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Trends In Mobile Gaming In Asia 
By Serkan Toto, PhD 
www.serkantoto.com 
Source: Gungho 1
About Me 
2 
• CEO & founder of Kantan Games Inc. 
• Advisor for various gaming startups in the US 
and Asia 
• Japan contributor for TechCrunch.com from 
2008-2012 
• Based in Japan since 2004 
• MBA and PhD in economics 
• Hardcore gamer since 1983
Contact Information 
Twitter: http://twitter.com/serkantoto 
LinkedIn: http://linkedin.com/in/serkantoto 
Email: serkan AT serkantoto.com
My Website For Free Information On Japan’s 
Mobile Game Industry 
http://www.serkantoto.com
weeby.co: Create Social Game Loops For 
Messenger Platforms In Under 5 Minutes
Agenda 
I: 
Status Quo Of Mobile Gaming In Asia And Future 
Growth 
! 
II: 
Selection Of Key Trends
I: 
Status Quo Of Mobile Gaming In Asia And 
Future Growth
8 
Worldwide Market For Games Is Growing
9 
Worldwide Market For Games Is Growing
10 
Worldwide Market For Games Is Growing
11 
Breakdown in Segments ($61.4bn in 2012) 
• Online PC: $23.6bn 
• Packaged games: $18.4bn 
• Mobile content: $12.3bn 
• DLC: $7.1bn
12 
Mobile Is Growing The Fastest
13 
Mobile Is Growing The Fastest
14 
Mobile Is Growing The Fastest 
Source: App Lift
Mobile Gaming Will Become Bigger Especially 
In Asia (End Of 2012 Marks Beginning) 
15
Mobile Gaming Will Become Bigger Especially 
In Asia 
16
Mobile Gaming Will Become Bigger Especially 
In Asia 
17 
Source: Super Data
18 
What About South East Asia? 
“The market is currently valued at $661 million, generated by around 85 
million gamers. Niko believes the number of games will surge to over 130 
million in the next 4 years.”
II: 
Selection Of Key Trends
Trend 1: Smartphone Gaming
Example: Asphalt 8 by Gameloft
Smartphone Adoption In Asia Is Rising 
Source: Nielsen (2013)
Smartphone Adoption In Asia Is Rising
Trend 2: Tablet Gaming
Example: Vainglory
Example: Supercell
Trend 3: “Indie” Gaming
Example: Steam
Example: App Store
Example: Minecraft
Example: Flappy Bird 
Made In Vietnam
Trend 4: Cloud-Based Gaming And 
Convergence 
Source: Kotaku (2010)
Example: Gaikai (Sony)
Example: Square Enix Is Streaming DQ X In 
Japan To Smartphone Users 
In large parts of Asia, mobile Internet connectivity 
(speed and cost of data) will remain a problem!
Example: Sony Xperia Z3 Playing PS4 
Games 
Source: Polygon
Trend 5: F2P In (Almost) The Entire Industry 
Source: GameFans
Monetization Will Remain Difficult In Asia 
Source: Trend Micro (2014)
Singapore Is The Most “Lucrative” Mobile 
Market In South East Asia 
Source: App Annie (April 2014)
Trend 6: User Acquisition Will Remain High 
On Mobile (In Asia And Elsewhere) 
Source: Fiksu ( August 2014)
Trend 7: Mobile Gaming Will Remain To Be An 
Extremely Hit-Driven Business
Trend 8: Messenger App-Based Gaming And 
Mobile Platforms 
X
Trend 8: Messenger App-Based Gaming And 
Mobile Platforms 
+ COUNTLESS telco app stores, alternative Android stores and other 
market places for mobile and other games (especially in Asia)
Other Notable Trends In Gaming 
(Mobile And Else) 
43 
• HTML5/Multi-platform development 
– Cut The Rope For MS Internet Explorer, 
– Mozilla’s BananaBread 3D FPS 
– Game Closure’s DevKit for HTML5 games (100% Javascript) 
• Immersive gaming 
– Facebook’s Oculus Rift headset 
– Sony Morpheus 
– Microsoft’s Immersive Gaming System 
• Connected TV gaming 
– Google TV 
– Sony Bravia TV sets 
– PlayStation TV (PS Vita TV)
Thank you for listening!
Contact Information 
Twitter: http://twitter.com/serkantoto 
LinkedIn: http://linkedin.com/in/serkantoto 
Email: serkan AT serkantoto.com

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