Chart 2.40: Available iPad Apps by Category

Chart 2.48: In Game Ad Revenues

Chart 3.1: iPod Sales 2008-2011

Chart 3.2: Digital Music - Changing Business Model

Chart 3.18: Spotify Paying Subscribers March - July 2011

Chart 3.23: Smartphone application and activity popularity

Chart 4.1: News and Entertainment Average Monthly Spend per User by OS

Chart 6.1: Total Smartphone Sales to End Users (Millions) 2010-2016

Chart 6.3: Total Smartphone Sales to End Users by OS 2010-2016

Chart 6.5: Total Smartphone Sales to End Users for Android Phones (Millions) 2010-2016

Chart 6.7: Total Smartphone Sales to End Users for iOS Smartphones 2010-2016

Chart 6.9: Total Smartphone Sales to End Users for Microsoft Smartphones 2010-2016

Chart 6.11: Total Smartphone Sales to End Users for Smartphones of Other OS 2010-2016

Chart 6.13: Total Smartphone Sales to End Users for RIM Smartphones 2010-2016

Chart 6.15: Total Smartphone Sales to End Users for Symbian Smartphones 2010-2016

Chart 6.18: Smartphone Market Share by OS 2010

Chart 6.19: Smartphone Market Share by OS 2011

Chart 6.20: Smartphone Market Share by OS 2012

Chart 6.21: Smartphone Market Share by OS 2013

Chart 6.22: Smartphone Market Share by OS 2014

Chart 6.23: Smartphone Market Share by OS 2015

Chart 6.24: Smartphone Market Share by OS 2016

Chart 6.25: Smartphone Market Share by OS 2010-2016

Chart 6.26: Global Mobile App Revenues 2010-2016

Chart 6.28: Global App Market Share by Region 2011

Chart 6.30: Global App Market Share by Region 2016

Chart 6.32: Global Smartphone Penetration vs. Legacy Devices 2011-2016

Chart 6.34: Global Smartphone Market Size Growth 2011-2016

Chart 6.36: Mobile Entertainment Industry Market Value 2010-2016

Chart 6.38: Mobile Gaming Market Value 2010-2016

Chart 6.40: Music Purchased through Smartphones 2010-2016

Chart 6.42: In-Game Ad Revenues

Chart 6.44: Mobile Entertainment Industry Market Value by Region 2011

Chart 6.46: Mobile Entertainment Industry Market Value by Region 2016

Chart 6.48: Mobile Gaming Market Value by Region 2011

Chart 6.50: Mobile Gaming Market Value by Region 2016 

Companies Listed

3 (Denmark)

AccuRadio

Aircell

Al Madar

Amazon

AndSpot

Apalon

Appitalsim Mobile Streams

Apple

Archos

Asiaspace

AT&T Mobility

Backflip Studios

BayRICS

Bell (Canada)

Bite

Cell C

Cellcom

Cellular South

CentreNet

CenturyTel

Chillingo

China Mobile

China Telecom

Chunghwa Telecom

Claro

CLEAR Mobitel

Commnet Wireless

Cox Communications

CSL Limited

Deutsche TeleKom

DiGi

Discovery Communications

DNA

E Plus

Electronic Arts

Elisa

Emobile

EMT

Entel PCS

Etisalat Mobility

Fasmicro

FastApp

Fonpit AG

Gameloft

General Software

Glu

Google

Halfbrick Studios

Handmark

Hitachi

HTC

Huawei

Hutchison 3

iheartradio

imeem

INQ

Intertek

Kalador Entertainment

Kcell

KDDI

KPN

KT

Lap wireless

LG Telecom

LightSquared

LMT

M1

MetroPCS

Microsoft

MiKandi

Mobango

Mobbler

MobiHand

Mobikom (Austria)

Mobyland

Motorola

Movistar

MTS Allstream

Ndoo

Nintendo

Nokia

NTT DoCoMo

Nukona

O2 (Telefonica)

Optus

Orange

OurStage

Outfit 7

Palm

Pandora

PCCW

Pocket Gear

Public Service Wireless

Qualcomm

RadioTime

RIM

Rogers Wireless

Rostelecom

Rovio Mobile

Samsung

Sasktel

SFR

Sharp

Shaw Communications

SingTel

SK Telecom

Slacker Radio

SlideME

Smartone

Softbank Mobile

Sony

Sony Ericsson

Spotify

Sprint Nextel (US)

Starhub

STC

Svyazinvest

Swisscom

T Mobile

TDC

TeliaSonera (Sweden)

Tele 2

Telecom Italia

Telecom NZ

TeleNor

Telenor Magyarorszag

Telenor (Sweden)

Telia (Denmark)

TeliaSonera

Telstra

Telus

Texas Energy Network

TMN

T-Mobile (UK)

T-mobile (USA)

TuneWIki

UCell

UME EPM

Verizon Wireless

VHA

Viva Cell-MTS

Vivo

Vodacom

Vodafone

Vodafone (NZ)

Wind

Yota

ZAIN

Ziggo4

ZTE 

To order this report:

Phones and PDA Industry: Smartphone Report: Gaming, Digital Music Distribution and Entertainment 

Phones and PDA Business News

More  Market Research Report

Check our  Industry Analysis and Insights

Nicolas Bombourg
Reportlinker
Email: [email protected]
US: (805)652-2626
Intl: +1 805-652-2626

SOURCE Reportlinker

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