SlideShare ist ein Scribd-Unternehmen logo
1 von 7
Downloaden Sie, um offline zu lesen
Social Local Mobile (SoLoMo) Game-Play
    Behavior in Free2Play, Virtual Goods & Hybrid
    Ecosystem
    http://mindcommerce.com/Publications/SoLoMoGamingB
    ehavior.php

    Published: Dec 2012 Pages: 46

    Single User: $995.00 Company Wide: $2,995.00 Team License: $1,865.00

                   Contact: Kabir@mindcommerce.com




    From local search to location gaming SoLoMo (Social Local and Mobile) is becoming
    powerful force with big implications for many applications and gaming in certainly no
    exception. SoLoMo gaming has passed the honeymoon phase and is revitalizing the
    mobile gaming ecosystem resulting a huge disruptions for certain existing players. A
    few key technology developments are driving this disruption including LTE, smartphone,
    tablet device, HTML5, and the Cloud.

    Based on surveys among mobile social gamer, location gamer, and emerging eco-
    system players, Mind Commerce releases this research focusing on SoLoMo game-play
    behavior. This report is must reading for anyone with a vested interest in the mobile
    gaming industry or considering a market entry strategy. This research is also critical for
    any company in the social and/or location-based mobile application space as SoLoMo
    gaming is poised to become a significant source of revenue throughout the value chain
    for players who identify, understand, and capitalize upon these trends.

    Target Audience:
   Social media companies
   Mobile network operators
   Mobile application developers
   Location-based service developers
   Gaming industry companies of all types




    Report Benefits:
   Learn how “Consumption – Engagement – Interaction” based model will manifest in
    SoLoMo gaming platform
   Identify the SoLoMo gamer base and regional split vs. split over device platform
    payment stream and engagement 2013 - 2018.
   Learn who among existing vs. emerging market players will succeed
   Identify SoLoMo gamer perceptions, spending patterns, and the industry
    scope/attributes of ad monetization
   Learn the psychological predisposition, demographic classification, and market factors
    driving game-play, spending, and revenue opportunities
   Learn how SoLoMo gaming will adopt new market technology as well as anticipated
    gamer actions, new payment modes, and disruptive innovation over the next 5 years

    Table of Contents:

    1.0 EXECUTIVE SUMMARY 8
    2.0 CHANGING “CONSUMPTION-ENGAGEMENT-INTERACTION” ECO-SYSTEM METRICS
    AND SOLOMO & LOCATION GAMER ROLE 10
    3.0 SOLOMO & LOCATION GAMER PROJECTION 12
    3.1 WORLDWIDE SOLOMO & LOCATION GAMER (CORE + SHIFTED) PROJECTION 2012
    – 2018 12
    3.2 % OF SOLOMO & LOCATION GAMER AMONG TOTAL MOBILE GAMER 2012-2018 12
    3.3 CORE VS. SHIFTED GAMER % AMONG TOTAL SOLOMO GAMER 2012-2018 13
    3.4 MOBILE SOCIAL GAMER % SHIFTING TREND TO SOLOMO & LOCATION GAMER
    2012-2018 14
    3.5 SOLOMO & LOCATION GAMER PREDICTION IN REGIONS 14
    3.6 TOP 10 SOLOMO & LOCATION GAMER COUNTRIES 15
    3.7 CASUAL VS. REGULAR SOLOMO & LOCATION GAMER % 2013 – 2018 15
    3.8 MICRO TRANSACTION / VIRTUAL GOODS GAMER % : SOLOMO & LOCATION
    GAMER VS. WORLDWIDE MOBILE GAMER 2013 – 2018 16
    3.9 SMARTPHONE VS. TABLET DEVICE VS. FEATURED PHONE GAMER % 2013 -2018 16
    3.10 ADULT VS. TEEN RATIO AMONG TOTAL TABLET DEVICE GAMER UNDER SOLOMO &
    LOCATION GAMER 2013-2018 17
    3.11 DAU VS. MAU AMONG SMARTPHONE VS. TABLET DEVICE GAMER IN SOLOMO &
    LOCATION PLATFORM 17
    4.0 REVENUE TREND IN SOLOMO & LOCATION GAMING PLATFORM 18
    4.1 REVENUE GENERATING % BY SMARTPHONE VS. TABLET DEVICE VS. FEATURED
    PHONE CATEGORY 2013-2018 18
4.2 SOLOMO & LOCATION GAMING ARPU TREND 2013-2018 18
4.3 REVENUE GENERATING RATIO AGAINST % OF TOTAL MICRO TRANSACTION IN
DIFFERENT EXPENDITURE RANGE 19
4.4 REVENUE CONTRIBUTION % BY VIRTUAL GOODS ONLY VS. HYBRID GAME 2013-
2018 19
5.0 SPENDING BEHAVIOR OF SOLOMO & LOCATION GAMER 20
5.1 GAMER SPENDING % AMONG TOTAL SOLOMO & LOCATION GAMING REVENUE
2013 -2018 20
5.2 GAMER SPENDING PORTION SPLIT OVER DIFFERENT CATEGORY OF REVENUE
SOURCES 2013-2018 20
5.3 VIRTUAL GOODS CATEGORY: SOLOMO & LOCATION GAMERS SPENDING PORTION
21
5.4 MOBILE APP GAMER VS. SOLOMO & LOCATION GAMER: EITHER MAKE IN-APP
PURCHASE OR UPGRADE FREE TO PAID VERSION 21
5.5 SOLOMO & LOCATION GAMER SPENDING PREFERENCE OVER PAID VS. VIRTUAL
GOODS GAME 22
5.6 SOLOMO & LOCATION GAMERS AGE BRACKET WISE SPENDING HABIT ON
TRADING VIRTUAL GOODS 22
5.7 MALE VS. FEMALE YEARLY SPENDING ON VIRTUAL GOODS WHILE PLAYING CASUAL
GAME VS. MMG & REGULAR GAME IN SOLOMO & LOCATION PLATFORM 23
6.0 GENRE PREFERENCE OF SOLOMO & LOCATION GAMER 24
6.1 TOP PREFERRED SOLOMO & LOCATION GAMING GENRE 24
6.2 SOLOMO & LOCATION GAME REACH VS. GAME PLAY ENGAGEMENT % BY POPULAR
GENRE 24
6.3 MALE VS. FEMALE SOLOMO & LOCATION GAME GENRE PREFERENCE 25
7.0 GAMER PSYCHOLOGY AND SOLOMO & LOCATION GAMING TREND 26
7.1 FREE2PLAY / VIRTUAL GOODS VS. PAID / FREEMIUM VS. HYBRID GAME
PREFERENCE % 2013 – 2018 26
7.2 MOBILE VS. TABLET DEVICE PREFERENCE OF SOLOMO & LOCATION GAMER UNDER
DIFFERENT AGE BRACKET 26
7.3 MOBILE VS. TABLET DEVICE OWNERS SOLOMO & LOCATION GAMING PREFERENCE
2013-2018 27
7.4 SOLOMO & LOCATION GAMER PREFERENCE OVER IOS VS. ANDROID VS. OTHER OS
PLATFORM 27
7.5 MOBILE VS. TABLET DEVICE: % OF DEVICE TIME SPENT ON SOLOMO & LOCATION
GAMING (EXCEPT VOICE / SOCIAL MEDIA TIME) 28
7.6 TIME SPEND VS. SESSION OF SOLOMO & LOCATION GAMER DURING DAY PART 28
7.7 OTI VS. OTA DOWNLOAD TREND OF SOLOMO & LOCATION GAME 2012-2018 29
7.8 REAL LIFE CASH SPEND TREND ON VIRTUAL GOODS 29
7.9 SOLOMO & LOCATIVE GAME PLAY LOCATION 30
7.10 GAME PLAY LOCATION INSIDE HOME 30
8.0 FACTORS AFFECTING SOLOMO & LOCATION GAMER ENGAGEMENT 31
8.1 REASON FOR PLAYING SOLOMO & LOCATION GAME 31
8.2   FACTORS INFLUENCING POSITIVE SOLOMO & LOCATION GAME PLAY 31
8.3   BENEFIT EXPERIENCED FROM SOLOMO & LOCATION GAME PLAY 32
8.4   VIRALITY / COMMUNITY FACTORS INFLUENCE SOLOMO & LOCATION GAME PLAY 32
8.5   IPHONE VS. ANDROID VS. OTHER PLATFORM WISE HOURS SPENT & % OF
DEDICATION ON SOLOMO & LOCATION GAMING 33
8.6 GAME FEATURES THAT INFLUENCE SOLOMO & LOCATION GAMER RECOMMENDING
TO OTHERS 33
9.0 DEMOGRAPHY ANALYSIS OF SOLOMO & LOCATION GAMER 34
9.1   MALE VS. FEMALE SOLOMO & LOCATION GAMER 34
9.2   AGE BRACKET WISE MALE VS. FEMALE RATIO 34
9.3   MALE VS. FEMALE: AVERAGE SOLOMO & LOCATION GAMERS AGE 35
9.4   AVERAGE INCOME VS. % OF SOLOMO & LOCATION GAMER 35
9.5 SOLOMO & LOCATION GAMER VS. TRADITIONAL MOBILE GAMER % UNDER
DIFFERENT AGE BRACKET 36
9.6 AVERAGE AGE OF SOLOMO & LOCATION GAMER VS. MOBILE TRADITIONAL GAMER
36
9.7 MALE VS. FEMALE REAL LIFE CASH SPENDING ON VIRTUAL GOODS IN SOLOMO &
LOCATION GAMING 37
10.0 IN-GAME AD MONETIZATION IN SOLOMO & LOCATION GAMING PLATFORM AND
LOYALTY ISSUES 38
10.1 GAME VS. OTHER APPS WISE AD IMPRESSION % 1Q 2011 – 3Q 2012 TRACKING
38
10.2 BRANDED GAMES VS. LOCATION TRAILED IN-GAME AD VS. BRANDED VIRTUAL
GOODS % 2012 – 2018 38
10.3 GAMERS PREFERENCE OVER BRANDED GAME VS. IN-GAME ADS VS. BRANDED
VIRTUAL GOODS 2012-2018 39
10.4 BIG BRAND VS. SMBS PREFERENCE OVER BRANDED GAME VS. LOCATION
TRAILED IN-GAME AD VS. BRANDED VIRTUAL GOODS 2012 - 2018 40
10.5 LOCATION TRAILED IN-GAME ADS: IMPRESSIONS VS. CTR VS. REPEAT 40
10.6 SOCIAL ADS IN COMMUNITY / CASINO CLUB BASED GAME 2013 – 2018 40
11.0 ADOPTION TREND IN SOLOMO & LOCATION GAMING PLATFORM 41
11.1 SOLOMO & LOCATION GAMING % IN TOTAL MOBILE GAMING 2013 – 2018 41
11.2 PROFITABLE VS. NON-PROFITABLE SOLOMO & LOCATION GAMING 2013 – 2018
41
11.3 SINGLE VS. MULTIPLE DEVICE PLATFORM GAME-PLAY TREND 2013 – 2018 42
11.4 SINGLE VS. MULTIPLE PLATFORM GAME DISTRIBUTION 2013 – 2018 42
11.5 BRANDED VS. NON-BRAND GAME / VIRTUAL GOODS TREND 2013 – 2018 43
11.6 GPS ADOPTION PREDICTION IN GAMING DEVICE 2013 – 2018 43
11.7 HYPER LOCAL VS. GAMIFICATION TECHNIQUE ADOPTION IN SOLOMO &
LOCATION GAME 2013 – 2018 44
11.8 COMMUNITY / CASINO CLUB GAMING VS. IN-GAME MONEY GAMBLING TREND
2013 – 2018 44
11.9 HMTL5 VS. CLOUD PUBLISHING TREND 2013 – 2018 45
11.10 BANNER AD VS. BRANDED GAMING / VIRTUAL GOODS MODEL TREND 2013 -
2018 45
11.11 NFC CHIP WITH DEVICE VS. NFC PAYMENT WITH SOLOMO & LOCATION GAME
ADOPTION 2018 46
11.12 AUGMENTED UTILITY VS. RFID VS. LIFE LOGGING PLATFORM VS. MASS SOCIAL
EXPERIENCE ADOPTION 2018 46

Illustrations

Figure 1: “Consumption-Engagement-Interaction” Metrics & Identified Task Behavior in
SoLoMo & Location Gaming Eco-System 11
Figure 2: YOY SoLoMo & Location Gamer (core + shifted) 2012-2018 12
Figure 3: YOY % of SoLoMo & Location Gamer among Total Mobile Gamer 2012-2018
13
Figure 4: YOY Core vs. Shifted SoLoMo Gamer % 2012-2018 13
Figure 5: YOY % of Mobile Social Gamer will be shifting to SoLoMo & Location Gamer
2012-2018 14
Figure 6: SoLoMo & Location Gamer Split in Regions by % 14
Figure 7: % of SoLoMo & location gamer holding by Top 10 Countries 15
Figure 8: Casual vs. Regular Gamer % among total SoLoMo & Location Gamer 2013-
2018 15
Figure 9: Micro Transaction/Virtual Goods Gamer % in SoLoMo & Location Gamer vs.
Worldwide Mobile Gamer 2013 -2018 16
Figure 10: % of SoLoMo & Location Gamer on Smarpthone vs. Tablet Device vs.
Featured Phone Platform 2013-2018 16
Figure 11: Total Tablet Device Gamer Split in Adult vs. Teen under SoLoMo & Location
Gamer 2013-2018 17
Figure 12: Smartphone vs. Tablet SoLoMo & Location Gamer DAU vs. MAU ratio 17
Figure 13: Smartphone vs. Tablet Device vs. Featured Phone category wise revenue
generating % 2013-2018 18
Figure 14: SoLoMo & Location Gaming ARPU in US $ 2013 – 2018 18
Figure 15: Micro Transaction % Split in different expenditure range vs. Revenue
generating ratio 19
Figure 16: Virtual Goods only vs. Hybrid Games revenue contribution ratio 2013-2018
19
Figure 17: Gamer spending ratio in SoLoMo & Location Gaming Revenue 2013-2018 20
Figure 18: Split of Gamer Spending Portion on Categories of Revenue Sources 2013 -
2018 20
Figure 19: SoLoMo & Location Gamers Spending % on Different Virtual Goods Category
21
Figure 20: SoLoMo & Location Gamer vs. App Gamer % either make in-app purchase or
upgrade free to paid version 21
Figure 21: Spending Preference of SoLoMo & Location Gamer on Paid vs. Virtual Goods
game 22
Figure 22: Age Bracket Wise SoLoMo & Location Gamers Virtual Goods Spending Habit
22
Figure 23: Male vs. Females Yearly Spending on Virtual Goods while Playing MMG &
Regular vs. Casual Game 23
Figure 24: % of SoLoMo & Location Gamer Prefer Different Genre 24
Figure 25: Reach vs. Game Play Engagement % by Popular SoLoMo & Location Game
Genre 24
Figure 26: Male vs. Female SoLoMo & Location Game Genre Preference list 25
Figure 27: % SoLoMo & Location Gamer Prefer F2P, Paid, Freemium or Hybrid Gaming
2013-2018 26
Figure 28: Age Bracket wise % of SoLoMo & Location gamer prefer Mobile vs. Tablet
Device 26
Figure 29: % of Mobile vs. Tablet Device owner prefer SoLoMo & Location Gaming
2013-2018 27
Figure 30: % of SoLoMo & Location gamer prefer iOS vs. Android vs. Other Platform 27
Figure 31: % Device time of SoLoMo & Location Gamer spent Gaming by Mobile vs.
Tablet Device (except voice / social media time) 28
Figure 32: Time Spend % vs. Sessions of SoLoMo Gamers during different time slot of a
day 28
Figure 33: OTI vs. OTA download trend of SoLoMo & Location Game 2012-2018 29
Figure 34: % of SoLoMo & Location Gamer Prefer Real Life Cash spending on Virtual
Goods 29
Figure 35: % of total Time spend on different Game Play Location 30
Figure 36: % of SoLoMo & Location Home Gamer Spend time on different location
inside home 30
Figure 37: Why SoLoMo & Location Gamer Play 31
Figure 38: Factors that influence positive SoLoMo & Location Game Play 31
Figure 39: % of Benefit Experienced from SoLoMo & Location Game Play 32
Figure 40: % of Influence Weight among Virality / community medium to SoLoMo &
Location Game Play 32
Figure 41: Hour Spent & % of Dedication on SoLoMo & Location Gaming by iPhone vs.
Android vs. Other Platform 33
Figure 42: % of SoLoMo & Location gamers recommendation based on game features
33
Figure 43: % of SoLoMo & Location Gamer is Male or Female 34
Figure 44: Male vs. Female % under Different Age bracket 34
Figure 45: Average age of SoLoMo gamers by Male vs. Female 35
Figure 46: Average Income of SoLoMo Gamer vs. % distribution among Income Bracket
35
Figure 47: Age bracket wise % of SoLoMo & Location Gamer vs. Mobile Traditional
gamer 36
Figure 48: Average Gamers Age of SoLoMo & Location vs. Mobile Traditional 36
Figure 49: % of Male vs. Female spends real life money on virtual goods on SoLoMo &
Location gaming 37
Figure 50: Ad Impression % of Games vs. Other Apps: tracking 2011 - 2012 38
Figure 51: % Branded Games vs. Location Trailed In-Game Banner Ad vs. Branded
Virtual Goods among total SoLoMo Game 2012 – 2018 38
Figure 52: % of SoLoMo & Location Gamer prefer Branded Game or In-Game Ads or
Branded Virtual Goods 2012-2018 39
Figure 53: % of Big Brand vs. SMBs Prefer Branded Game vs. Location Trailed In-Game
Ad vs. Branded Virtual Goods 2012 - 2018 40
Figure 54: Sure Success vs. Repeat % of location trailed ad impressions and CTR 40
Figure 55: Social Success vs. Repeat success % of Ads in Community / Casino Club
Bases SoLoMo Games 40
Figure 56: % of SoLoMo & Location game among total mobile game 2013 – 2018 41
Figure 57: Profitable vs. Non Profitable SoLoMo & Location game ratio 2013-2018 41
Figure 58: Single Device vs. Multiple Device Gaming Trend % 2013 2018 42
Figure 59: Single vs. Multiple Platform SoLoMo & Location Game Distribution 2013 –
2018 42
Figure 60: Branded vs. Non-Branded SoLoMo & Location game & Virtual Goods % 2013
– 2018 43
Figure 61: GPS adoption % in Gaming Device 2013-2018 43
Figure 62: Hyper Local vs. Gamification adoption % in SoLoMo & Location game 2013 -
2018 44
Figure 63: % of Casino Club vs. money gambling trend 2013 - 2018 44
Figure 64: HTML5 vs. Cloud Gaming % in total SoLoMo & Location gaming 2013-2018
45
Figure 65: Banner Ad vs. Branded Game/Virtual Goods trend 2013 – 2018 45
Figure 66: % of NFC chip vs. payment adoption prediction 2018 46
Figure 67: % of Augmented Utility vs. RFID vs. Life Logging Platform vs. Mass Social
Experience Adoption by 2018 46

Weitere ähnliche Inhalte

Was ist angesagt?

Facebook vs non facebook social network gaming 2013 - 2018
Facebook vs non facebook social network gaming 2013 - 2018Facebook vs non facebook social network gaming 2013 - 2018
Facebook vs non facebook social network gaming 2013 - 2018Kabir Ahmad
 
Newzoo Global Games Market Report 2017
Newzoo Global Games Market Report 2017 Newzoo Global Games Market Report 2017
Newzoo Global Games Market Report 2017 Newzoo
 
TheMobileGamer Full intro
TheMobileGamer Full introTheMobileGamer Full intro
TheMobileGamer Full introMuara Sipahutar
 
Ending strategysummary2
Ending strategysummary2Ending strategysummary2
Ending strategysummary2mjmayer
 
Ending strategysummary
Ending strategysummaryEnding strategysummary
Ending strategysummarymjmayer
 
2012 Digital Predictions
2012 Digital Predictions2012 Digital Predictions
2012 Digital PredictionsSoap Creative
 
Ingram roblox marketing plan
Ingram roblox marketing plan  Ingram roblox marketing plan
Ingram roblox marketing plan AvantaeIngram
 
COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES ramal699
 
Gaming Update London Games Conference
Gaming Update London Games ConferenceGaming Update London Games Conference
Gaming Update London Games ConferenceAdvance A/S
 
Offer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in FocusOffer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in FocusAffiliate Summit
 
Akamon launches bingo rider, its first game for mobile devices
Akamon launches bingo rider, its first game for mobile devicesAkamon launches bingo rider, its first game for mobile devices
Akamon launches bingo rider, its first game for mobile devicesAkamon Entertainment
 
Game Face Gaming Introduction
Game Face Gaming IntroductionGame Face Gaming Introduction
Game Face Gaming Introductionbluchip
 
In Game Advertising
In Game AdvertisingIn Game Advertising
In Game AdvertisingStephen Dann
 
soZZial Investor presentation
soZZial Investor presentationsoZZial Investor presentation
soZZial Investor presentationIlya Roitman
 
Carat's 10 trends for 2020
Carat's 10 trends for 2020Carat's 10 trends for 2020
Carat's 10 trends for 2020dentsu
 
Zynga Strategic Insights Report And Valuation Primer - MidasLP.com
Zynga Strategic Insights Report And Valuation Primer - MidasLP.comZynga Strategic Insights Report And Valuation Primer - MidasLP.com
Zynga Strategic Insights Report And Valuation Primer - MidasLP.comF. Steven Ogunro
 

Was ist angesagt? (20)

Facebook vs non facebook social network gaming 2013 - 2018
Facebook vs non facebook social network gaming 2013 - 2018Facebook vs non facebook social network gaming 2013 - 2018
Facebook vs non facebook social network gaming 2013 - 2018
 
Newzoo Global Games Market Report 2017
Newzoo Global Games Market Report 2017 Newzoo Global Games Market Report 2017
Newzoo Global Games Market Report 2017
 
TheMobileGamer Full intro
TheMobileGamer Full introTheMobileGamer Full intro
TheMobileGamer Full intro
 
Ending strategysummary2
Ending strategysummary2Ending strategysummary2
Ending strategysummary2
 
Ending strategysummary
Ending strategysummaryEnding strategysummary
Ending strategysummary
 
2012 Digital Predictions
2012 Digital Predictions2012 Digital Predictions
2012 Digital Predictions
 
In-Game Advertising
In-Game AdvertisingIn-Game Advertising
In-Game Advertising
 
Ingram roblox marketing plan
Ingram roblox marketing plan  Ingram roblox marketing plan
Ingram roblox marketing plan
 
COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES
 
Gaming Update London Games Conference
Gaming Update London Games ConferenceGaming Update London Games Conference
Gaming Update London Games Conference
 
Offer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in FocusOffer Real Entertainment! Browser and Mobile Games in Focus
Offer Real Entertainment! Browser and Mobile Games in Focus
 
Mobile Commerce Outlook 2013
Mobile Commerce Outlook 2013Mobile Commerce Outlook 2013
Mobile Commerce Outlook 2013
 
Global game industry outlook 2012-2016
Global game industry outlook 2012-2016Global game industry outlook 2012-2016
Global game industry outlook 2012-2016
 
Akamon launches bingo rider, its first game for mobile devices
Akamon launches bingo rider, its first game for mobile devicesAkamon launches bingo rider, its first game for mobile devices
Akamon launches bingo rider, its first game for mobile devices
 
Game Face Gaming Introduction
Game Face Gaming IntroductionGame Face Gaming Introduction
Game Face Gaming Introduction
 
Gaming industry
Gaming industryGaming industry
Gaming industry
 
In Game Advertising
In Game AdvertisingIn Game Advertising
In Game Advertising
 
soZZial Investor presentation
soZZial Investor presentationsoZZial Investor presentation
soZZial Investor presentation
 
Carat's 10 trends for 2020
Carat's 10 trends for 2020Carat's 10 trends for 2020
Carat's 10 trends for 2020
 
Zynga Strategic Insights Report And Valuation Primer - MidasLP.com
Zynga Strategic Insights Report And Valuation Primer - MidasLP.comZynga Strategic Insights Report And Valuation Primer - MidasLP.com
Zynga Strategic Insights Report And Valuation Primer - MidasLP.com
 

Andere mochten auch

Webinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alphaWebinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alphaKabir Ahmad
 
Mobile Social Gamification & Gamification Y
Mobile Social Gamification & Gamification YMobile Social Gamification & Gamification Y
Mobile Social Gamification & Gamification YKabir Ahmad
 
Sociale Medier - #Delellerdø
Sociale Medier - #DelellerdøSociale Medier - #Delellerdø
Sociale Medier - #DelellerdøOxygen
 
Mobile OS comparative analysis and forecast 2013 2018
Mobile OS comparative analysis and forecast 2013   2018Mobile OS comparative analysis and forecast 2013   2018
Mobile OS comparative analysis and forecast 2013 2018Kabir Ahmad
 
Sådan bygger du en digital strategi
Sådan bygger du en digital strategiSådan bygger du en digital strategi
Sådan bygger du en digital strategiPeytz & Co
 

Andere mochten auch (6)

Webinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alphaWebinar on digital gaming market & investment trend with insight alpha
Webinar on digital gaming market & investment trend with insight alpha
 
Mobile Social Gamification & Gamification Y
Mobile Social Gamification & Gamification YMobile Social Gamification & Gamification Y
Mobile Social Gamification & Gamification Y
 
Sociale Medier - #Delellerdø
Sociale Medier - #DelellerdøSociale Medier - #Delellerdø
Sociale Medier - #Delellerdø
 
Mobile OS comparative analysis and forecast 2013 2018
Mobile OS comparative analysis and forecast 2013   2018Mobile OS comparative analysis and forecast 2013   2018
Mobile OS comparative analysis and forecast 2013 2018
 
Sådan bygger du en digital strategi
Sådan bygger du en digital strategiSådan bygger du en digital strategi
Sådan bygger du en digital strategi
 
En guide til SoMe-strategien
En guide til SoMe-strategienEn guide til SoMe-strategien
En guide til SoMe-strategien
 

Ähnlich wie SoLoMo & Location game play behavior in free2play, virtual goods & hybrid eco-system

Marketaark social local mobile (so lomo) game-play behavior in free2play, ...
Marketaark    social local mobile (so lomo) game-play behavior in free2play, ...Marketaark    social local mobile (so lomo) game-play behavior in free2play, ...
Marketaark social local mobile (so lomo) game-play behavior in free2play, ...Neel Terde
 
Mobile social gaming market guide
Mobile social gaming market guideMobile social gaming market guide
Mobile social gaming market guideSoko Media
 
Web Wed Massive
Web Wed MassiveWeb Wed Massive
Web Wed Massivewlsg2020
 
Tracxn - Top Business Models - Mobile - Dec 2021
Tracxn - Top Business Models - Mobile - Dec 2021Tracxn - Top Business Models - Mobile - Dec 2021
Tracxn - Top Business Models - Mobile - Dec 2021Tracxn
 
Product Brochure: Global Digital Gaming Market 2019
Product Brochure: Global Digital Gaming Market 2019Product Brochure: Global Digital Gaming Market 2019
Product Brochure: Global Digital Gaming Market 2019yStats.com
 
Breaking old rules a social games company codex - Bitspiration, Cracow 2012
Breaking old rulesa social games company codex - Bitspiration, Cracow 2012Breaking old rulesa social games company codex - Bitspiration, Cracow 2012
Breaking old rules a social games company codex - Bitspiration, Cracow 2012Can't Stop Games
 
Tracxn - Top Business Models - Mobile - Sep 2021
Tracxn - Top Business Models - Mobile - Sep 2021Tracxn - Top Business Models - Mobile - Sep 2021
Tracxn - Top Business Models - Mobile - Sep 2021Tracxn
 
20122 sony playstation sony playstation vita mobile console vs cellphonebased...
20122 sony playstation sony playstation vita mobile console vs cellphonebased...20122 sony playstation sony playstation vita mobile console vs cellphonebased...
20122 sony playstation sony playstation vita mobile console vs cellphonebased...Neel Terde
 
Next Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo Nakayama
Next Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo NakayamaNext Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo Nakayama
Next Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo NakayamaJessica Tams
 
Winning the Game
Winning the GameWinning the Game
Winning the GameEricsson
 
[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해
[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해
[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해lswcap
 
Tracxn - Mobile - Top Business Models - Jun 2021
Tracxn - Mobile - Top Business Models - Jun 2021Tracxn - Mobile - Top Business Models - Jun 2021
Tracxn - Mobile - Top Business Models - Jun 2021Tracxn
 
State of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikState of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikJessica Tams
 
Data & trends 2014 the digital games industry in review joost van dreunen
Data & trends 2014 the digital games industry in review   joost van dreunenData & trends 2014 the digital games industry in review   joost van dreunen
Data & trends 2014 the digital games industry in review joost van dreunenMary Chan
 
Digitization in game industry act2: the cloud
Digitization in game industry act2: the cloudDigitization in game industry act2: the cloud
Digitization in game industry act2: the cloudIcônes Ecoles Créatives
 

Ähnlich wie SoLoMo & Location game play behavior in free2play, virtual goods & hybrid eco-system (20)

Mobile gaming,trends and potentials
Mobile gaming,trends and potentialsMobile gaming,trends and potentials
Mobile gaming,trends and potentials
 
Mobile gaming, trends and potentials
Mobile gaming, trends and potentialsMobile gaming, trends and potentials
Mobile gaming, trends and potentials
 
Marketaark social local mobile (so lomo) game-play behavior in free2play, ...
Marketaark    social local mobile (so lomo) game-play behavior in free2play, ...Marketaark    social local mobile (so lomo) game-play behavior in free2play, ...
Marketaark social local mobile (so lomo) game-play behavior in free2play, ...
 
Mobile social gaming market guide
Mobile social gaming market guideMobile social gaming market guide
Mobile social gaming market guide
 
Web Wed Massive
Web Wed MassiveWeb Wed Massive
Web Wed Massive
 
Why play mobile casinos?
Why play mobile casinos?Why play mobile casinos?
Why play mobile casinos?
 
EGR - Robert
EGR - RobertEGR - Robert
EGR - Robert
 
Tracxn - Top Business Models - Mobile - Dec 2021
Tracxn - Top Business Models - Mobile - Dec 2021Tracxn - Top Business Models - Mobile - Dec 2021
Tracxn - Top Business Models - Mobile - Dec 2021
 
Product Brochure: Global Digital Gaming Market 2019
Product Brochure: Global Digital Gaming Market 2019Product Brochure: Global Digital Gaming Market 2019
Product Brochure: Global Digital Gaming Market 2019
 
Breaking old rules a social games company codex - Bitspiration, Cracow 2012
Breaking old rulesa social games company codex - Bitspiration, Cracow 2012Breaking old rulesa social games company codex - Bitspiration, Cracow 2012
Breaking old rules a social games company codex - Bitspiration, Cracow 2012
 
Tracxn - Top Business Models - Mobile - Sep 2021
Tracxn - Top Business Models - Mobile - Sep 2021Tracxn - Top Business Models - Mobile - Sep 2021
Tracxn - Top Business Models - Mobile - Sep 2021
 
20122 sony playstation sony playstation vita mobile console vs cellphonebased...
20122 sony playstation sony playstation vita mobile console vs cellphonebased...20122 sony playstation sony playstation vita mobile console vs cellphonebased...
20122 sony playstation sony playstation vita mobile console vs cellphonebased...
 
Next Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo Nakayama
Next Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo NakayamaNext Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo Nakayama
Next Two Waves for Mobile – Mobile Game Ads & Mobile VR | Atsuo Nakayama
 
Winning the Game
Winning the GameWinning the Game
Winning the Game
 
[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해
[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해
[태블릿코드] 모바일 게임 개발 전략, 더 넓은 세상을 향해
 
Tracxn - Mobile - Top Business Models - Jun 2021
Tracxn - Mobile - Top Business Models - Jun 2021Tracxn - Mobile - Top Business Models - Jun 2021
Tracxn - Mobile - Top Business Models - Jun 2021
 
State of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam KrejcikState of the Social Casino Industry – Q4 2017 | Adam Krejcik
State of the Social Casino Industry – Q4 2017 | Adam Krejcik
 
Data & trends 2014 the digital games industry in review joost van dreunen
Data & trends 2014 the digital games industry in review   joost van dreunenData & trends 2014 the digital games industry in review   joost van dreunen
Data & trends 2014 the digital games industry in review joost van dreunen
 
Webinar on career in Mobile Gaming and Application | Learning Catalyst
Webinar on career in Mobile Gaming and Application | Learning CatalystWebinar on career in Mobile Gaming and Application | Learning Catalyst
Webinar on career in Mobile Gaming and Application | Learning Catalyst
 
Digitization in game industry act2: the cloud
Digitization in game industry act2: the cloudDigitization in game industry act2: the cloud
Digitization in game industry act2: the cloud
 

Mehr von Kabir Ahmad

Relation between Beauty and Professional Career - General talk at East West U...
Relation between Beauty and Professional Career - General talk at East West U...Relation between Beauty and Professional Career - General talk at East West U...
Relation between Beauty and Professional Career - General talk at East West U...Kabir Ahmad
 
Prothom alo case sudy on facebook community
Prothom alo case sudy on facebook communityProthom alo case sudy on facebook community
Prothom alo case sudy on facebook communityKabir Ahmad
 
Developing Digital Strategy for Business / Brand
Developing Digital Strategy for Business / BrandDeveloping Digital Strategy for Business / Brand
Developing Digital Strategy for Business / BrandKabir Ahmad
 
NGN OSS/BSS 2013 - 2018
NGN OSS/BSS 2013 - 2018NGN OSS/BSS 2013 - 2018
NGN OSS/BSS 2013 - 2018Kabir Ahmad
 
Enterprise byod challenges and next generation over the-top (ott) solutions
Enterprise byod challenges and next generation over the-top (ott) solutionsEnterprise byod challenges and next generation over the-top (ott) solutions
Enterprise byod challenges and next generation over the-top (ott) solutionsKabir Ahmad
 
Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors
Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors
Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors Kabir Ahmad
 
Mobile Technology in Journalism
Mobile Technology in JournalismMobile Technology in Journalism
Mobile Technology in JournalismKabir Ahmad
 
Mobile barcodes marketing 2012-2017
Mobile barcodes marketing 2012-2017Mobile barcodes marketing 2012-2017
Mobile barcodes marketing 2012-2017Kabir Ahmad
 
NGN China & Korea 2012-2017
NGN China & Korea 2012-2017NGN China & Korea 2012-2017
NGN China & Korea 2012-2017Kabir Ahmad
 
NGN Japan 2012-2017
NGN Japan 2012-2017NGN Japan 2012-2017
NGN Japan 2012-2017Kabir Ahmad
 
Digital marketing guideline for prothom alo
Digital marketing guideline for prothom aloDigital marketing guideline for prothom alo
Digital marketing guideline for prothom aloKabir Ahmad
 
Smart Phones New User Paradigms and Behaviors
Smart Phones New User Paradigms and BehaviorsSmart Phones New User Paradigms and Behaviors
Smart Phones New User Paradigms and BehaviorsKabir Ahmad
 
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...Kabir Ahmad
 
Mobile Gaming Asia: Market and Forecast Analysis
Mobile Gaming Asia: Market and Forecast AnalysisMobile Gaming Asia: Market and Forecast Analysis
Mobile Gaming Asia: Market and Forecast AnalysisKabir Ahmad
 

Mehr von Kabir Ahmad (15)

Relation between Beauty and Professional Career - General talk at East West U...
Relation between Beauty and Professional Career - General talk at East West U...Relation between Beauty and Professional Career - General talk at East West U...
Relation between Beauty and Professional Career - General talk at East West U...
 
Prothom alo case sudy on facebook community
Prothom alo case sudy on facebook communityProthom alo case sudy on facebook community
Prothom alo case sudy on facebook community
 
Developing Digital Strategy for Business / Brand
Developing Digital Strategy for Business / BrandDeveloping Digital Strategy for Business / Brand
Developing Digital Strategy for Business / Brand
 
NGN OSS/BSS 2013 - 2018
NGN OSS/BSS 2013 - 2018NGN OSS/BSS 2013 - 2018
NGN OSS/BSS 2013 - 2018
 
Enterprise byod challenges and next generation over the-top (ott) solutions
Enterprise byod challenges and next generation over the-top (ott) solutionsEnterprise byod challenges and next generation over the-top (ott) solutions
Enterprise byod challenges and next generation over the-top (ott) solutions
 
Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors
Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors
Mobile gaming economy Asia & Opportunity for Banks/Micro Transaction Processors
 
Mobile Technology in Journalism
Mobile Technology in JournalismMobile Technology in Journalism
Mobile Technology in Journalism
 
Mobile barcodes marketing 2012-2017
Mobile barcodes marketing 2012-2017Mobile barcodes marketing 2012-2017
Mobile barcodes marketing 2012-2017
 
NGN China & Korea 2012-2017
NGN China & Korea 2012-2017NGN China & Korea 2012-2017
NGN China & Korea 2012-2017
 
NGN Japan 2012-2017
NGN Japan 2012-2017NGN Japan 2012-2017
NGN Japan 2012-2017
 
Digital marketing guideline for prothom alo
Digital marketing guideline for prothom aloDigital marketing guideline for prothom alo
Digital marketing guideline for prothom alo
 
Gamification
GamificationGamification
Gamification
 
Smart Phones New User Paradigms and Behaviors
Smart Phones New User Paradigms and BehaviorsSmart Phones New User Paradigms and Behaviors
Smart Phones New User Paradigms and Behaviors
 
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generatio...
 
Mobile Gaming Asia: Market and Forecast Analysis
Mobile Gaming Asia: Market and Forecast AnalysisMobile Gaming Asia: Market and Forecast Analysis
Mobile Gaming Asia: Market and Forecast Analysis
 

SoLoMo & Location game play behavior in free2play, virtual goods & hybrid eco-system

  • 1. Social Local Mobile (SoLoMo) Game-Play Behavior in Free2Play, Virtual Goods & Hybrid Ecosystem http://mindcommerce.com/Publications/SoLoMoGamingB ehavior.php Published: Dec 2012 Pages: 46 Single User: $995.00 Company Wide: $2,995.00 Team License: $1,865.00 Contact: Kabir@mindcommerce.com From local search to location gaming SoLoMo (Social Local and Mobile) is becoming powerful force with big implications for many applications and gaming in certainly no exception. SoLoMo gaming has passed the honeymoon phase and is revitalizing the mobile gaming ecosystem resulting a huge disruptions for certain existing players. A few key technology developments are driving this disruption including LTE, smartphone, tablet device, HTML5, and the Cloud. Based on surveys among mobile social gamer, location gamer, and emerging eco- system players, Mind Commerce releases this research focusing on SoLoMo game-play behavior. This report is must reading for anyone with a vested interest in the mobile gaming industry or considering a market entry strategy. This research is also critical for any company in the social and/or location-based mobile application space as SoLoMo gaming is poised to become a significant source of revenue throughout the value chain for players who identify, understand, and capitalize upon these trends. Target Audience:  Social media companies  Mobile network operators  Mobile application developers  Location-based service developers
  • 2. Gaming industry companies of all types Report Benefits:  Learn how “Consumption – Engagement – Interaction” based model will manifest in SoLoMo gaming platform  Identify the SoLoMo gamer base and regional split vs. split over device platform payment stream and engagement 2013 - 2018.  Learn who among existing vs. emerging market players will succeed  Identify SoLoMo gamer perceptions, spending patterns, and the industry scope/attributes of ad monetization  Learn the psychological predisposition, demographic classification, and market factors driving game-play, spending, and revenue opportunities  Learn how SoLoMo gaming will adopt new market technology as well as anticipated gamer actions, new payment modes, and disruptive innovation over the next 5 years Table of Contents: 1.0 EXECUTIVE SUMMARY 8 2.0 CHANGING “CONSUMPTION-ENGAGEMENT-INTERACTION” ECO-SYSTEM METRICS AND SOLOMO & LOCATION GAMER ROLE 10 3.0 SOLOMO & LOCATION GAMER PROJECTION 12 3.1 WORLDWIDE SOLOMO & LOCATION GAMER (CORE + SHIFTED) PROJECTION 2012 – 2018 12 3.2 % OF SOLOMO & LOCATION GAMER AMONG TOTAL MOBILE GAMER 2012-2018 12 3.3 CORE VS. SHIFTED GAMER % AMONG TOTAL SOLOMO GAMER 2012-2018 13 3.4 MOBILE SOCIAL GAMER % SHIFTING TREND TO SOLOMO & LOCATION GAMER 2012-2018 14 3.5 SOLOMO & LOCATION GAMER PREDICTION IN REGIONS 14 3.6 TOP 10 SOLOMO & LOCATION GAMER COUNTRIES 15 3.7 CASUAL VS. REGULAR SOLOMO & LOCATION GAMER % 2013 – 2018 15 3.8 MICRO TRANSACTION / VIRTUAL GOODS GAMER % : SOLOMO & LOCATION GAMER VS. WORLDWIDE MOBILE GAMER 2013 – 2018 16 3.9 SMARTPHONE VS. TABLET DEVICE VS. FEATURED PHONE GAMER % 2013 -2018 16 3.10 ADULT VS. TEEN RATIO AMONG TOTAL TABLET DEVICE GAMER UNDER SOLOMO & LOCATION GAMER 2013-2018 17 3.11 DAU VS. MAU AMONG SMARTPHONE VS. TABLET DEVICE GAMER IN SOLOMO & LOCATION PLATFORM 17 4.0 REVENUE TREND IN SOLOMO & LOCATION GAMING PLATFORM 18 4.1 REVENUE GENERATING % BY SMARTPHONE VS. TABLET DEVICE VS. FEATURED PHONE CATEGORY 2013-2018 18
  • 3. 4.2 SOLOMO & LOCATION GAMING ARPU TREND 2013-2018 18 4.3 REVENUE GENERATING RATIO AGAINST % OF TOTAL MICRO TRANSACTION IN DIFFERENT EXPENDITURE RANGE 19 4.4 REVENUE CONTRIBUTION % BY VIRTUAL GOODS ONLY VS. HYBRID GAME 2013- 2018 19 5.0 SPENDING BEHAVIOR OF SOLOMO & LOCATION GAMER 20 5.1 GAMER SPENDING % AMONG TOTAL SOLOMO & LOCATION GAMING REVENUE 2013 -2018 20 5.2 GAMER SPENDING PORTION SPLIT OVER DIFFERENT CATEGORY OF REVENUE SOURCES 2013-2018 20 5.3 VIRTUAL GOODS CATEGORY: SOLOMO & LOCATION GAMERS SPENDING PORTION 21 5.4 MOBILE APP GAMER VS. SOLOMO & LOCATION GAMER: EITHER MAKE IN-APP PURCHASE OR UPGRADE FREE TO PAID VERSION 21 5.5 SOLOMO & LOCATION GAMER SPENDING PREFERENCE OVER PAID VS. VIRTUAL GOODS GAME 22 5.6 SOLOMO & LOCATION GAMERS AGE BRACKET WISE SPENDING HABIT ON TRADING VIRTUAL GOODS 22 5.7 MALE VS. FEMALE YEARLY SPENDING ON VIRTUAL GOODS WHILE PLAYING CASUAL GAME VS. MMG & REGULAR GAME IN SOLOMO & LOCATION PLATFORM 23 6.0 GENRE PREFERENCE OF SOLOMO & LOCATION GAMER 24 6.1 TOP PREFERRED SOLOMO & LOCATION GAMING GENRE 24 6.2 SOLOMO & LOCATION GAME REACH VS. GAME PLAY ENGAGEMENT % BY POPULAR GENRE 24 6.3 MALE VS. FEMALE SOLOMO & LOCATION GAME GENRE PREFERENCE 25 7.0 GAMER PSYCHOLOGY AND SOLOMO & LOCATION GAMING TREND 26 7.1 FREE2PLAY / VIRTUAL GOODS VS. PAID / FREEMIUM VS. HYBRID GAME PREFERENCE % 2013 – 2018 26 7.2 MOBILE VS. TABLET DEVICE PREFERENCE OF SOLOMO & LOCATION GAMER UNDER DIFFERENT AGE BRACKET 26 7.3 MOBILE VS. TABLET DEVICE OWNERS SOLOMO & LOCATION GAMING PREFERENCE 2013-2018 27 7.4 SOLOMO & LOCATION GAMER PREFERENCE OVER IOS VS. ANDROID VS. OTHER OS PLATFORM 27 7.5 MOBILE VS. TABLET DEVICE: % OF DEVICE TIME SPENT ON SOLOMO & LOCATION GAMING (EXCEPT VOICE / SOCIAL MEDIA TIME) 28 7.6 TIME SPEND VS. SESSION OF SOLOMO & LOCATION GAMER DURING DAY PART 28 7.7 OTI VS. OTA DOWNLOAD TREND OF SOLOMO & LOCATION GAME 2012-2018 29 7.8 REAL LIFE CASH SPEND TREND ON VIRTUAL GOODS 29 7.9 SOLOMO & LOCATIVE GAME PLAY LOCATION 30 7.10 GAME PLAY LOCATION INSIDE HOME 30
  • 4. 8.0 FACTORS AFFECTING SOLOMO & LOCATION GAMER ENGAGEMENT 31 8.1 REASON FOR PLAYING SOLOMO & LOCATION GAME 31 8.2 FACTORS INFLUENCING POSITIVE SOLOMO & LOCATION GAME PLAY 31 8.3 BENEFIT EXPERIENCED FROM SOLOMO & LOCATION GAME PLAY 32 8.4 VIRALITY / COMMUNITY FACTORS INFLUENCE SOLOMO & LOCATION GAME PLAY 32 8.5 IPHONE VS. ANDROID VS. OTHER PLATFORM WISE HOURS SPENT & % OF DEDICATION ON SOLOMO & LOCATION GAMING 33 8.6 GAME FEATURES THAT INFLUENCE SOLOMO & LOCATION GAMER RECOMMENDING TO OTHERS 33 9.0 DEMOGRAPHY ANALYSIS OF SOLOMO & LOCATION GAMER 34 9.1 MALE VS. FEMALE SOLOMO & LOCATION GAMER 34 9.2 AGE BRACKET WISE MALE VS. FEMALE RATIO 34 9.3 MALE VS. FEMALE: AVERAGE SOLOMO & LOCATION GAMERS AGE 35 9.4 AVERAGE INCOME VS. % OF SOLOMO & LOCATION GAMER 35 9.5 SOLOMO & LOCATION GAMER VS. TRADITIONAL MOBILE GAMER % UNDER DIFFERENT AGE BRACKET 36 9.6 AVERAGE AGE OF SOLOMO & LOCATION GAMER VS. MOBILE TRADITIONAL GAMER 36 9.7 MALE VS. FEMALE REAL LIFE CASH SPENDING ON VIRTUAL GOODS IN SOLOMO & LOCATION GAMING 37 10.0 IN-GAME AD MONETIZATION IN SOLOMO & LOCATION GAMING PLATFORM AND LOYALTY ISSUES 38 10.1 GAME VS. OTHER APPS WISE AD IMPRESSION % 1Q 2011 – 3Q 2012 TRACKING 38 10.2 BRANDED GAMES VS. LOCATION TRAILED IN-GAME AD VS. BRANDED VIRTUAL GOODS % 2012 – 2018 38 10.3 GAMERS PREFERENCE OVER BRANDED GAME VS. IN-GAME ADS VS. BRANDED VIRTUAL GOODS 2012-2018 39 10.4 BIG BRAND VS. SMBS PREFERENCE OVER BRANDED GAME VS. LOCATION TRAILED IN-GAME AD VS. BRANDED VIRTUAL GOODS 2012 - 2018 40 10.5 LOCATION TRAILED IN-GAME ADS: IMPRESSIONS VS. CTR VS. REPEAT 40 10.6 SOCIAL ADS IN COMMUNITY / CASINO CLUB BASED GAME 2013 – 2018 40 11.0 ADOPTION TREND IN SOLOMO & LOCATION GAMING PLATFORM 41 11.1 SOLOMO & LOCATION GAMING % IN TOTAL MOBILE GAMING 2013 – 2018 41 11.2 PROFITABLE VS. NON-PROFITABLE SOLOMO & LOCATION GAMING 2013 – 2018 41 11.3 SINGLE VS. MULTIPLE DEVICE PLATFORM GAME-PLAY TREND 2013 – 2018 42 11.4 SINGLE VS. MULTIPLE PLATFORM GAME DISTRIBUTION 2013 – 2018 42 11.5 BRANDED VS. NON-BRAND GAME / VIRTUAL GOODS TREND 2013 – 2018 43 11.6 GPS ADOPTION PREDICTION IN GAMING DEVICE 2013 – 2018 43 11.7 HYPER LOCAL VS. GAMIFICATION TECHNIQUE ADOPTION IN SOLOMO &
  • 5. LOCATION GAME 2013 – 2018 44 11.8 COMMUNITY / CASINO CLUB GAMING VS. IN-GAME MONEY GAMBLING TREND 2013 – 2018 44 11.9 HMTL5 VS. CLOUD PUBLISHING TREND 2013 – 2018 45 11.10 BANNER AD VS. BRANDED GAMING / VIRTUAL GOODS MODEL TREND 2013 - 2018 45 11.11 NFC CHIP WITH DEVICE VS. NFC PAYMENT WITH SOLOMO & LOCATION GAME ADOPTION 2018 46 11.12 AUGMENTED UTILITY VS. RFID VS. LIFE LOGGING PLATFORM VS. MASS SOCIAL EXPERIENCE ADOPTION 2018 46 Illustrations Figure 1: “Consumption-Engagement-Interaction” Metrics & Identified Task Behavior in SoLoMo & Location Gaming Eco-System 11 Figure 2: YOY SoLoMo & Location Gamer (core + shifted) 2012-2018 12 Figure 3: YOY % of SoLoMo & Location Gamer among Total Mobile Gamer 2012-2018 13 Figure 4: YOY Core vs. Shifted SoLoMo Gamer % 2012-2018 13 Figure 5: YOY % of Mobile Social Gamer will be shifting to SoLoMo & Location Gamer 2012-2018 14 Figure 6: SoLoMo & Location Gamer Split in Regions by % 14 Figure 7: % of SoLoMo & location gamer holding by Top 10 Countries 15 Figure 8: Casual vs. Regular Gamer % among total SoLoMo & Location Gamer 2013- 2018 15 Figure 9: Micro Transaction/Virtual Goods Gamer % in SoLoMo & Location Gamer vs. Worldwide Mobile Gamer 2013 -2018 16 Figure 10: % of SoLoMo & Location Gamer on Smarpthone vs. Tablet Device vs. Featured Phone Platform 2013-2018 16 Figure 11: Total Tablet Device Gamer Split in Adult vs. Teen under SoLoMo & Location Gamer 2013-2018 17 Figure 12: Smartphone vs. Tablet SoLoMo & Location Gamer DAU vs. MAU ratio 17 Figure 13: Smartphone vs. Tablet Device vs. Featured Phone category wise revenue generating % 2013-2018 18 Figure 14: SoLoMo & Location Gaming ARPU in US $ 2013 – 2018 18 Figure 15: Micro Transaction % Split in different expenditure range vs. Revenue generating ratio 19 Figure 16: Virtual Goods only vs. Hybrid Games revenue contribution ratio 2013-2018 19 Figure 17: Gamer spending ratio in SoLoMo & Location Gaming Revenue 2013-2018 20 Figure 18: Split of Gamer Spending Portion on Categories of Revenue Sources 2013 -
  • 6. 2018 20 Figure 19: SoLoMo & Location Gamers Spending % on Different Virtual Goods Category 21 Figure 20: SoLoMo & Location Gamer vs. App Gamer % either make in-app purchase or upgrade free to paid version 21 Figure 21: Spending Preference of SoLoMo & Location Gamer on Paid vs. Virtual Goods game 22 Figure 22: Age Bracket Wise SoLoMo & Location Gamers Virtual Goods Spending Habit 22 Figure 23: Male vs. Females Yearly Spending on Virtual Goods while Playing MMG & Regular vs. Casual Game 23 Figure 24: % of SoLoMo & Location Gamer Prefer Different Genre 24 Figure 25: Reach vs. Game Play Engagement % by Popular SoLoMo & Location Game Genre 24 Figure 26: Male vs. Female SoLoMo & Location Game Genre Preference list 25 Figure 27: % SoLoMo & Location Gamer Prefer F2P, Paid, Freemium or Hybrid Gaming 2013-2018 26 Figure 28: Age Bracket wise % of SoLoMo & Location gamer prefer Mobile vs. Tablet Device 26 Figure 29: % of Mobile vs. Tablet Device owner prefer SoLoMo & Location Gaming 2013-2018 27 Figure 30: % of SoLoMo & Location gamer prefer iOS vs. Android vs. Other Platform 27 Figure 31: % Device time of SoLoMo & Location Gamer spent Gaming by Mobile vs. Tablet Device (except voice / social media time) 28 Figure 32: Time Spend % vs. Sessions of SoLoMo Gamers during different time slot of a day 28 Figure 33: OTI vs. OTA download trend of SoLoMo & Location Game 2012-2018 29 Figure 34: % of SoLoMo & Location Gamer Prefer Real Life Cash spending on Virtual Goods 29 Figure 35: % of total Time spend on different Game Play Location 30 Figure 36: % of SoLoMo & Location Home Gamer Spend time on different location inside home 30 Figure 37: Why SoLoMo & Location Gamer Play 31 Figure 38: Factors that influence positive SoLoMo & Location Game Play 31 Figure 39: % of Benefit Experienced from SoLoMo & Location Game Play 32 Figure 40: % of Influence Weight among Virality / community medium to SoLoMo & Location Game Play 32 Figure 41: Hour Spent & % of Dedication on SoLoMo & Location Gaming by iPhone vs. Android vs. Other Platform 33 Figure 42: % of SoLoMo & Location gamers recommendation based on game features 33
  • 7. Figure 43: % of SoLoMo & Location Gamer is Male or Female 34 Figure 44: Male vs. Female % under Different Age bracket 34 Figure 45: Average age of SoLoMo gamers by Male vs. Female 35 Figure 46: Average Income of SoLoMo Gamer vs. % distribution among Income Bracket 35 Figure 47: Age bracket wise % of SoLoMo & Location Gamer vs. Mobile Traditional gamer 36 Figure 48: Average Gamers Age of SoLoMo & Location vs. Mobile Traditional 36 Figure 49: % of Male vs. Female spends real life money on virtual goods on SoLoMo & Location gaming 37 Figure 50: Ad Impression % of Games vs. Other Apps: tracking 2011 - 2012 38 Figure 51: % Branded Games vs. Location Trailed In-Game Banner Ad vs. Branded Virtual Goods among total SoLoMo Game 2012 – 2018 38 Figure 52: % of SoLoMo & Location Gamer prefer Branded Game or In-Game Ads or Branded Virtual Goods 2012-2018 39 Figure 53: % of Big Brand vs. SMBs Prefer Branded Game vs. Location Trailed In-Game Ad vs. Branded Virtual Goods 2012 - 2018 40 Figure 54: Sure Success vs. Repeat % of location trailed ad impressions and CTR 40 Figure 55: Social Success vs. Repeat success % of Ads in Community / Casino Club Bases SoLoMo Games 40 Figure 56: % of SoLoMo & Location game among total mobile game 2013 – 2018 41 Figure 57: Profitable vs. Non Profitable SoLoMo & Location game ratio 2013-2018 41 Figure 58: Single Device vs. Multiple Device Gaming Trend % 2013 2018 42 Figure 59: Single vs. Multiple Platform SoLoMo & Location Game Distribution 2013 – 2018 42 Figure 60: Branded vs. Non-Branded SoLoMo & Location game & Virtual Goods % 2013 – 2018 43 Figure 61: GPS adoption % in Gaming Device 2013-2018 43 Figure 62: Hyper Local vs. Gamification adoption % in SoLoMo & Location game 2013 - 2018 44 Figure 63: % of Casino Club vs. money gambling trend 2013 - 2018 44 Figure 64: HTML5 vs. Cloud Gaming % in total SoLoMo & Location gaming 2013-2018 45 Figure 65: Banner Ad vs. Branded Game/Virtual Goods trend 2013 – 2018 45 Figure 66: % of NFC chip vs. payment adoption prediction 2018 46 Figure 67: % of Augmented Utility vs. RFID vs. Life Logging Platform vs. Mass Social Experience Adoption by 2018 46