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市場調査レポート
新興国のモバイルゲーム市場
Mobile Gaming in Emerging Markets - Five-Year Forecast and Impact Analysis
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Abstract
Description
Mobile gaming is enjoying solid growth. The number of gamers increased from
about 55m in 2005 to about 183m in 2008, and global revenue in 2008 came to
$6.9bn. Emerging markets contributed heavily, with China and India being among
the most important in terms of new mobile gamers. A number of underlying
factors contribute to this growth - first of all the evolving mobile
technology environment: Better and faster wireless networks as well as more
advanced and easy-to-use handsets are enhancing the user experience. Features
such as touchscreens, 3D capabilities and online interactivity allow content
developers to improve games. But apart from technological improvement and
business-level innovation - which in the form of the iPhone App Store is
revolutionizing the industry - the mobile gaming market is also evolving fast
on account of mobile adoption. This trend is led by emerging markets, where
improving economies are allowing consumers and businesses to catch up with the
more advanced markets in terms of technology uptake. Although most people in
emerging markets cannot afford sophisticated devices, they are eager to
experiment and use mobile data services. This is true for both mobile
communications and entertainment, of which mobile videogames are a major
driving force. For many users, handsets are the first device they own that
enables access to electronic forms of entertainment.
This report analyzes mobile videogaming market dynamics in emerging economies.
This is done by analyzing these markets in the context of the overall mobile
videogaming industry, taking a close look at the trends and dynamics in gaming
and mobile gaming globally. This is followed by a top-level examination of
emerging markets, including their mobile gaming-specific metrics, market
enablers, adoption barriers, trends and opportunities. Also included are
in-depth country profiles of eight emerging markets: Brazil, China, India,
Mexico, Nigeria, Poland, Russia and South Africa. Each country study examines
the economic background of local mobile and gaming markets, available
products, pricing, barriers to adoption, current trends and overall market
dynamics. The report also forecasts market growth and looks at interesting
business models and initiatives.
Key findings include:
- Global mobile gaming revenue came to $6.9bn in 2008, having grown strongly
in recent years. The main driver was an increase from about 55m users in 2005
to about 183m in 2008. Emerging markets contributed heavily, with China and
India being among the most important in terms of new mobile gamers.
- Mobile gaming is benefiting from expanded mobile access to the Internet
and content services, in both developed and emerging markets, as 3G networks
are launched, the handset user experience is enhanced and data access costs
are reduced.
- Growth will be fueled by the changes the iPhone App Store has brought to
more developed markets, where it is stimulating competition and interest in
mobile games.
- Declining handset and data access prices have been central to the
increased use of data services in emerging economies. Also, because devices
such as PCs and gaming consoles are less common, the mobile phone has in many
emerging markets become the primary device for accessing content such as
websites and games. This, combined with improving economic conditions, is
resulting in increasing adoption of mobile content and data services.
- Several barriers are hampering market growth, most of them specific to
local conditions but related to low income levels, the prevalence of handsets
with limited functionality, network and billing platform inadequacies and
other technical issues, pricing for data access and games, the inadequacy of
game distribution channels, inadequate payment mechanisms or piracy.
- In addition to the ecosystem-related issues, a number of country-level
issues in emerging markets encourage local players to develop innovative
business models to pursue the mobile gaming opportunity. Some of the most
interesting examples are advergaming, free-to-play and social gaming. As shown
in the country profiles, however, these usually have local peculiarities.
Key Questions Answered
- What are the revenue and user base potentials of mobile gaming?
- How does gaming fit into mobile operators' overall data business? What can
operators do to boost mobile gaming adoption?
- What are the barriers to mobile gaming growth in emerging economies? How
important will the availability of advanced handsets be to mobile gaming
adoption? And how much of a difference will 3G make?
- Which geographical regions will see the most growth in mobile gaming
users? How do the opportunities in various regions compare?
- What kinds of strategies have proven successful in emerging countries, and
why? When are core games, casual games, online games or advergaming the best
choices? How about application stores, social networking, off-deck
distribution, viral distribution, in-game micropayments, revenue-sharing and
sponsored games?
- What strategies can succeed in generating revenue from mobile gaming in
markets dominated by piracy?
- Who is doing these things?
Target audience
Mobile operators:
This report will help you both grasp the big picture and home in on the
markets that best match your capabilities and objectives. Find out what the
mobile gaming opportunity is in emerging markets, and identify the strategies
that are most likely to succeed where incomes are low and piracy rife. Use the
case studies to discover and compare new approaches to provisioning, pricing
and billing of mobile games, including distribution channels, payment
mechanisms and piracy mitigation.
Game developers, publishers, distributors and aggregators:
This report examines the value chain of mobile gaming and how it is changing.
Discover what is holding back adoption in emerging markets and which
strategies can overcome obstacles such as piracy. Evaluate markets to target
those that best suit your products and capabilities. Anticipate trends in
mobile networks and handsets in order to position your products and take
advantage of unmet aspirational demand among new target audiences.
Advertisers:
Assess the opportunity for branded games and advergaming to promote your
brand. Learn from the experience of campaigns involving mobile gaming in a
variety of emerging markets and gain insight into what made them successful.
This report will help you identify how to use mobile gaming to reach new
audiences with effective messages. Case studies are provided involving
advergaming and sponsored games.
Investors:
Locate opportunities in challenging environments. This report will help you
evaluate and develop the strategies that will position your portfolio
investments to take effective advantage of upcoming developments in one of the
most exciting mobile application fields.
Study methodology
In order to analyze the impact of emerging markets on mobile gaming in
general, we conducted specific research that built upon Pyramid Research' s
regular coverage of the global mobile telecom market. The methodology followed
was to analyze the current overall gaming and mobile gaming markets
at a global level and then measure the impact of emerging markets within the
larger context. Because of the size and diversity of emerging markets, we
selected a limited number of markets to examine in depth, based on their
regional and global relevance. This allowed us to capture the diversity of
experiences and approaches in various regions and contexts, providing a clear
view not only of each market' s peculiarities but also of commonalities among
them. Building on this country-specific analysis, we analyzed go-to-market
approaches, the main barriers to adoption and upcoming opportunities.
Throughout the report we draw lessons from emerging markets that can be
applied to other geographies. To complete the study we e researched and
interviewed several players, both at a global and a local level. These include
mobile operators, game developers and publishers, content aggregators, handset
vendors, local regulators and industry associations.
Table of Contents
- Table of contents
- Table of exhibits
- Companies mentioned
- Acronyms and abbreviations
- Executive summary
- Section 1: Introduction
- 1.1 Worldwide videogame industry
- 1.2 Global mobile gaming overview
- The iPhone revolution: From user experience to business model
- 1.3 Definitions
- Revenue and gamers
- Game types
- Mobile gaming business models
- 1.4 Study methodology
- Section 2: The mobile gaming opportunity in emerging markets
- 2.1 Mobile service in emerging economies: Subscriber explosion expands
data opportunity
- Data services adoption is driven largely by affordability
- 2.2 Emerging markets have what it takes for mobile gaming to succeed
- 2.3 Barriers to mobile gaming growth in emerging markets
- 2.4 Major opportunities in emerging markets
- Section 3: Country profiles
- 3.1 Brazil: The videogame culture is strong, but the mobile medium is
key to the mass market
- Mobile telecom in Brazil: High service adoption and gaming-capable
handsets lay solid foundation for mobile gaming
- The gaming industry in Brazil: Videogames are popular, but piracy is
still the rule
- The mobile gaming opportunity: Data access costs and operator control
of distribution hinder growth
- Mobile game case study: Zeebo console vs. piracy
- Mobile game case study: Seda Teens and sponsored gaming
- 3.2 China: In the land of multiplayer online games, the key to
unleashing the market' s potential will be connected mobile gaming
- Mobile telecom in China: Mobile gaming needs more affordable data
access, wider 3G coverage and better handset gaming capabilities
- The gaming industry in China: In-game micro-payments vs. pervasive
piracy
- The mobile gaming opportunity: Unleashed by 3G and connected gaming
- Mobile game case study: The free-to-play model
- Mobile game case study: Tencent engages its subscriber base
- 3.3 India: With localization critical to reaching the growing mobile
Internet population, advergaming will drive market
- Mobile telecom in India: Competition drives growth, but rural
potential remains untapped
- The gaming industry in India: Cricket, movies, mobile phones and free
games open the doors for gaming
- The mobile gaming opportunity: Advergaming brings wider audience, core
gamers go online with 3G
- Mobile game case study: Reliance' s Zapak online gaming brand
- 3.4 Mexico: Operator control hinders, 3G and lower costs boost growth
- Mobile telecom in Mexico: Telcel influences growth, but market
saturation and 3G will bring competition
- The gaming industry in Mexico: Consoles and PCs dominate a buoyant
market, but piracy is pervasive
- The mobile gaming opportunity: Growing gradually, but limited by
hidden costs
- Mobile gaming case study: Movistar' s Gana Mas ties gaming to auction
- 3.5 Nigeria: Affordability issues must be addressed through innovative
business models
- Mobile telecom in Nigeria: Non-voice services limited by device
capabilities
- The gaming industry in Nigeria: Non-mobile gaming is restricted to
higher-income households, which represent less than 5% of the total
- The mobile gaming opportunity: Much potential but yet to be established
- Mobile game case study: Starfish Mobile and Zain Nigeria collect
subscriber data
- Mobile game case study: MTech wants to deliver more sophisticated
services
- 3.6 Poland: Membership in the EU has brought entertainment
- Mobile telecom in Poland: Mobile broadband, 3G and improved handsets
will drive mobile gaming adoption
- The gaming industry in Poland: Branded content, mobile phones and free
games are opening door for mobile gaming
- The mobile gaming opportunity: Advergaming will open the doors to a
wider audience, while 3G enables core gamers to go online
- Mobile game case study: Telecom Media Sp offers free downloads
- Mobile game case study: AdAction focuses on niches
- 3.7 Russia: On-deck vs. off-deck competition, handset replacements drive
gaming adoption
- Mobile telecom in Russia: 3G opens door to high penetration for
value-added services and mobile Internet usage, but bigger operator push
is needed
- The gaming industry in Russia: High PC and Internet penetration is
driving a market where piracy is still a major concern
- The mobile gaming opportunity: 3G will encourage mobile gaming, as
will trial, free-to-play and content discovery initiatives
- Mobile game case study: Fishlabs and Iricom partner
- Mobile game case study: MTS targets heavy gamers and social networkers
- 3.8 South Africa: Low data prices drive mobile Internet and content
adoption
- Mobile telecom in South Africa: High mobile penetration and low data
access tariffs drive cell phones to be the most important Internet access
device
- The gaming industry in South Africa: PCs are a small gaming market,
but high mobile penetration is opening doors for further growth
- The mobile gaming opportunity: Mobile to gradually become a major
gaming platform, building on high penetration, 3G and advergaming
initiatives
- Mobile game case study: Vodacom sponsors Thumbwars to promote 3G
- Mobile game case study: MXit builds on social networking success
- Related resources
Table of exhibits
- Exhibit 1: Global gaming revenue by platform - 2008 and 2014 forecast
- Exhibit 2: Global mobile gaming users by region, 2005 to 2008
- Exhibit 3: Top five countries globally by number of users downloading
games, 2008
- Exhibit 4: Global operator mobile data revenue breakdown by category, 2008
- Exhibit 5: Global mobile gaming market forecast, 2008-2014
- Exhibit 6: Apple' s iPhone App Store
- Exhibit 7: Mobile subscription penetration of population by region
- Exhibit 8: Mobile subscription growth rates by region
- Exhibit 9: Global mobile revenue by region - 2008-2014
- Exhibit 10: Mobile data revenue as a percentage of total mobile revenue,
by region, 2005, 2008 and 2014
- Exhibit 11: Mobile Internet users as a percentage of all mobile
subscriptions in eight emerging markets, year-end 2008
- Exhibit 12: Data network cost of downloading a typical 500KB Java game for
a prepaid subscription without a data bundle
- Exhibit 13: Gaming device penetration of households in selected countries,
2008
- Exhibit 14: Key indicators in selected markets, 2008
- Exhibit 15: GDP per capita at purchasing power parity (PPP) in eight
emerging countries
- Exhibit 16: Mobile gaming revenue forecast by region, 2008-2014
- Exhibit 17: Typical mobile gaming value chain
- Exhibit 18: The iPhone mobile gaming value chain
- Exhibit 19: Brazil - Key indicators in a global context, 2008
- Exhibit 20: Brazil - Mobile and 3G subscription penetration of the
population
- Exhibit 21: Brazil - Major mobile operators' mobile gaming offerings, May
2008
- Exhibit 22: Brazil - Operator data revenue by category, 2008
- Exhibit 23: Brazil - Mobile gaming market forecast, 2008-2014
- Exhibit 24: Brazil - Zeebo, a console that uses 3G for software
distribution
- Exhibit 25: Unilever' s Seda Teens campaign, with banner ads, a dedicated
WAP portal, branded phones and content such as games
- Exhibit 26: China - Key indicators in a global context, 2008
- Exhibit 27: China - Mobile and 3G subscription penetration of the
population
- Exhibit 28: China - Major mobile operators' mobile gaming offerings, May
2008
- Exhibit 29: China - Operator data revenue by category, 2008
- Exhibit 30: China - Mobile gaming market forecast, 2008-2014
- Exhibit 31: 3GQQ mobile games - Fantasy Westward Journey and casual games
- Exhibit 32: India - Key indicators in a global context, 2008
- Exhibit 33: India - Mobile and 3G subscription penetration of the
population
- Exhibit 34: India - Operator data revenue by category, 2008
- Exhibit 35: India - Major mobile operators' mobile gaming offerings, May
2008
- Exhibit 36: India - Mobile gaming market forecast, 2008-2014
- Exhibit 37: Zapak.mobi offers free advertising-sponsored games
- Exhibit 38: Mexico - Key indicators in a global context, 2008
- Exhibit 39: Mexico - Mobile and 3G subscription penetration of the
population
- Exhibit 40: Mexico - Operator data revenue by category, 2009
- Exhibit 41: Mexico - Major mobile operators' gaming offerings, June 2008
- Exhibit 42: Mexico - Mobile gaming market forecast, 2008-2014
- Exhibit 43: Nigeria - Key indicators in a global context, 2008
- Exhibit 44: Nigeria - Mobile and 3G subscription penetration of the
population
- Exhibit 45: Nigeria - Operator data revenue by category, 2009
- Exhibit 46: Nigeria - Mobile gaming market forecast, 2008-2014
- Exhibit 47: Poland - Key indicators in a global context, 2008
- Exhibit 48: Poland - Mobile and 3G subscription penetration of the
population
- Exhibit 49: Poland - Operator data revenue by category, 2008
- Exhibit 50: Poland - Major mobile operators' mobile gaming offerings, June
2009
- Exhibit 51: Poland - Mobile gaming market forecast 2008-2014
- Exhibit 52: Download for free (Sciagaj za darmo)
- Exhibit 53: Mobifree - games for nothing for your phone (gry za friko do
twojego telefonu)
- Exhibit 54: Java game “Play! Kill the ticks and win prices”
(Zagraj! Zabij kleszcza i wygraj nagrody)
- Exhibit 55: Russia - Key indicators in a global context, 2008
- Exhibit 56: Russia - Mobile and 3G subscription penetration of the
population
- Exhibit 57: Russia - Major mobile operators' gaming offerings, May 2009
- Exhibit 58: Russia - Operator data revenue breakdown by category, 2008
- Exhibit 59: Russia - Mobile gaming market forecast 2008-2014
- Exhibit 60: MTS' s virtual discount card at its Planet of Games portal
- Exhibit 61: South Africa - Key indicators in a global context, 2008
- Exhibit 62: South Africa - Mobile and 3G subscription penetration of the
population
- Exhibit 63: South Africa - Operator data revenue by category, 2008
- Exhibit 64: South Africa - Major mobile operators' gaming offerings, May
2008
- Exhibit 65: South Africa - Mobile gaming market forecast 2008-2014
- Exhibit 66: Vodacom Thumbwars TV show, showcasing data services
Companies mentioned in this report:
- 1C Company
- Abragames
- AdAction
- Adidas
- Airtel India (Bharti Airtel)
- America Movil
- Apple
- Bharti Airtel
- Brazil-US Business Council
- BSNL
- Cadbury
- Capcom
- Castrol
- CD Projekt
- Cell C
- China Mobile
- China Telecom
- China Unicom
- Chomikuj.pl
- City Interactive
- Claro Brasil
- Club Ringy
- Dynamic Pixels Software
- EA Games
- EA Mobile
- eBay
- Electronic Arts (EA)
- Era
- Esmas Movil
- Etisalat
- Etisalat Nigeria
- eXactmobile
- F.biz
- First National Bank of South Africa
- Fishlabs
- Gadu-Gadu
- Gameloft
- gazeta.pl
- Glo Mobile
- Glocell
- Glu Mobile
- Greystripe
- Gry online
- Hands-On Mobile
- HandyGames
- HeroCraft
- Hoplon Infotainment
- Hungama
- IAB Brasil
- Idea Cellular
- i-Free
- Indiagames
- Infon (aka Zed Russia)
- Iricom
- JUUP
- KongZhong
- LG Electronics
- Maybelline
- MegaFon
- Merial
- Micel
- Microsoft
- Movicool
- Movilaction
- Movistar
- MTech Communications
- MTN Nigeria
- MTN South Africa
- MTNL
- MTS
- MXit
- nasza-klasa.pl
- Nikita Mobile
- Nintendo
- Nokia
- Odsiebie.com
- Oi
- Orange World
- Petrobras
- Play
- Playfon
- Playmobil
- PopCap
- Pringoo.com
- Procter & Gamble
- PTC (Polska Telefonia Cyfrowa)
- Reliance Communications
- Reliance Group
- Samsung
- Sega
- Shanda Interactive Entertainment
- Sony
- Sony Ericsson
- Standard Bank of South Africa
- Starfish Mobile
- Tata Teleservices
- Tectoy
- Telcel
- Telecom Media Sp
- Telefonica
- Tencent
- Terra Movil
- THQ Wireless
- TIM
- TIM Brasil
- Torrenty.org
- Unilever
- VimpelCom
- Vodacom
- Vodafone Essar
- Zain Nigeria
- Zapak Digital Entertainment
- Zeemote
- Zouk Mobile
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