Reportlinker Adds Gaming on Smartphones 2010-2015

Oct 07, 2010, 12:47 ET from Reportlinker

NEW YORK, Oct. 7 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

Gaming on Smartphones 2010-2015

http://www.reportlinker.com/p0306326/Gaming-on-Smartphones-2010-2015.html

Report Details

Visiongain's latest exclusive report examines how Smartphone adoption rates are on the rise, due to Apple's iPhone and the recent influx of app stores. Mobile Applications are at the heart of this new trend.

According to our research and such sources as Comscore, the inevitable ascent of the mobile gaming market depends not only on smartphone subscribers' higher propensity to play games on their mobile devices, but also their heavier gaming activity across nearly every dimension. Smartphone subscribers (47.1 per cent) are three times more likely than feature phone subscribers (15.7) to play games on their device at least once a month. They are more than five times as likely to play games almost every day and far surpass their feature phone counterparts across various methods of game play.

Smartphone subscribers also install significantly more games on their devices with 27.3 per cent having installed at least one game compared to just 5.6 per cent of feature phone subscribers. A third of smartphone subscribers with games have more than five games installed on their phones, while less than one per cent of feature phone subscribers have that many games installed.

Since the inception of 'App Stores', Smartphone manufacturers and Mobile Game developers have been trying to provide handsets and game applications that can capitalise on this new market and increase revenue streams. For example, Apple's most recent gadget - the iPad has been launched with a significantly greater number of game apps than any other kind of application.

Although not a Smartphone as such like the iPhone, the iPad is clearly being marketed on the strength of the available apps and with games at the forefront this proves that the rest of the industry must catch up in order to succeed.

With new gaming trends and technology yet to be fully capitalised upon this report shows where developers and manufacturers can profit. These factors and the several other key points are covered in this latest management report along with the following:

  • What is a Smartphone?
  • What is a Mobile Game?
  • What are App Stores?
  • Why are Smartphone games going to be popular?
  • What technology can be utilised to make Smartphone gaming better?
  • How can Smartphone games benefit from Social Media?
  • What competition do Smartphones face in the market?
  • What do 'gamers' want?
  • How can developers maximise their profits?
  • How can Handset manufacturers capitalise on gaming trends?

Who needs to read this report?

  • Mobile/Cellular network operators – Operators can gain further knowledge of the technical issues currently affecting game play, the possible future network demands and what the consumer and manufacturer need from their operator to improve services and to increase customer base and customer loyalty.
  • Game developers- Mobile Game developers and Traditional game developers wishing to break into the market can learn what market successes can be built upon, failures which can be avoided and gaps in the market ready to be filled. New gaming trends and new software not yet being used to its full potential for games are all underlined.
  • Mobile handset manufacturers – Companies can consider options of developing their product to maximise game playability, to efficiently create a valid replacement for handheld consoles and to create a product that the consumer both needs and wants.
  • Other Sectors – The report details how Smartphone game apps can be used in a myriad of ways to market a variety of products and services from Hollywood films to banks and even charities.

Increase your understanding of this exciting market and how to retrieve the vast potential by ordering today

Table of Contents

Chapter 1: Introduction

1. Executive Summary

1.1. What is a Smartphone?

1.2. Features

1.3. Smartphone History

1.4. History of Mobile Gaming

Figure 1.1 Screenshot of Snake

1.4.1. Handset progression in games market

1.4.2. Future of Mobile Gaming

1.5. Smartphone Gaming

Chart 1.1: Share of 2010 Q1 Smartphone sales by OS

Chapter 2: Mobile Apps

2.1 Introduction to apps

2.1.1. Free versus Paid apps Chart 2.1: Free vs. Paid for app comparison (%)

2.2. Competing App store

Chart 2.2: Android Apps added per month

2.3. App Store breakdown

2.3.1. Apple

2.3.2 Google – Android

2.3.3. RIM – Blackberry

2.3.4 Microsoft – Windows Marketplace for Mobile

2.3.5. Nokia – Ovi Store

2.4. Scope for Smartphone gaming

Chart 2.3: Available iPad Apps by Category

Chapter 3: App Development

3.1. Choosing a Platform

3.2. Platform and handset specifics

3.2.1. Platforms that run on multiple devices

3.2.2. Platforms that run on single devices

Chapter 4: The Advantage of Smartphone Games

4.1. iPhones and Smartphones

4.2. Technology – What can a Smartphone do?

4.2.1. Location based games

4.2.2. Augmented Reality games

4.2.3. Games Console Emulators

4.2.3.1. Emulator Legal issues

4.3. Current Game Examples

4.3.1. Augmented Reality gaming

4.3.1.1. Current use

Figure 4.1: Layar Augmented Reality Browser

4.3.1.2. Sky Siege for iPhone

Figure 4.2: Sky Siege for iPhone

4.3.1.3. TagDis

Figure 4.3: TagDis for iPhone

4.3.1.4. Parallel Kingdom – The Age of Emergence

4.3.1.4.1. Immersive Gameplay

Figure 4.4: Parallel Kingdom

Chapter 5: Competition? Smartphones versus handheld Games consoles

5.1. Rival Platforms

5.1.1. Handheld Console market in decline

Chart 5.1: Combined Sony and Nintendo revenue for Handheld Console Sales

5.2. Era of Smartphones

Chapter 6: The Future of Gaming

6.1. Transition – Smartphones on the rise

6.2. Smartphone Gamers

Chart 6.1: % of phone users that have installed a game on their handsets 2009

6.3. Demographics – Everyone's playing

Chart 6.2: Gamer Gender demographic

Chart 6.3: Ages of Smartphone users in the US

6.4. The Takeover

6.5. Smartphone adoption rates

6.6 Smartphone web browsing

Chart 6.4: US Smartphone data consumption per subscriber, 2010-2015

Chapter 7: Social Gaming

7.1. How Smartphone's can capitalise

7.2. Platform specific

7.2.1. Platforms and Development

Chapter 8: Open Handset Alliance

8.1. Rivals – Android and beyond

8.2. Android Mission statement

8.3. Competitive Market

Chapter 9: Mobile Games

9.1. Multiplayer

9.2. Bluetooth

9.3. GPRS

9.4. 3G

Chapter 10: App Store – Proposed business model for game apps

10.1. Downloaded at cost to consumer

10.2. Game demos

10.3. Advergaming

10.4. Virtual Goods

10.5. Up-Selling

Chapter 11: Current Market Leaders

11.1. Video game developers enter market

11.1.1. Company information

11.1.2. EA Mobile

11.1.2.1. History

11.1.2.2. Devices catered for

11.1.2.3. Advantages

11.1.3. Gameloft

11.1.3.1. History

11.1.3.2. Devices catered for

11.1.3.3. Awards

11.1.3.4. Revenues

Chart 11.1 Gameloft revenues from console and mobile game sales

11.1.4. Glu Mobile

11.1.4.1. History

11.1.4.2. Games and Properties

11.1.4.3. Upcoming Projects

11.1.5. RealArcade

11.1.5.1. History

11.1.5.2. Popular Titles

11.1.5.3. Future Plans

11.1.6. THQ Wireless

11.1.6.1. History

11.1.6.2. Licenses

11.1.6.3. Franchises

11.1.7. Digital Chocolate

11.1.7.1. History

11.1.7.2. Popular Titles

11.1.8. I-Play

11.1.8.1. History

11.1.8.2. Popular Titles

11.1.9. Player One Sports

11.1.9.1. History

11.1.9.2. Popular Titles

11.1.10. Handy Games

11.1.10.1. History

11.1.10.2. Devices catered for

11.1.10.3. Popular Titles

11.1.11. Namco Bandai Games

11.1.11.1. History

11.1.11.2. Popular Titles

Chapter 12: Top Games and game playing habits

12.1. Android

12.1.1. Top Paid

12.1.2. Top Free

12.2. iPhone

12.2.1. Top Paid

12.2.2 Top Free

12.3. Top game genres

Table 12.1: % of mobile games downloaded by genre (3months ending Feb 2010)

12.4 Game playing Habits

12.4.1. Origin of game

Table 12.2: % of mobile users playing native/browser games

12.4.2 Frequency of play

Table 12.3 Frequency of game-playing on a monthly basis

Table 12.4: Mobile Users playing games once per year Feb 09Feb 10

12.4.3 Number of games per user

Table 12.5: Number of Games installed on handsets

Chapter 13: Making games better

13.1. Improved network capability

13.1.2. Network capability improvements facilitate gaming growth

13.2 Smartphone popularity increases appeal

Chart 13.1: Ages of Smartphone users in the US

13.3. User interface

Table 13.1: Touch screen and Smartphone adoption in US, August 2008August 2009

13.4. Web browsing

Chart 13.2: US Smartphone data consumption per subscriber, 2010-2015

13.5. Advertising

13.6. Effect of the iPhone

13.7. Improved UI

13.8. Accelerometer enables games

13.9. Screen size

13.10. iPhone Apps

Chapter 14: Advergaming

14.1. Klondike

14.2. Moving to Android and other devices?

14.3. Cellufun

Table 14.1: Examples of Cellufun Partners

14.4. Fishlabs

14.5. Barclaycard's Waterslide Extreme

Chart 14.1: Barclaycard's Waterslide Extreme download and brand engagement figures, July 2009January 2010

14.6. Jump Games

14.6.1. Coca Cola

14.7. Mamut Digital

Chapter 15: Film Tie-ins

15.1. Taking a share of Hollywood revenues

15.2 Connectivity – More than just a game

15.3. Film Tie-in Examples

15.3.1 Iron Man 2

Figure 15.1: Screenshot from Iron Man iPhone game

15.3.2. Shrek 3 – Shrek Kart

Figure 15.2: Screenshot of Shrek Kart iPhone game

Figure 15.3: Ad for Shrek Kart iPhone game

Figure 15.4: Ad for Shrek Kart iPhone game

15.3.3. The Karate Kid

Figure 15.5: Screenshot from The Karate Kid iPhone Game

15.3.4. Universal

Figure 15.6 : Screenshot of "Land of the Lost" game

Chapter 16: Alternate Reality Gaming

16.1. What is ARG?

16.1.1. Nokia and the Conspiracy For Good

16.2. Monetising ARGs

Chapter 17: Naturally Viral – social media and app store connections

17.1. Viral pathways – Social Media

17.1.1 Facebook Connect

17.1.2. OpenSocial

17.1.3. Taking it to Smartphones

17.1.4. New marketing paradigm

Chapter 18: Screen Ecosystems

18.1. Blinkendroid – New game concepts

18.2. MeeGo - Nokia and Intel Join forces

Chapter 19: Future Strategies19.1. Current business climate

19.2. Why games will sell

19.3. Targeting Emerging economies

19.4. Future Actions

Chapter 20: Projected global growth

Chart 20.1: Projected figures for global app downloads 2010-2015

Chart 20.2: projected global revenue for apps 2010-2015

20.1. Average Selling Price for apps

Chapter 21: Conclusions and Recommendations

21.1. Advent of app stores crucial

21.2. Recommendations

21.2.1. For Advertisers

21.2.2. For Game developers

21.2.3. For Manufacturers

21.4. Change with the times

21.5. Follow on from examples set

Appendix A: About Visiongain

Appendix B: Visiongain report evaluation form

Companies Listed

ABI

Activision

Adobe

Android

AOL

Apple

Barclaycard

Blackberry

Blockdot

Cellufun

Cellular South

Cingular

ClearSky Mobile Media

Coca-Cola

comScore

Digital Chocolate

Disney Mobile

Disney Pixar

EA Mobile

Electronic Arts

Ericsson

Facebook

Farmville

Fishlabs

GameHouse

Gameloft

Games Workshop

Gartner

Glu Mobile

Google

Handspring

Handy Games

Hewlett Packard

HTC

IBM

iFone

i-mode

Informa Telecoms and Media

Intel

I-Play

JAMDAT Mobile

Jump Games

Konami Mobile

LG

Linux

Mamut Digital

Mattel

MeeGo

MetroPCS

Microsoft

MIG Information Technology Co Ltd

Motorola

MySpace

Namco Bandai

News 24

Nickelodeon

Nintendo

Nokia

NTT DoCoMo

Nvidia

Oberon Media

Open Handset Alliance

Orange

Ovi

Palm

Parallel Kingdom

Player One

PlayStation

Qualcomm

RealArcade

Reliance Big Entertainment

RIM

Sky Siege

Sony

Sony Ericsson

Sprint

Sun

Superscape

Symbian

TagDis

The Georgia Institute of Technology

THQ Wireless

T-Mobile

Ubisoft

Ultimate Fighting Championship

USA Today

Verizon

Verizon Wireless

Virgin Mobile

Vivendi Games Mobile

Vodafone

Windows Mobile

World Wrestling Entertainment

Zmogo

Zynga

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