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March 21, 2013 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:
Global Wireless Gaming Industry
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,
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
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 in Thousand Units byGeographic Markets - US,
Latin America, 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