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Global Wireless Gaming Industry
Published on February 2013

                                                                                                       Report Summary

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, Japan, 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.




                                                                                                        Table of Content




I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
     Study Reliability and Reporting Limitations                      I-1
     Disclaimers                                       I-2
     Data Interpretation & Reporting Level                           I-2
      Quantitative Techniques & Analytics                            I-3
     Product Definitions and Scope of Study                           I-3
      Messaging Based                                        I-3
      Browser/Web Based                                        I-3
      Downloadable                                       I-4



II. 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
      Graph/Chart)                                      II-2




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      Table 2: Global Mobile Gaming Market (2009 & 2013E):
      Breakdown of Number of Mobile Gamers (in Million) by Region
      (includes corresponding Graph/Chart)                              II-2
     Robust Growth in Mobile Users Sets Stage for Evolution of
      Wireless Games                                         II-3
      Table 3: World Market for Mobile Handsets: Breakdown of
      Volume Sales in Million Units for Years 2011, 2013 & 2015
      (includes corresponding Graph/Chart)                              II-3
      Smartphones - Shot in the Arm for Wireless Gaming Services                         II-3
       Smartphones Sales Continues to Grow Across the Globe                           II-4
        Table 4: Global Market for Smart phones (2011 & 2015):
        Breakdown of Annual Sales Figures in Thousand Units by
        Geographic Markets - US, Canada, Japan, Europe, Asia
        Pacific, Latin America, and Rest of World Markets -
        Independently Analyzed with for Years 2011 and 2015
        (includes corresponding Graph/Chart)                            II-5
     Consumer Mobile Usage Habits Foster Growth in Wireless Gaming
      Market                                          II-5
      Entertainment Applications Lead Smartphone Content:
       Indication of Potential in Store for Wireless Gaming
        Services                                      II-6
      Opportunity Indicators                                  II-6
       Table 5: Global Mobile Internet Market (2012): Percentage
       Share Breakdown of Revenues for MMS/SMS, Entertainment,
       Advertisement/Search, Enterprise Services and Other Data
       Access (includes corresponding Graph/Chart)                             II-6


       Table 6: Percentage Breakdown of Time Spent by Users on
       Wireless Games by Location (includes corresponding
       Graph/Chart)                                      II-7


       Table 7: Korean Gaming Market (Jan 2011 & Jan 2012):
       Breakdown of Playing Hours (in Millions) by Gaming Category
       (includes corresponding Graph/Chart)                             II-7
      Favorable Demographic Trends Strengthens Market Prospects for
       Wireless Games                                        II-7
       Table 8: Worldwide Wireless Gaming Market (2012): Percentage
       Breakdown of Mobile Gamers by Age Brackets- Under 18, 18-49,
       and Above 50 (includes corresponding Graph/Chart)                          II-8


       Table 9: Worldwide Wireless Games Market (2012): Percentage
       Breakdown of Mobile Gamers by Gender - Male and Female
       (includes corresponding Graph/Chart)                             II-9
     Impact of Recession in Retrospect                                 II-9
     Current & Future Analysis                                  II-9
      Japan and European Markets - The Traditional Revenue
       Contributors                                    II-9
      Developing Markets to Lend Traction to the Market in the



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       Short to Medium Term Period                                II-10
       Table 10: World Mobile Web Browsers Market by Geographic
       Region/Country - Percentage Breakdown of Number of Mobile
       Web Browser Users for US, Canada, Japan, Europe,
       Asia-Pacific(excluding Japan), Latin America, and Rest of
       World Markets for Years 2011 and 2018 (includes
       corresponding Graph/Chart)                                II-10


       Table 11: Global Percentage Share Breakdown of Number of
       Mobile Handsets Sold by Region for the year 2012 (includes
       corresponding Graph/Chart)                                II-11


       Table 12: Global Percentage Share Breakdown of Number of
       Mobile Subscriptions by Region for the year 2012 (includes
       corresponding Graph/Chart)                                II-11
      Africa: A Hotspot for Growth for Messaging Based Wireless
       Gaming                                         II-11
     Key Market Trends & Growth Drivers                               II-12
      Mobile Social Networking Adds Fillip to the Market                  II-12
       Opportunity Indicators                             II-13
        Table 13: Global Online Social Gaming Market (2010 & 2015P)
        Breakdown of Number of Players (in Millions) by Country
        (includes corresponding Graph/Chart)                          II-13


        Table 14: Penetration of Social Games on Facebook (2011):
        Percentage Share Breakdown by Geographic Market (includes
        corresponding Graph/Chart)                               II-13


        Table 15: Major Social Networking Sites Worldwide (2011):
        Breakdown of Number of Registered Users in Millions
        (includes corresponding Graph/Chart)                          II-14
      Advancement in Technology                                   II-14
       Latest Mobile Wireless Network Technologies - A Key Enabler
        for Browser Based & Downloadable Gaming Services                          II-15
       Advancements in HTML5 - A Necessary Shot in the Arm for
        Wireless Games                                    II-15
       Games on HD Portals - The New Success Secret                           II-16
       Advanced Mobile Devices Boost Gaming Adoption                          II-16
        Table 16: World Market for Mobile Handsets by Technology -
        Percentage Breakdown of Annual Sales Volume for 2G, 2.5G,
        3G, 3.5G, and 3.9G Enabled Handsets for Years 2008, & 2014
        High Appeal of Advanced 3G Phones (includes corresponding
        Graph/Chart)                                   II-17
      Fashion and Attitudes                                   II-17
      Huge Untapped Market Secures Future of Wireless Gaming                        II-17
      From Device Manufacturers to Game Developers - Everyone Bets
       on Wireless Games                                      II-17
      Innovative Pricing Models - The In-Thing                        II-18



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      Venture Capital Investments on the Rise                          II-19
       Table 17: Global Gaming Market (H1-2011): Percentage Share
       Breakdown of Number of Venture Capital Deals by
       Region/Country (includes corresponding Graph/Chart)                      II-19
      Growing Focus on Enhancing Quality of Games                              II-19
      Convergence - The Hot Trend                                 II-19
      Puzzles Enthrall Mobile Gamers                              II-20
      Growth of Mobile Phone based Casino Games                                II-20
     Market Challenges                                    II-20
      Distribution Challenges                                 II-20
      Network Quality Continues to be a Concern for Multiplayer
       Games                                          II-20
      Fragmentation and Customization                                 II-20
      Smartphone Games Hurts Portable Console Based Games                                II-20
       Table 18: US Wireless Gaming Market (2009 & 2012):
       Percentage Share Breakdown of Revenue by Platform (includes
       corresponding Graph/Chart)                                II-21
      High Proportion of Free Games Hurting Revenue                            II-21


 2. ANALYSIS OF KEY GAMING SEGMENTS                                               II-22
     A Peek Into Mobile Messaging Services: A Key Enabler of Mobile
      Messaging Games                                         II-22
      Messaging Based Wireless Games Mark the Beginning of 1st
       Generation Wireless Games                                  II-22
      SMS Based Games Find Reprieve in Developing Markets Thanks to
       Proliferation of Ultra Low Cost Phones                         II-23
       Opportunity Indicators                             II-24
        Table 19: World Market for Ultra Low Cost Phones (ULC)
        Phones/Handsets by Geographic Region (2015P) - Breakdown of
        Sales Figures in Million Units (includes corresponding
        Graph/Chart)                                   II-24


        Table 20: Untapped Potential for ULC Phones Worldwide:
        Breakdown of Mobile Penetration Rate (%) by Select Country
        for 2012 (includes corresponding Graph/Chart)                     II-24
      Key Market Trends & Issues                                 II-24
       Gaming Majors Continue to Exhibit Interest in SMS based
        Gaming                                        II-24
       SMS Continue to Remain the Preferred Platform for Location
        Based Reality Games                                    II-25
       Marketing Benefits & Ad Revenue Potential Help Retain
        Interest of Enterprise & Service Providers in SMS Games                  II-25
       New SMS Game Apps Offer Respite in a Plateauing Market                          II-26
       SMS-To-TV Games Platform Props Up the Market                              II-26
       Casino, Gambling & Betting: Still A Popular Category of SMS
        Games                                         II-26
       Widespread Adoption of Smartphones: A Threat to Message
        Based Games                                      II-27



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     Browser Based Wireless Games: A Market Overview                                   II-28
      Mobile Web Browsers - Gateway to "On-the-Go' Entertainment                          II-28
       Table 21: Worldwide Mobile Internet Traffic (2008-2010) (In
       terabyte (TB)/month) (includes corresponding Graph/Chart)                       II-29
      Browser Based Wireless Games: Current Scenario                                 II-29
      Console Gaming Players Eye Browser Based Games for Expansion                              II-29
      Despite Competition from Downloadable Games, Mobile Browser
       Based                                          II-30
      Wireless Games Market to Remain Intact                                 II-30
     Downloadable Wireless Gaming - A Review                                    II-30
      Current Scenario                                       II-30
       Table 22: Top Reasons for Gaming Downloads Measured as a
       Percentage of User Responses to Given Reasons (includes
       corresponding Graph/Chart)                                    II-31
      Novel Mobile Gaming Titles & Gaming Updates Add Fervor to the
       Downloadable Wireless Games Market                                    II-31
      Digital Games for Mobile Devices Garner a Substantial Share
       of Entire Video Download Market                                II-31
      One-Time Downloads and Subscriptions                                   II-32


 3. COMPETITION                                                II-33
     Low Entry Barrier Invites Scores of New Companies                            II-33
     Even Non-Gaming Enterprises Join the Fray                                 II-33
     Profile of Value Chain                                   II-33
     Consolidation of Mobile Game Publishers                                 II-34
      Table 23: Global Mobile Games Market (2012): Percentage Share
      Breakdown of Revenue by leading Players (includes
      corresponding Graph/Chart)                                     II-34


 4. PRODUCT OVERVIEW                                                    II-35
     Wireless Games                                          II-35
     Development of Mobile Games                                       II-35
      Mobile Game Development Vs Conventional Game Development                                 II-35
     Classification of Mobile Games                                  II-35
      Over-the-Air (OTA)                                     II-35
       Messaging Based                                        II-35
       Browser/Web Based                                        II-36
       Downloadable                                      II-36
       Embedded Games                                           II-36
      Deck or Mobile Console                                    II-36
       Progress of Mobile Game Consoles                                  II-36
     Technologies for Mobile Games                                     II-36
      Java                                           II-36
      BREW                                             II-37
      C++ Applications                                       II-37
      HTML5                                            II-37
     Classes of Mobile Games                                     II-37
      Single-User Games                                        II-37



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      Multi-User Games                                         II-37
      Online Games                                           II-38
     Mobile Gaming - Genre Classification                               II-38
      Action/Combat                                          II-38
      Adventure                                         II-38
      Arcade/Parlor                                      II-38
      Casino/Gambling                                         II-38
      Puzzles                                         II-38
      Sports                                          II-38
      Trivia                                         II-38
     Standardization                                         II-38
      Types of Mobile Game Technology Standards                                  II-39


 5. RECENT INDUSTRY ACTIVITY                                                  II-40
     Urban Airship Enters into Partnership with GamesAnalytics                         II-40
     Tencent to Acquire Minority Interest in Epic Games                         II-40
     Glu Takes Over Game Spy Technology                                        II-40
     RockYou Takes Over Ryzing                                         II-40
     Glu Mobile Buys Deer Hunter® Brand-Name                                     II-41
     Virtual Piggy Partners with Exozet                               II-41
     GigaMedia Signs Agreement with South Korean Neowiz                                  II-41
     Players Rock Entertainment Selects GamesAnalytics Predict'
      Platform                                        II-41
     7Red Signs Deal to Use Platform of Mobile Stakes                            II-42
     Santaro Acquires Social, IOS and Web Games Team                                    II-42
     Play'n GO Inks Agreement with V&J                                   II-42
     GigaMedia's Jidi Joy Acquires Web-based Social Games
      Development Team                                          II-43
     WI Harper Group Invests in Leiyoo Information Technology                           II-43
     NetDragon to Form Joint Venture with DeNA                                  II-43
     NEXON Korea to Acquire Shaiya Online                                     II-43
     NEXON to Acquire inBlue.inc                                     II-44
     NEXON to Acquire Gloops                                         II-44
     DeNA Partners with Independent Social and Mobile Game
      Developers                                        II-44
     DeNA and NAMCO BANDAI Games Rebrand Joint Venture                                          II-44
     Tylted Enters into Partnership Agreement with Beintoo                           II-45
     Zynga Inks Exclusive Partnership Agreement with bwin.party
      digital entertainment to Introduce Real Money Online Games in
       UK                                            II-45
     GREE Acquires Funzio                                        II-46
     GREE Takes Over App Ant Studios                                         II-46
     GREE Partners with Four Leading North American Developers                               II-46
     Orange Join Forces with Gameloft                                  II-47
     Research In Motion Acquires Scoreloop                                   II-47
     EA Takes Over KlickNation                                       II-48
     Glu Mobile Teams Up with TOM Group                                       II-48
     Electronic Arts to Take Over PopCap Games                                  II-48



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     RockYou® Acquires 3 Blokes                                   II-49
     Mad Catz® Inks Long Term Agreement with Electronic Arts                        II-49
     Gameloft Enters into Multi-Year Licensing Agreement with Epic
      Games                                           II-49
     RockYou Enters into Game Development Agreement with Loot Drop                          II-50
     IGT Enters Supply Agreement with Paddy Power                               II-50
     MindJolt Acquires SGN and Hallpass Media                             II-50
     Changyou.com to Purchase Majority Stake in Shenzhen 7 Road
      Technology                                       II-50
     Bob Mobile Acquires Capital Games                              II-51
     Quepasa Acquires XtFt Games S/S Ltda                                 II-51
     Facebook and Zynga Promote Browser-based HTML5 Mobile Gaming                               II-51
     DeNA to Acquire Punch Entertainment                                II-52
     DeNA to Take Over Atakama                                    II-52
     Zynga Takes Over Wonderland Software                                 II-52
     DeNA to Form Joint Venture with Grasshopper Manufacture                        II-53
     NAMCO BANDAI Holdings to Form Joint Venture with DeNA                              II-53
     Santaro Interactive Entertainment Inks Agreement with Director
      Gao XiXi                                        II-53
     Changyou.com to Take Over 17173.com Game Information Portal
      from Sohu.com Changyou.com Inks Online Links and Advertising
       Agreement and Services Agreement with Sohu.com                             II-54
     GigaMedia Limited and Viacom International Media Networks
      Extend Partnership MocoSpace Acquires Geocade                               II-55
     AT&T Enters into Agreement with Zynga                               II-56


 6. CORPORATE ACTIVITY IN THE RECENT PAST - A PERSPECTIVE BUILDER                                       II-57
     RockYou Takes Over TirNua                                    II-57
     XS Software Enters into Partnership with Joymax                        II-57
     DeNA and Yahoo Japan to Enter into Partnership                         II-57
     MocoSpace Obtains $3.5 Million Investment from SoftBank                        II-57
     Zattikka Gets $5.5 Million for Browser and Mobile Games
      Development                                       II-58
     Zynga Takes Over Newtoy                                     II-58
     Zynga Takes Over Conduit Labs                                 II-58
     Zynga Takes Over XPD Media                                    II-59
     Zynga Takes Over Unoh                                      II-59
     Zynga Establishes Joint Venture with SOFTBANK to Promote
      Japanese Social Game Industry                               II-59
     Cascadia Realigns Business Strategy                            II-59
     Geos Acquires Duo Guo                                      II-60
     THQ Extends Videogame License with Zuffa                              II-60
     Vodafone Enters into Agreement with Selatra                          II-60
     GAMEVIL® Takes Over RYUminus                                         II-61
     Cascadia Acquires CustomFlashGames.com                                  II-61


 7. PRODUCT/SERVICE INNOVATIONS/ INTRODUCTIONS                                                  II-62
     Glu Mobile Introduces New Contract Killer Zombies 2                     II-62



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     SOE Introduces New Ever Quest® II: Chains of Eternity'                      II-62
     Glu Mobile Introduces New Fermium Game, Bombshells: Hell's
      Belles                                         II-62
     Glu Mobile Introduces Eternity Warriors 2                       II-63
     AMC and RockYou Introduces 'The walking Dead Social Game'                            II-63
     Gameloft Launches New Games for All Age Groups                               II-63
     HandyGames Launches 35 New Games for Nokia's Asha Range of
      Mobile Phones                                      II-64
     Glu Mobile Introduces Family Based Game Small Street                         II-64
     Gameloft Unveils 5 Hd Games on Meadiatek's Mt6575 and Mt6577                          II-64
     Gameloft Introduces Uno' to Kindle E-readers                        II-65
     Electronic Arts Launches Five Game-changing Developments for
      FIFA 13                                         II-65
     nWay Develops Multiplayer Browser Game, ChronoBlade                             II-66
     3 Austria Introduces 3OnlineSpiele                           II-66
     Blockdot Releases Clink on Mobiles                            II-66
     Buffalo Launches Buffalo Connected                             II-67
     PaymentOne Introduces PayOne Payment Channel for Game
      Developers                                        II-67
     Square Enix to Develop Hardware-free Action RPG                             II-67
     GigaMedia Extends Online Games Business                                 II-67
     Hunka Technologies Introduces Fruit Chopper Game for Android
      Mobiles                                         II-67
     Hunka Technologies Introduces iDino Jump                             II-68
     DeNA and Marvel Introduce Marvel: War of Heroes' Card-battle
      Game                                            II-68
     DeNA and Daum Introduce Daum Mobage                                     II-68
     MocoSpace Unveils New Games                                     II-69
     Tylted Launches camPAIN 2012 Game                                    II-69
     Zynga Launches Ayakashi: Ghost Guild                                II-70
     Zynga Introduces FarmVille 2                                II-71
     Hasbro and Zynga Collaborate to Introduce New Range of Games                         II-72
     Zynga Introduces ChefVille Game                               II-72
     Zynga Unveils Matching With Friends Game                              II-73
     Zynga Launches Hidden Chronicles                                II-73
     Zynga Unveils Zynga API, Zynga With Friends Network and New
      Games                                            II-74
     Zynga Launches Zynga Slots for iPhone, iPod and iPad                         II-74
     Zynga Launches Zombie Swipeout Mobile Social Game                               II-75
     Sohu.com Commences Open Beta Testing of 'Tao Yuan'                              II-75
     AOL Extends Games.com to Offer Cross-Platform Gaming                             II-76
     Sony Mobile Launches PlayStation Mobile for Smartphones                         II-76
     Jump Games Introduces Official Mobile Game on ICC T20 World
      Cup                                            II-76
     Zynga Releases Montopia and Ayakashi Internationally                        II-77
     Miniclip Crosses Mobile Game Downloads Milestone                            II-77
     Pogo and Collaborators Introduce 'Chhota Bheem: Mice Mayhem'                         II-77
     Gameloft Releases New Mobile Game 'The Amazing Spider-Man'                            II-78



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     GAMEVIL Introduces Cartoon Wars: Blade to App Store Game Title                            II-78
     Mind Candy and GREE to Release 2 Moshi Monsters Mobile Games                                II-79
     Jump Games and Reliance Animation to Unveil Krishna Aur Kans
      Mobile Game                                            II-79
     Gameloft to Introduce New Game Titles                               II-79
     GAMEVIL Releases Legend of Master 3 Game Title to Google Play                             II-79
     GAMEVIL® Releases Sakura Slash                                          II-80
     GAMEVIL® Launches Fishing Superstars Social Sports Game                                  II-80
     GAMEVIL® Introduces Fruit Rush Puzzle Game                                      II-80
     GAMEVIL® Unveils Cartoon Wars 2: Heroes                                    II-80
     GAMEVIL Introduces Punch Hero Mobile Boxing Game                                   II-81
     Gameloft Unveils UNO' for Amazon's Kindle Products                              II-81
     WiStone and Gree Voice Intention to Release on Gree Platform
      'War 2 Victory' MMO Strategy Game                                 II-81
     Gamevil(R) Releases 'Last War' for Android Users                           II-82
     Namco Bandai Launches Soulcalibur(R) on App Store                                II-82
     STC Unveils STC Gaming Portal                                     II-83
     Reach Messaging Unveils Word Supreme Mobile Game Application                                II-83
     RockYou(R) Unveils Galactic Allies RTS Facebook Game                               II-84
     Gameloft Collaborates with Audi to Launch Asphalt Audi RS 3                        II-84
     Glu Mobile Develops Social Mobile Games for Sony Ericsson's
      Xperia Play Gaming Platform                                    II-85
     Glu Mobile Unveils Bug Village for Google+                              II-86
     Glu Mobile Introduces Bug Village on Windows Phone 7                             II-86
     Glu Mobile Rolls Out Deer Hunter 3D Over Windows Phone 7                                II-86
     Rivet Games Introduces 'Puzzle Tales'                              II-86
     Zapak Launches mGames                                            II-86
     3 UK Launches Reconfigured Three Games Store                                    II-87
     MocoSpace Launches Four New Browser-Based Games                                         II-87
     MocoSpace Launches Stage Hero                                       II-87
     Yicha Launches Raker Korea                                      II-88
     Kongregate Launches Andriod App with 300 Browser-based Game
      Titles                                         II-88
     MindJolt Rolls Out SGN's Mini Café Gaming App                              II-88
     Zynga Launches Mafia Wars 2                                      II-88
     Zynga Unveils CityVille Hometown in Several Languages                             II-89
     Zynga Launches New Hanging With Friends Game                                     II-89
     Wooga Launches Mobile Version of 'Diamond Dash'                                 II-89
     TechFaith Releases Motion Gaming Software Solutions                              II-90
     Youload Launches Web-Based Downloadable Wireless Games                                     II-90
     The9 Unveils The9 Game Center                                      II-90
     Sony to Launch NGP and PlayStation Suite                                 II-91
     Sony to Launch PSP Game Console with 3G Connectivity                               II-91
     Gameloft Offers Asphalt 3D for Nintendo 3DS Launch                              II-91
     Gamevil(R) Releases 'Toy Shot' for iOS Devices                            II-92
     Namco Bandai Games Releases Sky Gamblers': Rise of Glory                                II-92
     GREE Releases Unity-Powered iOS and Android Social Games                                  II-93
     GAMEVIL® Unveils Chalk n' Talk Social Mobile Game                                II-93



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     EA Launches Social Mobile Game on GREE Platform                                    II-94


 8. PROUDUCT/SERVICE INTRODUCTIONS/ LAUNCHES IN THE RECENT PAST - A
  PERSPECTIVE BUILDER                                                   II-95
     Zynga Introduces Mafia Wars SMS Feature                                    II-95
     Gameloft(R) Releases Windows Phone 7 Compatible Games                                  II-95
     I-play Unveils New Edition of Fast & Furious: Adrenaline for
      iOS Devices                                        II-95
     Glu Mobile Unveils Clash of the Titans: The Movie                          II-96
     SEGA to Launch Marvel's Famous Thor Franchise into Video
      Gaming Systems                                           II-96
     I-play Launches Famous Online Game Paradise Quest for iPod®
      Touch and iPhone'                                       II-97
     Zynga Launches Browser-Based Version of Mafia Wars Atlantic
      City                                           II-98
     HWS to Launch Java Pyramid Game                                          II-98
     Quno to Introduce First Mobile Games at Rail Stations in
      Collaboration with SCVNGR                                       II-99
     MocoSpace to Launch New Mobile Games Platform                                      II-99
     Blockdot Introduces New Games for SuperMedia                                 II-99
     Blockdot Unveils Updated Version of Chicktionary                           II-100
     Blockdot and Universal Pictures Introduce New Free-to-Play
      Pilgrim's Punch-Out Game (US) MocoSpace Launches Android App                               II-100
     Zynga Unveils Zynga Texas Poker Game                                      II-100
     Sony Releases Ten Free Games to PSP Go Owners                                      II-101
     Reader's Digest Launches Word Power Games in Collaboration
      with Fit Brains                                   II-101
     HMV and Orange Launch Mobile Games Service                                       II-101
     THQ Wireless Introduces iPhone Version of de Blob([R])
      Revolution Game                                         II-101
     Jump Games Unveils Official Ashes Series Game for Mobile
      Devices                                          II-102
     Electronic Arts Releases Pogo Games App on App Store                               II-103
     MocoSpace Launches Street Wars                                      II-103
     Cascadia Investments Launches Six New Apple- Compatible Games                               II-103
     Cascadia Investments Launches cascadiainteractive.com Gaming
      Apps Website                                           II-104


 9. FOCUS ON SELECT GLOBAL PLAYERS                                                      II-105
     Blockdot, Inc. (US)                                     II-105
     DeNA Co., Ltd. (Japan)                                     II-105
     Electronic Arts, Inc. (US)                                II-105
     Gameloft SA (France)                                       II-106
     GAMEVIL (Korea)                                           II-106
     GREE International, Inc. (US)                                II-106
     Glu Mobile, Inc. (US)                                    II-107
     GigaMedia Limited (China)                                    II-107
     HandyGames' (Germany)                                            II-108



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     I-play (UK)                                      II-108
     Itsmy® Games (Germany)                                       II-108
     Jump Games (India)                                    II-108
     Kuju Entertainment Ltd. (UK)                               II-109
     MocoSpace (USA)                                       II-109
     NAMCO BANDAI Games Inc. (USA)                                        II-109
     Nexon America, Inc. (US)                                   II-109
     Player X (The United Kingdom)                                II-110
     RockYou®, Inc. (US)                                   II-110
     Santaro Interactive Entertainment Company (US)                         II-110
     SendMe Inc. (USA)                                     II-110
     Snackable Media (USA)                                      II-110
     Sohu.com, Inc. (China)                                II-111
     Sony Computer Entertainment, Inc. (Japan)                            II-111
     Sony Online Entertainment LLC (US)                              II-111
     Tylted (US)                                       II-111
     Zapak Digital Entertainment Ltd. (India)                      II-112


 10. GLOBAL MARKET PERSPECTIVE                                               II-113
     Table 24: World Recent Past, Current & Future Analysis for
     Wireless Gaming by Geographic Region/Country - US, Japan,
     Europe, and Rest of World Markets Independently Analyzed with
     Annual Revenue in US$ Million for Years 2010 through 2018
     (includes corresponding Graph/Chart)                           II-113


     Table 25: World Historic Review for Wireless Gaming by
     Geographic Region/Country - US, Japan, Europe, and Rest of
     World Markets Independently Analyzed with Annual Sales Figures
     in US$ Million for Years 2004 through 2009 (includes
     corresponding Graph/Chart)                                  II-114


     Table 26: World 15-Year Perspective for Wireless Gaming by
     Geographic Region/Country - Percentage Breakdown of Dollar
     Sales for US, Japan, Europe, and Rest of World Markets for
     Years 2004, 2012, and 2018 (includes corresponding
     Graph/Chart)                                       II-115


     Table 27: World Recent Past, Current & Future Analysis for
     Message Based Wireless Gaming by Geographic Region/Country -
     US, Japan, Europe, and Rest of World Markets Independently
     Analyzed with Annual Revenue in US$ Million for Years 2010
     through 2018 (includes corresponding Graph/Chart)                       II-116


     Table 28: World Historic Review for Message based Wireless
     Gaming by Geographic Region/Country - US, Japan, Europe, and
     Rest of World Markets Independently Analyzed with Annual Sales
     Figures in US$ Million for Years 2004 through 2009 (includes
     corresponding Graph/Chart)                                  II-117



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     Table 29: World 15-Year Perspective for Message based Wireless
     Gaming by Geographic Region/ Country - Percentage Breakdown of
     Dollar Sales for US, Japan, Europe, and Rest of World Markets
     for Years 2004, 2012, and 2018 (includes corresponding
     Graph/Chart)                                      II-118


     Table 30: World Recent Past, Current & Future Analysis for
     Browser/Web Based Wireless Gaming by Geographic Region/Country
     - US, Japan, Europe, and Rest of World Markets Independently
     Analyzed with Annual Revenue in US$ Million for Years 2010
     through 2018 (includes corresponding Graph/Chart)                   II-119


     Table 31: World Historic Review for Browser/Web based Wireless
     Gaming by Geographic Region/ Country - US, Japan, Europe, and
     Rest of World Markets Independently Analyzed with Annual Sales
     Figures in US$ Million for Years 2004 through 2009 (includes
     corresponding Graph/Chart)                                 II-120


     Table 32: World 15-Year Perspective for Browser/ Web based
     Wireless Gaming by Geographic Region/Country - Percentage
     Breakdown of Dollar Sales for US, Japan, Europe, and Rest of
     World Markets for Years 2004, 2012, and 2018 (includes
     corresponding Graph/Chart)                                 II-121


     Table 33: World Recent Past, Current & Future Analysis for
     Downloadable Wireless Gaming by Geographic Region/Country -
     US, Japan, Europe, and Rest of World Markets Independently
     Analyzed with Annual Revenue in US$ Million for Years 2010
     through 2018 (includes corresponding Graph/Chart)                   II-122


     Table 34: World Historic Review for Downloadable Wireless
     Gaming by Geographic Region/Country - US, Japan, Europe, and
     Rest of World Markets Independently Analyzed with Annual Sales
     Figures in US$ Million for Years 2004 through 2009 (includes
     corresponding Graph/Chart)                                 II-123


     Table 35: World 15-Year Perspective for Downloadable Wireless
     Gaming by Geographic Region/Country - Percentage Breakdown of
     Dollar Sales for US, Japan, Europe, and Rest of World Markets
     for Years 2004, 2012, and 2018 (includes corresponding
     Graph/Chart)                                      II-124



III. MARKET


 1. THE UNITED STATES                                            III-1
     A.Market Analysis                                  III-1
       Current & Future Analysis                           III-1



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        Gaming Rapidly Gaining Popularity in the US                         III-1
        Women - Valuable Customers                                  III-1
        Upsurge in Mobile Game Downloads                                 III-2
       Product Launches and Innovations                              III-2
       Strategic Corporate Developments                              III-22
       Key Players                                     III-29
     B.Market Analytics                                   III-33
       Table 36: US Recent Past, Current and Future Analysis for
       Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual
       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                          III-33


       Table 37: US Historic Review for Wireless Gaming by Segment
       - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                     III-34


       Table 38: US 15-Year Perspective for Wireless Gaming by
       Segment - Percentage Share Breakdown of Revenue for
       Messaging Based Wireless Gaming, Browser/Web Based Wireless
       Gaming and Downloadable Wireless Gaming Markets for Years
       2004, 2012, and 2018 (includes corresponding Graph/Chart)                      III-35


 2. JAPAN                                              III-36
     A.Market Analysis                                    III-36
       Current & Future Analysis                                III-36
       Growing Preference for Online Entertainment Market                        III-36
       Wireless Games - A Mature Market in Japan                             III-36
       Product Launches and Innovations                              III-36
       Strategic Corporate Developments                              III-38
       Key Players                                     III-42
     B.Market Analytics                                   III-43
       Table 39: Japanese Recent Past, Current and Future Analysis
       for Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual
       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                          III-43


       Table 40: Japanese Historic Review for Wireless Gaming by
       Segment - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding



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       Graph/Chart)                                    III-44


       Table 41: Japanese 15-Year Perspective for Wireless Gaming
       by Segment - Percentage Share Breakdown of Revenue for
       Messaging Based Wireless Gaming, Browser/Web Based Wireless
       Gaming and Downloadable Wireless Gaming Markets for Years
       2004, 2012, and 2018 (includes corresponding Graph/Chart)               III-45


 3. EUROPE                                              III-46
     A.Market Analysis                                   III-46
       Current & Future Analysis                            III-46
       Wireless Gaming Market - On Growth Path                       III-46
     B.Market Analytics                                  III-47
       Table 42: European Recent Past, Current and Future Analysis
       for Wireless Gaming by Geographic Region/Country - France,
       Germany, Italy, UK, Spain, Russia and Rest of Europe Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2010 through 2018 (includes corresponding
       Graph/Chart)                                    III-47


       Table 43: European Historic Review for Wireless Gaming by
       Geographic Region/Country - France, Germany, Italy, UK,
       Spain, Russia and Rest of Europe Markets Independently
       Analyzed with Annual Revenues in US$ Million for Years 2004
       through 2009 (includes corresponding Graph/Chart)                   III-48


       Table 44: European 15-Year Perspective for Wireless Gaming
       by Geographic Region/ Country - Percentage Share Breakdown
       of Revenue for France, Germany, Italy, UK, Spain, Russia,
       and Rest of Europe Markets for Years 2004, 2012, and 2018
       (includes corresponding Graph/Chart)                       III-49


       Table 45: European Recent Past, Current and Future Analysis
       for Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/ Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual
       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                       III-50


       Table 46: European Historic Review for Wireless Gaming by
       Segment - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                    III-51


       Table 47: European 15-Year Perspective for Wireless Gaming
       Market by Segment - Percentage Share Breakdown of Revenue



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       for Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets for
       Years 2004, 2012, and 2018 (includes corresponding
       Graph/Chart)                                     III-52


 3a. FRANCE                                              III-53
     A.Market Analysis                                    III-53
       Wireless Gaming Market                                    III-53
       Product Launches and Innovations                              III-53
       Key Player                                      III-57
     B.Market Analytics                                   III-58
       Table 48: French Recent Past, Current and Future Analysis
       for Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual
       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                          III-58


       Table 49: French Historic Review for Wireless Gaming by
       Segment - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                     III-59


       Table 50: French 15-Year Perspective for Wireless Gaming by
       Segment - Percentage Share Breakdown of Revenue for
       Messaging Based Wireless Gaming, Browser/Web Based Wireless
       Gaming and Downloadable Wireless Gaming Markets for Years
       2004, 2012, and 2018 (includes corresponding Graph/Chart)              III-60


 3b. GERMANY                                               III-61
     A.Market Analysis                                    III-61
       Excellent Scope for Mobile Gaming                             III-61
       Product Launches and Innovations                              III-61
       Strategic Corporate Developments                              III-62
       Key Players                                     III-63
     B.Market Analytics                                   III-64
       Table 51: German Recent Past, Current and Future Analysis
       for Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual
       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                          III-64


       Table 52: German Historic Review for Wireless Gaming by
       Segment - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets



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       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                     III-65


       Table 53: German 15-Year Perspective for Wireless Gaming by
       Segment - Percentage Share Breakdown of Revenue for
       Messaging Based Wireless Gaming, Browser/Web Based Wireless
       Gaming and Downloadable Wireless Gaming Markets for Years
       2004, 2012, and 2018 (includes corresponding Graph/Chart)                 III-66


 3c. ITALY                                             III-67
      Market Analysis                                    III-67
       Table 54: Italian Recent Past, Current and Future Analysis
       for Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/ Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual
       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                          III-67


       Table 55: Italian Historic Review for Wireless Gaming by
       Segment - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                     III-68


       Table 56: Italian 15-Year Perspective for Wireless Gaming by
       Segment - Percentage Share Breakdown of Revenue for
       Messaging Based Wireless Gaming, Browser/Web Based Wireless
       Gaming and Downloadable Wireless Gaming Markets for Years
       2004, 2012, and 2018 (includes corresponding Graph/Chart)                 III-69


 3d. THE UNITED KINGDOM                                              III-70
     A.Market Analysis                                    III-70
       Current & Future Analysis                                III-70
       A Potential Mobile Gaming Market                             III-70
       Wireless Games Propel Growth in Gaming Market                          III-70
       Smartphones - The Medium of Choice for Wireless Gamers in
        the Nation                                    III-70
        Increasing Share of Pay-and-Use Mobile Phone Gamers                      III-70
       Console Manufacturers Enter Mobile Gaming Space                         III-71
       Product Launches and Innovations                              III-71
       Strategic Corporate Developments                              III-72
       Key Players                                      III-73
     B.Market Analytics                                   III-74
       Table 57: United Kingdom Recent Past, Current and Future
       Analysis for Wireless Gaming by Segment - Messaging Based
       Wireless Gaming, Browser/Web Based Wireless Gaming and



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       Downloadable Wireless Gaming Markets Independently Analyzed
       with Annual Revenues in US$ Million for Years 2010 through
       2018 (includes corresponding Graph/Chart)                         III-74


       Table 58: United Kingdom Historic Review for Wireless Gaming
       by Segment - Messaging Based Wireless Gaming, Browser/Web
       Based Wireless Gaming and Downloadable Wireless Gaming
       Markets Independently Analyzed with Annual Revenues in US$
       Million for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                    III-75


       Table 59: United Kingdom 15-Year Perspective for Wireless
       Gaming by Segment - Percentage Share Breakdown of Revenue
       for Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets for
       Years 2004, 2012, and 2018 (includes corresponding
       Graph/Chart)                                    III-76


 3e. SPAIN                                             III-77
      Market Analysis                                   III-77
       Table 60: Spanish Recent Past, Current and Future Analysis
       for Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual
       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                          III-77


       Table 61: Spanish Historic Review for Wireless Gaming by
       Segment - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                    III-78


       Table 62: Spanish 15-Year Perspective for Wireless Gaming by
       Segment - Percentage Share Breakdown of Revenue for
       Messaging Based Wireless Gaming, Browser/Web Based Wireless
       Gaming and Downloadable Wireless Gaming Markets for Years
       2004, 2012, and 2018 (includes corresponding Graph/Chart)                  III-79


 3f. RUSSIA                                            III-80
     A.Market Analysis                                   III-80
       Mobile Gaming Market                                     III-80
     B.Market Analytics                                  III-81
       Table 63: Russian Recent Past, Current and Future Analysis
       for Wireless Gaming by Segment - Messaging Based Wireless
       Gaming, Browser/Web Based Wireless Gaming and Downloadable
       Wireless Gaming Markets Independently Analyzed with Annual



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       Revenues in US$ Million for Years 2010 through 2018
       (includes corresponding Graph/Chart)                         III-81


       Table 64: Russian Historic Review for Wireless Gaming by
       Segment - Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets
       Independently Analyzed with Annual Revenues in US$ Million
       for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                    III-82


       Table 65: Russian 15-Year Perspective for Wireless Gaming by
       Segment - Percentage Share Breakdown of Revenue for
       Messaging Based Wireless Gaming, Browser/Web Based Wireless
       Gaming and Downloadable Wireless Gaming Markets for Years
       2004, 2012, and 2018 (includes corresponding Graph/Chart)                   III-83


 3g. REST OF EUROPE                                              III-84
     A.Market Analysis                                   III-84
       Product Launches and Innovations                            III-84
       Strategic Corporate Developments                            III-85
     B.Market Analytics                                  III-86
       Table 66: Rest of Europe Recent Past, Current and Future
       Analysis for Wireless Gaming by Segment - Messaging Based
       Wireless Gaming, Browser/Web Based Wireless Gaming and
       Downloadable Wireless Gaming Markets Independently Analyzed
       with Annual Revenues in US$ Million for Years 2010 through
       2018 (includes corresponding Graph/Chart)                          III-86


       Table 67: Rest of Europe Historic Review for Wireless Gaming
       by Segment - Messaging Based Wireless Gaming, Browser/Web
       Based Wireless Gaming and Downloadable Wireless Gaming
       Markets Independently Analyzed with Annual Revenues in US$
       Million for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                    III-87


       Table 68: Rest of Europe 15-Year Perspective for Wireless
       Gaming by Segment - Percentage Share Breakdown of Revenue
       for Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets for
       Years 2004, 2012, and 2018 (includes corresponding
       Graph/Chart)                                    III-88


 4. REST OF WORLD                                               III-89
     A.Market Analysis                                   III-89
       Current & Future Analysis                            III-89
       Mobile Gaming Poised for Excellent Growth in Asian Market                   III-89
       Message Based Games in Asia-Pacific - A Snapshot                        III-89
       Focus on Select Markets                              III-89



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        China                                         III-89
        Technology Drives Chinese Mobile Gaming Market                             III-89
         Table 69: Chinese Wireless Gaming Market (2011):
         Percentage Share Breakdown of Revenue by Leading Players
         (includes corresponding Graph/Chart)                            III-90
        India                                        III-90
        Overview                                        III-90
        Spreading Awareness - Key to Success                               III-91
        South Korea                                      III-91
        One of the Major Global Markets                              III-91
        Korean Mobile Gaming Market - Poised for Significant
         Growth                                        III-92
        Government Clampdown on Video Games Fail to Deter Wireless
         Games Segment                                          III-92
        Competition                                     III-92
        Regional Market Players Look to Overseas Markets                           III-93
         Table 70: Mobile Gaming Market in Korea (2012):
         Percentage Share Breakdown of Revenue by Leading Players
         (includes corresponding Graph/Chart)                            III-93
       Product Launches and Innovations                                  III-94
       Strategic Corporate Developments                                  III-100
       Key Players                                      III-105
     B.Market Analytics                                       III-107
       Table 71: Rest of World Recent Past, Current and Future
       Analysis for Wireless Gaming by Segment - Messaging Based
       Wireless Gaming, Browser/ Web Based Wireless Gaming and
       Downloadable Wireless Gaming Markets Independently Analyzed
       with Annual Revenues in US$ Million for Years 2010 through
       2018 (includes corresponding Graph/Chart)                            III-107


       Table 72: Rest of World Historic Review for Wireless Gaming
       by Segment - Messaging Based Wireless Gaming, Browser/Web
       Based Wireless Gaming and Downloadable Wireless Gaming
       Markets Independently Analyzed with Annual Revenues in US$
       Million for Years 2004 through 2009 (includes corresponding
       Graph/Chart)                                      III-108


       Table 73: Rest of World 15-Year Perspective for Wireless
       Gaming by Segment - Percentage Share Breakdown of Revenue
       for Messaging Based Wireless Gaming, Browser/Web Based
       Wireless Gaming and Downloadable Wireless Gaming Markets for
       Years 2004, 2012, and 2018 (includes corresponding
       Graph/Chart)                                      III-109



IV. COMPETITIVE LANDSCAPE


    Total Companies Profiled: 90 (including Divisions/Subsidiaries - 99)



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    The United States (48)
    Japan (8)
    Europe (27)
    - France (2)
    - Germany (9)
    - The United Kingdom (8)
    - Rest of Europe (8)
    Asia-Pacific (Excluding Japan) (15)
    Middle-East (1)




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Global Wireless Gaming Industry

  • 1. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Global Wireless Gaming Industry Published on February 2013 Report Summary 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, Japan, 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. Table of Content I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS Study Reliability and Reporting Limitations I-1 Disclaimers I-2 Data Interpretation & Reporting Level I-2 Quantitative Techniques & Analytics I-3 Product Definitions and Scope of Study I-3 Messaging Based I-3 Browser/Web Based I-3 Downloadable I-4 II. 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 Graph/Chart) II-2 Global Wireless Gaming Industry (From Slideshare) Page 1/22
  • 2. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Table 2: Global Mobile Gaming Market (2009 & 2013E): Breakdown of Number of Mobile Gamers (in Million) by Region (includes corresponding Graph/Chart) II-2 Robust Growth in Mobile Users Sets Stage for Evolution of Wireless Games II-3 Table 3: World Market for Mobile Handsets: Breakdown of Volume Sales in Million Units for Years 2011, 2013 & 2015 (includes corresponding Graph/Chart) II-3 Smartphones - Shot in the Arm for Wireless Gaming Services II-3 Smartphones Sales Continues to Grow Across the Globe II-4 Table 4: Global Market for Smart phones (2011 & 2015): Breakdown of Annual Sales Figures in Thousand Units by Geographic Markets - US, Canada, Japan, Europe, Asia Pacific, Latin America, and Rest of World Markets - Independently Analyzed with for Years 2011 and 2015 (includes corresponding Graph/Chart) II-5 Consumer Mobile Usage Habits Foster Growth in Wireless Gaming Market II-5 Entertainment Applications Lead Smartphone Content: Indication of Potential in Store for Wireless Gaming Services II-6 Opportunity Indicators II-6 Table 5: Global Mobile Internet Market (2012): Percentage Share Breakdown of Revenues for MMS/SMS, Entertainment, Advertisement/Search, Enterprise Services and Other Data Access (includes corresponding Graph/Chart) II-6 Table 6: Percentage Breakdown of Time Spent by Users on Wireless Games by Location (includes corresponding Graph/Chart) II-7 Table 7: Korean Gaming Market (Jan 2011 & Jan 2012): Breakdown of Playing Hours (in Millions) by Gaming Category (includes corresponding Graph/Chart) II-7 Favorable Demographic Trends Strengthens Market Prospects for Wireless Games II-7 Table 8: Worldwide Wireless Gaming Market (2012): Percentage Breakdown of Mobile Gamers by Age Brackets- Under 18, 18-49, and Above 50 (includes corresponding Graph/Chart) II-8 Table 9: Worldwide Wireless Games Market (2012): Percentage Breakdown of Mobile Gamers by Gender - Male and Female (includes corresponding Graph/Chart) II-9 Impact of Recession in Retrospect II-9 Current & Future Analysis II-9 Japan and European Markets - The Traditional Revenue Contributors II-9 Developing Markets to Lend Traction to the Market in the Global Wireless Gaming Industry (From Slideshare) Page 2/22
  • 3. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Short to Medium Term Period II-10 Table 10: World Mobile Web Browsers Market by Geographic Region/Country - Percentage Breakdown of Number of Mobile Web Browser Users for US, Canada, Japan, Europe, Asia-Pacific(excluding Japan), Latin America, and Rest of World Markets for Years 2011 and 2018 (includes corresponding Graph/Chart) II-10 Table 11: Global Percentage Share Breakdown of Number of Mobile Handsets Sold by Region for the year 2012 (includes corresponding Graph/Chart) II-11 Table 12: Global Percentage Share Breakdown of Number of Mobile Subscriptions by Region for the year 2012 (includes corresponding Graph/Chart) II-11 Africa: A Hotspot for Growth for Messaging Based Wireless Gaming II-11 Key Market Trends & Growth Drivers II-12 Mobile Social Networking Adds Fillip to the Market II-12 Opportunity Indicators II-13 Table 13: Global Online Social Gaming Market (2010 & 2015P) Breakdown of Number of Players (in Millions) by Country (includes corresponding Graph/Chart) II-13 Table 14: Penetration of Social Games on Facebook (2011): Percentage Share Breakdown by Geographic Market (includes corresponding Graph/Chart) II-13 Table 15: Major Social Networking Sites Worldwide (2011): Breakdown of Number of Registered Users in Millions (includes corresponding Graph/Chart) II-14 Advancement in Technology II-14 Latest Mobile Wireless Network Technologies - A Key Enabler for Browser Based & Downloadable Gaming Services II-15 Advancements in HTML5 - A Necessary Shot in the Arm for Wireless Games II-15 Games on HD Portals - The New Success Secret II-16 Advanced Mobile Devices Boost Gaming Adoption II-16 Table 16: World Market for Mobile Handsets by Technology - Percentage Breakdown of Annual Sales Volume for 2G, 2.5G, 3G, 3.5G, and 3.9G Enabled Handsets for Years 2008, & 2014 High Appeal of Advanced 3G Phones (includes corresponding Graph/Chart) II-17 Fashion and Attitudes II-17 Huge Untapped Market Secures Future of Wireless Gaming II-17 From Device Manufacturers to Game Developers - Everyone Bets on Wireless Games II-17 Innovative Pricing Models - The In-Thing II-18 Global Wireless Gaming Industry (From Slideshare) Page 3/22
  • 4. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Venture Capital Investments on the Rise II-19 Table 17: Global Gaming Market (H1-2011): Percentage Share Breakdown of Number of Venture Capital Deals by Region/Country (includes corresponding Graph/Chart) II-19 Growing Focus on Enhancing Quality of Games II-19 Convergence - The Hot Trend II-19 Puzzles Enthrall Mobile Gamers II-20 Growth of Mobile Phone based Casino Games II-20 Market Challenges II-20 Distribution Challenges II-20 Network Quality Continues to be a Concern for Multiplayer Games II-20 Fragmentation and Customization II-20 Smartphone Games Hurts Portable Console Based Games II-20 Table 18: US Wireless Gaming Market (2009 & 2012): Percentage Share Breakdown of Revenue by Platform (includes corresponding Graph/Chart) II-21 High Proportion of Free Games Hurting Revenue II-21 2. ANALYSIS OF KEY GAMING SEGMENTS II-22 A Peek Into Mobile Messaging Services: A Key Enabler of Mobile Messaging Games II-22 Messaging Based Wireless Games Mark the Beginning of 1st Generation Wireless Games II-22 SMS Based Games Find Reprieve in Developing Markets Thanks to Proliferation of Ultra Low Cost Phones II-23 Opportunity Indicators II-24 Table 19: World Market for Ultra Low Cost Phones (ULC) Phones/Handsets by Geographic Region (2015P) - Breakdown of Sales Figures in Million Units (includes corresponding Graph/Chart) II-24 Table 20: Untapped Potential for ULC Phones Worldwide: Breakdown of Mobile Penetration Rate (%) by Select Country for 2012 (includes corresponding Graph/Chart) II-24 Key Market Trends & Issues II-24 Gaming Majors Continue to Exhibit Interest in SMS based Gaming II-24 SMS Continue to Remain the Preferred Platform for Location Based Reality Games II-25 Marketing Benefits & Ad Revenue Potential Help Retain Interest of Enterprise & Service Providers in SMS Games II-25 New SMS Game Apps Offer Respite in a Plateauing Market II-26 SMS-To-TV Games Platform Props Up the Market II-26 Casino, Gambling & Betting: Still A Popular Category of SMS Games II-26 Widespread Adoption of Smartphones: A Threat to Message Based Games II-27 Global Wireless Gaming Industry (From Slideshare) Page 4/22
  • 5. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Browser Based Wireless Games: A Market Overview II-28 Mobile Web Browsers - Gateway to "On-the-Go' Entertainment II-28 Table 21: Worldwide Mobile Internet Traffic (2008-2010) (In terabyte (TB)/month) (includes corresponding Graph/Chart) II-29 Browser Based Wireless Games: Current Scenario II-29 Console Gaming Players Eye Browser Based Games for Expansion II-29 Despite Competition from Downloadable Games, Mobile Browser Based II-30 Wireless Games Market to Remain Intact II-30 Downloadable Wireless Gaming - A Review II-30 Current Scenario II-30 Table 22: Top Reasons for Gaming Downloads Measured as a Percentage of User Responses to Given Reasons (includes corresponding Graph/Chart) II-31 Novel Mobile Gaming Titles & Gaming Updates Add Fervor to the Downloadable Wireless Games Market II-31 Digital Games for Mobile Devices Garner a Substantial Share of Entire Video Download Market II-31 One-Time Downloads and Subscriptions II-32 3. COMPETITION II-33 Low Entry Barrier Invites Scores of New Companies II-33 Even Non-Gaming Enterprises Join the Fray II-33 Profile of Value Chain II-33 Consolidation of Mobile Game Publishers II-34 Table 23: Global Mobile Games Market (2012): Percentage Share Breakdown of Revenue by leading Players (includes corresponding Graph/Chart) II-34 4. PRODUCT OVERVIEW II-35 Wireless Games II-35 Development of Mobile Games II-35 Mobile Game Development Vs Conventional Game Development II-35 Classification of Mobile Games II-35 Over-the-Air (OTA) II-35 Messaging Based II-35 Browser/Web Based II-36 Downloadable II-36 Embedded Games II-36 Deck or Mobile Console II-36 Progress of Mobile Game Consoles II-36 Technologies for Mobile Games II-36 Java II-36 BREW II-37 C++ Applications II-37 HTML5 II-37 Classes of Mobile Games II-37 Single-User Games II-37 Global Wireless Gaming Industry (From Slideshare) Page 5/22
  • 6. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Multi-User Games II-37 Online Games II-38 Mobile Gaming - Genre Classification II-38 Action/Combat II-38 Adventure II-38 Arcade/Parlor II-38 Casino/Gambling II-38 Puzzles II-38 Sports II-38 Trivia II-38 Standardization II-38 Types of Mobile Game Technology Standards II-39 5. RECENT INDUSTRY ACTIVITY II-40 Urban Airship Enters into Partnership with GamesAnalytics II-40 Tencent to Acquire Minority Interest in Epic Games II-40 Glu Takes Over Game Spy Technology II-40 RockYou Takes Over Ryzing II-40 Glu Mobile Buys Deer Hunter® Brand-Name II-41 Virtual Piggy Partners with Exozet II-41 GigaMedia Signs Agreement with South Korean Neowiz II-41 Players Rock Entertainment Selects GamesAnalytics Predict' Platform II-41 7Red Signs Deal to Use Platform of Mobile Stakes II-42 Santaro Acquires Social, IOS and Web Games Team II-42 Play'n GO Inks Agreement with V&J II-42 GigaMedia's Jidi Joy Acquires Web-based Social Games Development Team II-43 WI Harper Group Invests in Leiyoo Information Technology II-43 NetDragon to Form Joint Venture with DeNA II-43 NEXON Korea to Acquire Shaiya Online II-43 NEXON to Acquire inBlue.inc II-44 NEXON to Acquire Gloops II-44 DeNA Partners with Independent Social and Mobile Game Developers II-44 DeNA and NAMCO BANDAI Games Rebrand Joint Venture II-44 Tylted Enters into Partnership Agreement with Beintoo II-45 Zynga Inks Exclusive Partnership Agreement with bwin.party digital entertainment to Introduce Real Money Online Games in UK II-45 GREE Acquires Funzio II-46 GREE Takes Over App Ant Studios II-46 GREE Partners with Four Leading North American Developers II-46 Orange Join Forces with Gameloft II-47 Research In Motion Acquires Scoreloop II-47 EA Takes Over KlickNation II-48 Glu Mobile Teams Up with TOM Group II-48 Electronic Arts to Take Over PopCap Games II-48 Global Wireless Gaming Industry (From Slideshare) Page 6/22
  • 7. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! RockYou® Acquires 3 Blokes II-49 Mad Catz® Inks Long Term Agreement with Electronic Arts II-49 Gameloft Enters into Multi-Year Licensing Agreement with Epic Games II-49 RockYou Enters into Game Development Agreement with Loot Drop II-50 IGT Enters Supply Agreement with Paddy Power II-50 MindJolt Acquires SGN and Hallpass Media II-50 Changyou.com to Purchase Majority Stake in Shenzhen 7 Road Technology II-50 Bob Mobile Acquires Capital Games II-51 Quepasa Acquires XtFt Games S/S Ltda II-51 Facebook and Zynga Promote Browser-based HTML5 Mobile Gaming II-51 DeNA to Acquire Punch Entertainment II-52 DeNA to Take Over Atakama II-52 Zynga Takes Over Wonderland Software II-52 DeNA to Form Joint Venture with Grasshopper Manufacture II-53 NAMCO BANDAI Holdings to Form Joint Venture with DeNA II-53 Santaro Interactive Entertainment Inks Agreement with Director Gao XiXi II-53 Changyou.com to Take Over 17173.com Game Information Portal from Sohu.com Changyou.com Inks Online Links and Advertising Agreement and Services Agreement with Sohu.com II-54 GigaMedia Limited and Viacom International Media Networks Extend Partnership MocoSpace Acquires Geocade II-55 AT&T Enters into Agreement with Zynga II-56 6. CORPORATE ACTIVITY IN THE RECENT PAST - A PERSPECTIVE BUILDER II-57 RockYou Takes Over TirNua II-57 XS Software Enters into Partnership with Joymax II-57 DeNA and Yahoo Japan to Enter into Partnership II-57 MocoSpace Obtains $3.5 Million Investment from SoftBank II-57 Zattikka Gets $5.5 Million for Browser and Mobile Games Development II-58 Zynga Takes Over Newtoy II-58 Zynga Takes Over Conduit Labs II-58 Zynga Takes Over XPD Media II-59 Zynga Takes Over Unoh II-59 Zynga Establishes Joint Venture with SOFTBANK to Promote Japanese Social Game Industry II-59 Cascadia Realigns Business Strategy II-59 Geos Acquires Duo Guo II-60 THQ Extends Videogame License with Zuffa II-60 Vodafone Enters into Agreement with Selatra II-60 GAMEVIL® Takes Over RYUminus II-61 Cascadia Acquires CustomFlashGames.com II-61 7. PRODUCT/SERVICE INNOVATIONS/ INTRODUCTIONS II-62 Glu Mobile Introduces New Contract Killer Zombies 2 II-62 Global Wireless Gaming Industry (From Slideshare) Page 7/22
  • 8. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! SOE Introduces New Ever Quest® II: Chains of Eternity' II-62 Glu Mobile Introduces New Fermium Game, Bombshells: Hell's Belles II-62 Glu Mobile Introduces Eternity Warriors 2 II-63 AMC and RockYou Introduces 'The walking Dead Social Game' II-63 Gameloft Launches New Games for All Age Groups II-63 HandyGames Launches 35 New Games for Nokia's Asha Range of Mobile Phones II-64 Glu Mobile Introduces Family Based Game Small Street II-64 Gameloft Unveils 5 Hd Games on Meadiatek's Mt6575 and Mt6577 II-64 Gameloft Introduces Uno' to Kindle E-readers II-65 Electronic Arts Launches Five Game-changing Developments for FIFA 13 II-65 nWay Develops Multiplayer Browser Game, ChronoBlade II-66 3 Austria Introduces 3OnlineSpiele II-66 Blockdot Releases Clink on Mobiles II-66 Buffalo Launches Buffalo Connected II-67 PaymentOne Introduces PayOne Payment Channel for Game Developers II-67 Square Enix to Develop Hardware-free Action RPG II-67 GigaMedia Extends Online Games Business II-67 Hunka Technologies Introduces Fruit Chopper Game for Android Mobiles II-67 Hunka Technologies Introduces iDino Jump II-68 DeNA and Marvel Introduce Marvel: War of Heroes' Card-battle Game II-68 DeNA and Daum Introduce Daum Mobage II-68 MocoSpace Unveils New Games II-69 Tylted Launches camPAIN 2012 Game II-69 Zynga Launches Ayakashi: Ghost Guild II-70 Zynga Introduces FarmVille 2 II-71 Hasbro and Zynga Collaborate to Introduce New Range of Games II-72 Zynga Introduces ChefVille Game II-72 Zynga Unveils Matching With Friends Game II-73 Zynga Launches Hidden Chronicles II-73 Zynga Unveils Zynga API, Zynga With Friends Network and New Games II-74 Zynga Launches Zynga Slots for iPhone, iPod and iPad II-74 Zynga Launches Zombie Swipeout Mobile Social Game II-75 Sohu.com Commences Open Beta Testing of 'Tao Yuan' II-75 AOL Extends Games.com to Offer Cross-Platform Gaming II-76 Sony Mobile Launches PlayStation Mobile for Smartphones II-76 Jump Games Introduces Official Mobile Game on ICC T20 World Cup II-76 Zynga Releases Montopia and Ayakashi Internationally II-77 Miniclip Crosses Mobile Game Downloads Milestone II-77 Pogo and Collaborators Introduce 'Chhota Bheem: Mice Mayhem' II-77 Gameloft Releases New Mobile Game 'The Amazing Spider-Man' II-78 Global Wireless Gaming Industry (From Slideshare) Page 8/22
  • 9. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! GAMEVIL Introduces Cartoon Wars: Blade to App Store Game Title II-78 Mind Candy and GREE to Release 2 Moshi Monsters Mobile Games II-79 Jump Games and Reliance Animation to Unveil Krishna Aur Kans Mobile Game II-79 Gameloft to Introduce New Game Titles II-79 GAMEVIL Releases Legend of Master 3 Game Title to Google Play II-79 GAMEVIL® Releases Sakura Slash II-80 GAMEVIL® Launches Fishing Superstars Social Sports Game II-80 GAMEVIL® Introduces Fruit Rush Puzzle Game II-80 GAMEVIL® Unveils Cartoon Wars 2: Heroes II-80 GAMEVIL Introduces Punch Hero Mobile Boxing Game II-81 Gameloft Unveils UNO' for Amazon's Kindle Products II-81 WiStone and Gree Voice Intention to Release on Gree Platform 'War 2 Victory' MMO Strategy Game II-81 Gamevil(R) Releases 'Last War' for Android Users II-82 Namco Bandai Launches Soulcalibur(R) on App Store II-82 STC Unveils STC Gaming Portal II-83 Reach Messaging Unveils Word Supreme Mobile Game Application II-83 RockYou(R) Unveils Galactic Allies RTS Facebook Game II-84 Gameloft Collaborates with Audi to Launch Asphalt Audi RS 3 II-84 Glu Mobile Develops Social Mobile Games for Sony Ericsson's Xperia Play Gaming Platform II-85 Glu Mobile Unveils Bug Village for Google+ II-86 Glu Mobile Introduces Bug Village on Windows Phone 7 II-86 Glu Mobile Rolls Out Deer Hunter 3D Over Windows Phone 7 II-86 Rivet Games Introduces 'Puzzle Tales' II-86 Zapak Launches mGames II-86 3 UK Launches Reconfigured Three Games Store II-87 MocoSpace Launches Four New Browser-Based Games II-87 MocoSpace Launches Stage Hero II-87 Yicha Launches Raker Korea II-88 Kongregate Launches Andriod App with 300 Browser-based Game Titles II-88 MindJolt Rolls Out SGN's Mini Café Gaming App II-88 Zynga Launches Mafia Wars 2 II-88 Zynga Unveils CityVille Hometown in Several Languages II-89 Zynga Launches New Hanging With Friends Game II-89 Wooga Launches Mobile Version of 'Diamond Dash' II-89 TechFaith Releases Motion Gaming Software Solutions II-90 Youload Launches Web-Based Downloadable Wireless Games II-90 The9 Unveils The9 Game Center II-90 Sony to Launch NGP and PlayStation Suite II-91 Sony to Launch PSP Game Console with 3G Connectivity II-91 Gameloft Offers Asphalt 3D for Nintendo 3DS Launch II-91 Gamevil(R) Releases 'Toy Shot' for iOS Devices II-92 Namco Bandai Games Releases Sky Gamblers': Rise of Glory II-92 GREE Releases Unity-Powered iOS and Android Social Games II-93 GAMEVIL® Unveils Chalk n' Talk Social Mobile Game II-93 Global Wireless Gaming Industry (From Slideshare) Page 9/22
  • 10. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! EA Launches Social Mobile Game on GREE Platform II-94 8. PROUDUCT/SERVICE INTRODUCTIONS/ LAUNCHES IN THE RECENT PAST - A PERSPECTIVE BUILDER II-95 Zynga Introduces Mafia Wars SMS Feature II-95 Gameloft(R) Releases Windows Phone 7 Compatible Games II-95 I-play Unveils New Edition of Fast & Furious: Adrenaline for iOS Devices II-95 Glu Mobile Unveils Clash of the Titans: The Movie II-96 SEGA to Launch Marvel's Famous Thor Franchise into Video Gaming Systems II-96 I-play Launches Famous Online Game Paradise Quest for iPod® Touch and iPhone' II-97 Zynga Launches Browser-Based Version of Mafia Wars Atlantic City II-98 HWS to Launch Java Pyramid Game II-98 Quno to Introduce First Mobile Games at Rail Stations in Collaboration with SCVNGR II-99 MocoSpace to Launch New Mobile Games Platform II-99 Blockdot Introduces New Games for SuperMedia II-99 Blockdot Unveils Updated Version of Chicktionary II-100 Blockdot and Universal Pictures Introduce New Free-to-Play Pilgrim's Punch-Out Game (US) MocoSpace Launches Android App II-100 Zynga Unveils Zynga Texas Poker Game II-100 Sony Releases Ten Free Games to PSP Go Owners II-101 Reader's Digest Launches Word Power Games in Collaboration with Fit Brains II-101 HMV and Orange Launch Mobile Games Service II-101 THQ Wireless Introduces iPhone Version of de Blob([R]) Revolution Game II-101 Jump Games Unveils Official Ashes Series Game for Mobile Devices II-102 Electronic Arts Releases Pogo Games App on App Store II-103 MocoSpace Launches Street Wars II-103 Cascadia Investments Launches Six New Apple- Compatible Games II-103 Cascadia Investments Launches cascadiainteractive.com Gaming Apps Website II-104 9. FOCUS ON SELECT GLOBAL PLAYERS II-105 Blockdot, Inc. (US) II-105 DeNA Co., Ltd. (Japan) II-105 Electronic Arts, Inc. (US) II-105 Gameloft SA (France) II-106 GAMEVIL (Korea) II-106 GREE International, Inc. (US) II-106 Glu Mobile, Inc. (US) II-107 GigaMedia Limited (China) II-107 HandyGames' (Germany) II-108 Global Wireless Gaming Industry (From Slideshare) Page 10/22
  • 11. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! I-play (UK) II-108 Itsmy® Games (Germany) II-108 Jump Games (India) II-108 Kuju Entertainment Ltd. (UK) II-109 MocoSpace (USA) II-109 NAMCO BANDAI Games Inc. (USA) II-109 Nexon America, Inc. (US) II-109 Player X (The United Kingdom) II-110 RockYou®, Inc. (US) II-110 Santaro Interactive Entertainment Company (US) II-110 SendMe Inc. (USA) II-110 Snackable Media (USA) II-110 Sohu.com, Inc. (China) II-111 Sony Computer Entertainment, Inc. (Japan) II-111 Sony Online Entertainment LLC (US) II-111 Tylted (US) II-111 Zapak Digital Entertainment Ltd. (India) II-112 10. GLOBAL MARKET PERSPECTIVE II-113 Table 24: World Recent Past, Current & Future Analysis for Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Revenue in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) II-113 Table 25: World Historic Review for Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) II-114 Table 26: World 15-Year Perspective for Wireless Gaming by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Japan, Europe, and Rest of World Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) II-115 Table 27: World Recent Past, Current & Future Analysis for Message Based Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Revenue in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) II-116 Table 28: World Historic Review for Message based Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) II-117 Global Wireless Gaming Industry (From Slideshare) Page 11/22
  • 12. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Table 29: World 15-Year Perspective for Message based Wireless Gaming by Geographic Region/ Country - Percentage Breakdown of Dollar Sales for US, Japan, Europe, and Rest of World Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) II-118 Table 30: World Recent Past, Current & Future Analysis for Browser/Web Based Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Revenue in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) II-119 Table 31: World Historic Review for Browser/Web based Wireless Gaming by Geographic Region/ Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) II-120 Table 32: World 15-Year Perspective for Browser/ Web based Wireless Gaming by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Japan, Europe, and Rest of World Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) II-121 Table 33: World Recent Past, Current & Future Analysis for Downloadable Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Revenue in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) II-122 Table 34: World Historic Review for Downloadable Wireless Gaming by Geographic Region/Country - US, Japan, Europe, and Rest of World Markets Independently Analyzed with Annual Sales Figures in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) II-123 Table 35: World 15-Year Perspective for Downloadable Wireless Gaming by Geographic Region/Country - Percentage Breakdown of Dollar Sales for US, Japan, Europe, and Rest of World Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) II-124 III. MARKET 1. THE UNITED STATES III-1 A.Market Analysis III-1 Current & Future Analysis III-1 Global Wireless Gaming Industry (From Slideshare) Page 12/22
  • 13. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Gaming Rapidly Gaining Popularity in the US III-1 Women - Valuable Customers III-1 Upsurge in Mobile Game Downloads III-2 Product Launches and Innovations III-2 Strategic Corporate Developments III-22 Key Players III-29 B.Market Analytics III-33 Table 36: US Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-33 Table 37: US Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-34 Table 38: US 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-35 2. JAPAN III-36 A.Market Analysis III-36 Current & Future Analysis III-36 Growing Preference for Online Entertainment Market III-36 Wireless Games - A Mature Market in Japan III-36 Product Launches and Innovations III-36 Strategic Corporate Developments III-38 Key Players III-42 B.Market Analytics III-43 Table 39: Japanese Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-43 Table 40: Japanese Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Global Wireless Gaming Industry (From Slideshare) Page 13/22
  • 14. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Graph/Chart) III-44 Table 41: Japanese 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-45 3. EUROPE III-46 A.Market Analysis III-46 Current & Future Analysis III-46 Wireless Gaming Market - On Growth Path III-46 B.Market Analytics III-47 Table 42: European Recent Past, Current and Future Analysis for Wireless Gaming by Geographic Region/Country - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-47 Table 43: European Historic Review for Wireless Gaming by Geographic Region/Country - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-48 Table 44: European 15-Year Perspective for Wireless Gaming by Geographic Region/ Country - Percentage Share Breakdown of Revenue for France, Germany, Italy, UK, Spain, Russia, and Rest of Europe Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-49 Table 45: European Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/ Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-50 Table 46: European Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-51 Table 47: European 15-Year Perspective for Wireless Gaming Market by Segment - Percentage Share Breakdown of Revenue Global Wireless Gaming Industry (From Slideshare) Page 14/22
  • 15. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-52 3a. FRANCE III-53 A.Market Analysis III-53 Wireless Gaming Market III-53 Product Launches and Innovations III-53 Key Player III-57 B.Market Analytics III-58 Table 48: French Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-58 Table 49: French Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-59 Table 50: French 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-60 3b. GERMANY III-61 A.Market Analysis III-61 Excellent Scope for Mobile Gaming III-61 Product Launches and Innovations III-61 Strategic Corporate Developments III-62 Key Players III-63 B.Market Analytics III-64 Table 51: German Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-64 Table 52: German Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Global Wireless Gaming Industry (From Slideshare) Page 15/22
  • 16. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-65 Table 53: German 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-66 3c. ITALY III-67 Market Analysis III-67 Table 54: Italian Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/ Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-67 Table 55: Italian Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-68 Table 56: Italian 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-69 3d. THE UNITED KINGDOM III-70 A.Market Analysis III-70 Current & Future Analysis III-70 A Potential Mobile Gaming Market III-70 Wireless Games Propel Growth in Gaming Market III-70 Smartphones - The Medium of Choice for Wireless Gamers in the Nation III-70 Increasing Share of Pay-and-Use Mobile Phone Gamers III-70 Console Manufacturers Enter Mobile Gaming Space III-71 Product Launches and Innovations III-71 Strategic Corporate Developments III-72 Key Players III-73 B.Market Analytics III-74 Table 57: United Kingdom Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Global Wireless Gaming Industry (From Slideshare) Page 16/22
  • 17. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-74 Table 58: United Kingdom Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-75 Table 59: United Kingdom 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-76 3e. SPAIN III-77 Market Analysis III-77 Table 60: Spanish Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-77 Table 61: Spanish Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-78 Table 62: Spanish 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-79 3f. RUSSIA III-80 A.Market Analysis III-80 Mobile Gaming Market III-80 B.Market Analytics III-81 Table 63: Russian Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Global Wireless Gaming Industry (From Slideshare) Page 17/22
  • 18. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-81 Table 64: Russian Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-82 Table 65: Russian 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-83 3g. REST OF EUROPE III-84 A.Market Analysis III-84 Product Launches and Innovations III-84 Strategic Corporate Developments III-85 B.Market Analytics III-86 Table 66: Rest of Europe Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-86 Table 67: Rest of Europe Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-87 Table 68: Rest of Europe 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-88 4. REST OF WORLD III-89 A.Market Analysis III-89 Current & Future Analysis III-89 Mobile Gaming Poised for Excellent Growth in Asian Market III-89 Message Based Games in Asia-Pacific - A Snapshot III-89 Focus on Select Markets III-89 Global Wireless Gaming Industry (From Slideshare) Page 18/22
  • 19. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! China III-89 Technology Drives Chinese Mobile Gaming Market III-89 Table 69: Chinese Wireless Gaming Market (2011): Percentage Share Breakdown of Revenue by Leading Players (includes corresponding Graph/Chart) III-90 India III-90 Overview III-90 Spreading Awareness - Key to Success III-91 South Korea III-91 One of the Major Global Markets III-91 Korean Mobile Gaming Market - Poised for Significant Growth III-92 Government Clampdown on Video Games Fail to Deter Wireless Games Segment III-92 Competition III-92 Regional Market Players Look to Overseas Markets III-93 Table 70: Mobile Gaming Market in Korea (2012): Percentage Share Breakdown of Revenue by Leading Players (includes corresponding Graph/Chart) III-93 Product Launches and Innovations III-94 Strategic Corporate Developments III-100 Key Players III-105 B.Market Analytics III-107 Table 71: Rest of World Recent Past, Current and Future Analysis for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/ Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2010 through 2018 (includes corresponding Graph/Chart) III-107 Table 72: Rest of World Historic Review for Wireless Gaming by Segment - Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets Independently Analyzed with Annual Revenues in US$ Million for Years 2004 through 2009 (includes corresponding Graph/Chart) III-108 Table 73: Rest of World 15-Year Perspective for Wireless Gaming by Segment - Percentage Share Breakdown of Revenue for Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming and Downloadable Wireless Gaming Markets for Years 2004, 2012, and 2018 (includes corresponding Graph/Chart) III-109 IV. COMPETITIVE LANDSCAPE Total Companies Profiled: 90 (including Divisions/Subsidiaries - 99) Global Wireless Gaming Industry (From Slideshare) Page 19/22
  • 20. Find Industry reports, Company profiles ReportLinker and Market Statistics >> Get this Report Now by email! The United States (48) Japan (8) Europe (27) - France (2) - Germany (9) - The United Kingdom (8) - Rest of Europe (8) Asia-Pacific (Excluding Japan) (15) Middle-East (1) Global Wireless Gaming Industry (From Slideshare) Page 20/22
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