World Mobile Gaming Industry

MocoSpace Unveils New Games II-38
Tylted Launches camPAIN 2012 Game II-38
Zynga Launches Ayakashi: Ghost Guild II-38
Zynga Introduces FarmVille 2 II-38
Hasbro and Zynga Collaborate to Introduce New Range of Games II-38
Zynga Introduces ChefVille Game II-39
Zynga Unveils Matching With Friends Game II-39
Zynga Launches Hidden Chronicles II-39
Zynga Unveils Zynga API, Zynga With Friends Network and New Games II-39
Zynga Launches Zynga Slots for iPhone, iPod and iPad II-39
Zynga Launches Zombie Swipeout Mobile Social Game II-39
AOL Extends Games.com to Offer Cross-Platform Gaming II-39
Square Enix to Develop Hardware-free Action RPG II-40
Gameloft Unveils 5 Hd Games on Meadiatek's Mt6575 and Mt6577 II-40
Gameloft Introduces Uno™ to Kindle E-readers II-40
Gameloft Releases New Mobile Game 'The Amazing Spider-Man' II-40
Gameloft to Introduce New Game Titles II-40
Gameloft Launches New Games for All Age Groups II-40
HandyGames Launches 35 New Games for Nokia's Asha Range of
Mobile Phones II-41
Buffalo Launches Buffalo Connected II-41
Mind Candy and GREE to Release 2 Moshi Monsters Mobile Games II-41
Sony Mobile Launches PlayStation Mobile for Smartphones II-41
3 Austria Introduces 3OnlineSpiele II-41
GigaMedia Extends Online Games Business II-41
Hunka Technologies Introduces Fruit Chopper Game for Android
Mobiles II-41
Hunka Technologies Introduces iDino Jump II-42
DeNA and Daum Introduce Daum Mobage II-42
Jump Games Introduces Official Mobile Game on ICC T20 World Cup II-42
Pogo and Jump Games Collaborators Introduce 'Chhota Bheem:
Mice Mayhem' II-42
GAMEVIL Introduces Cartoon Wars: Blade to App Store Game Title II-42
Jump Games and Reliance Animation to Unveil Krishna Aur Kans
Mobile Game II-42
GAMEVIL Releases Legend of Master 3 Game Title to Google Play II-42
GAMEVIL® Releases Sakura Slash II-43
GAMEVIL® Launches Fishing Superstars Social Sports Game II-43
GAMEVIL® Introduces Fruit Rush Puzzle Game II-43
GAMEVIL® Unveils Cartoon Wars 2: Heroes II-43
WiStone and Gree Voice Intention to Release on Gree Platform
'War 2 Victory' MMO Strategy Game II-43
Gamevil® Releases 'Last War' for Android Users II-43

6. RECENT INDUSTRY ACTIVITY II-44
Glu Mobile Takes Over Cie Games II-44
Glu Mobile Takes Over PlayFirst II-44
Gameloft Teams Up with Marvel for New Spider-Man Mobile Game II-44
SendMe Mobile Closes its Business II-44
itsmy Discontinues Operations II-44
Glu Mobile Joins Hands with COLOPL II-44
DeNA Partners with 22cans II-45
Crytek Collaborates wtih DeNA for The Collectables Mobile Game II-45
GAMEVIL to Takeover Everple II-45
Gamevil Takes Over Com2uS II-45
Tencent to Acquire Minority Interest in Epic Games II-45
Glu Takes Over Game Spy Technology II-45
RockYou Takes Over Ryzing II-45
Glu Mobile Buys Deer Hunter® Brand-Name II-46
Tylted Enters into Partnership Agreement with Beintoo II-46
GREE Takes Over App Ant Studios II-46
GREE Partners with Four Leading North American Developers II-46
GREE Acquires Funzio II-46
NEXON Korea to Acquire Shaiya Online II-46
NEXON to Acquire inBlue.inc II-47
NEXON to Acquire Gloops II-47
DeNA Partners with Independent Social and Mobile Game Developers II-47
DeNA and NAMCO BANDAI Games Rebrand Joint Venture II-47
Santaro Acquires Social, IOS and Web Games Team II-47
Virtual Piggy Partners with Exozet II-47
7Red Signs Deal to Use Platform of Mobile Stakes II-48
Zynga Inks Exclusive Partnership Agreement with bwin.party
digital entertainment II-48
Play'n GO Inks Agreement with V&J II-48
GigaMedia's Jidi Joy Acquires Web-based Social Games
Development Team II-48
WI Harper Group Invests in Leiyoo Information Technology II-48
NetDragon to Form Joint Venture with DeNA II-48
GigaMedia Signs Agreement with South Korean Neowiz II-49
Orange Join Forces with Gameloft II-49

7. FOCUS ON SELECT GLOBAL PLAYERS II-50
Blockdot, Inc. (US) II-50
DeNA Co., Ltd. (Japan) II-50
Electronic Arts, Inc. (US) II-50
Gameloft SA (France) II-51
GAMEVIL (Korea) II-51
GREE International, Inc. (US) II-51
Glu Mobile, Inc. (US) II-52
GigaMedia Limited (China) II-52
HandyGames™ (Germany) II-53
I-play (UK) II-53
Jump Games (India) II-53
Kuju Entertainment Ltd. (UK) II-54
MocoSpace (USA) II-54
NAMCO BANDAI Games Inc. (USA) II-54
Nexon America, Inc. (US) II-54
RockYou®, Inc. (US) II-55
Sohu.com, Inc. (China) II-55
Sony Computer Entertainment, Inc. (Japan) II-55
Sony Online Entertainment LLC (US) II-55
Tylted (US) II-55
Zapak Digital Entertainment Ltd. (India) II-56
Zed (Spain) II-56

8. GLOBAL MARKET PERSPECTIVE II-57
Table 19: World Recent Past, Current and Future Analysis for
Mobile Gaming by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific, Latin America and Rest of World
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) II-57

Table 20: World Historic Review for Mobile Gaming by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific, Latin America and Rest of World Markets
Independently Analyzed with Annual Revenues in US$ Million for
Years 2010 through 2013 (includes corresponding Graph/Chart) II-58

Table 21: World 11-Year Perspective for Mobile Gaming by
Geographic Region/Country - Percentage Breakdown of Revenues
for US, Canada, Japan, Europe, Asia-Pacific, Latin America and
Rest of World Markets for Years 2010, 2015 & 2020 (includes
corresponding Graph/Chart) II-59

Table 22: World Recent Past, Current and Future Analysis for
Tablet Gaming by Geographic Region/ Country - US, Canada,
Japan, Europe, Asia-Pacific, Latin America and Rest of World
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) II-60

Table 23: World Historic Review for Tablet Gaming by
Geographic Region/Country - US, Canada, Japan, Europe,
Asia-Pacific, Latin America and Rest of World Markets
Independently Analyzed with Annual Revenues in US$ Million for
Years 2010 through 2013 (includes corresponding Graph/Chart) II-61

Table 24: World 11-Year Perspective for Tablet Gaming by
Geographic Region/Country - Percentage Breakdown of Revenues
for US, Canada, Japan, Europe, Asia-Pacific, Latin America and
Rest of World Markets for Years 2010, 2015 & 2020 (includes
corresponding Graph/Chart) II-62

Table 25: World Recent Past, Current and Future Analysis for
Smartphone Gaming by Geographic Region/Country - US, Canada,
Japan, Europe, Asia-Pacific, Latin America and Rest of World
Markets Independently Analyzed with Annual Revenues in US$
Million for Years 2014 through 2020 (includes corresponding
Graph/Chart) II-63

Table 26: World Historic Review for Smartphone Gaming by
Geographic Region/ Country - US, Canada, Japan, Europe,
Asia-Pacific, Latin America and Rest of World Markets
Independently Analyzed with Annual Revenues in US$ Million for
Years 2010 through 2013 (includes corresponding Graph/Chart) II-64

Table 27: World 11-Year Perspective for Smartphone Gaming by
Geographic Region/Country - Percentage Breakdown of Revenues
for US, Canada, Japan, Europe, Asia-Pacific, Latin America and
Rest of World Markets for Years 2010, 2015 & 2020 (includes
corresponding Graph/Chart) II-65


III. MARKET

1. THE UNITED STATES III-1
A.Market Analysis III-1
Outlook III-1
Gaming Rapidly Gaining Popularity in the US III-1

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