市場調査レポート

3G・LTE・クラウド・HTML5エコシステムにおけるSoLoMoゲーム:市場分析・予測

SoLoMo Gaming in 3G, LTE, Cloud, & HTML5 Ecosystem: Market Analysis & Forecast 2012 - 2017

発行 Mind Commerce 商品コード 253832
出版日 ページ情報 英文 67 Pages
納期: 即日から翌営業日
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3G・LTE・クラウド・HTML5エコシステムにおけるSoLoMoゲーム:市場分析・予測 SoLoMo Gaming in 3G, LTE, Cloud, & HTML5 Ecosystem: Market Analysis & Forecast 2012 - 2017
出版日: 2012年11月01日 ページ情報: 英文 67 Pages

当商品の販売は、2016年02月15日を持ちまして終了しました。

概要

ソーシャルローカルおよびモバイル(SoLoMo)のコンバージェンスは全てのタイプのアプリケーションに大きな影響を与えており、ゲームも例外ではありません。LTE、スマートフォンとタブレットデバイス、ソーシャルメディア/ネットワーク、モバイルペイメント、HTML5技術、クラウド型ゲームおよびブランド連動型ゲームの成長は、2013年から2015年期間中のSoLoMoゲームの爆発的な増加を後押しする主な要因となっています。SoLoMoゲーム市場額は2017年までに61億5,000万米ドルに達する見込みです。

当レポートでは、3G・LTE・クラウド・HTML5エコシステムにおけるSoLoMoゲーム市場について調査し、市場の概要、市場成長因子、技術動向、エコシステム・バリューチェーン、流通、ビジネス・価格モデルなどの分析を提供しており、今後の市場予測を含め、概略以下の構成でお届けいたします。

第1章 SoLoMo市場の概要・ゲームの進化

  • SoLoMo&拡張ユーティリティ
  • ブラウザ型からアプリケーション型への動向・SoLoMoの進化
  • ソーシャル・ローカル検索・モバイルの統合
  • モバイルゲームはデータ表示を含むソーシャルプラットフォームへ進む
  • データ表示を含む3G・LTE・HTML5環境に適応したモバイルゲーム
  • ソーシャル&モバイルプラットフォームに深く連動した位置ゲームの登場:次世代ゲーム

第2章 SoLoMoプログラムにおける位置ゲームの力学

  • ロケーションゲームとは何か
  • 位置ゲームの典型的特長
  • 位置ゲームの力学/対応原理
  • 位置ゲームを用いたジネスフォーカスのバランシング

第3章 SoLoMoゲームの市場成長促進因子分析

  • ロケーション中心型マルチプレイヤーモバイルソーシャル&カジュアルゲームの動向
  • ゲーマーの心理的フローとローカルコミュニティ主導の深いブランド連動メトリクスを組み合わせる
  • モバイル拡張現実(AR)を利用するゲーマーの拡張ユーティリティ態度
  • リアルタイムロケーションにおけるゲーム内トランザクション動向・バーチャルグッズの配置
  • コミュニティ間のゲーム内バーチャルグッズの持ち出し・交換動向
  • ゲームにおけるHTML5&クラウドのメリット

第4章 SoLoMoゲーム開発技術プラットフォーム動向

  • Android vs. iOSゲーム市場&利益シェア動向
  • Facebookのゲーム内モバイル-プラス-オープン-グラフの組み合わせvs. Googleゲームパブリッシングプラットフォーム統合
  • パブリッシング型の新しいクラウド・HTML5ブラウザ

第5章 SoLoMoゲーム環境におけるエコシステム・バリューチェーン

  • エコシステム構造・主な活動
  • バリューチェーン提携モデリング
  • エコシステム/バリューチェーンにおける新規参入企業の役割
  • SoLoMoゲームバリューチェーンの経済的促進因子
  • アプリケーションストア、SNSポータル&クラウドパブリッシングフレームワーク

第6章  SoLoMoゲームの配信動向

  • OTI VS. OTA 配信:SoLoMoゲームはどこか
  • OTI VS. OTA の細分化・アプリケーションストア、SNSポータル、HTML5&クラウドプラットフォーム
  • GOOGLE PLAY VS. APPLE STORE:APPLEはどのようにSoLoMoゲームから利益を失うか?
  • ビリング、コスト、マーケティングおよびクロスチャネルパブリッシングの配信がバラバラな問題を軽減する
  • 消費者反応とOTI vs. OTA配信の将来

第7章  SoLoMoゲームの収益化メトリクス

  • ゲーム収益化メトリクス
  • ゲームライフサイクルモデル
  • ゲームライフサイクルのフレームワークを管理するKPI
  • SoLoMoゲーム分析アプローチ
  • バイラルvs.顧客保持率、ほか

第8章  SoLoMoゲームのビジネス&価格モデル分析

  • 適正なビジネスモデルを設計するための戦略の考察
  • 価格モデル:決定の影響因子
  • SoLoMoゲームビジネスのビジネス&価格モデル
  • エコシステム市場企業の収益&コストアイテム
  • SoLoMoゲームのバランシング&バーチャルグッズの収益化がマイクロトランザクション&無料プレイモデルを促進、ほか

第9章  SoLoMoゲームの市場予測

  • 世界のSoLoMoゲーム市場額・CAGR予測
  • SoLoMoゲームの主要国
  • SoLoMoゲームのバリューチェーンパートナー間の収益シェア
  • エコシステム市場企業の収益生成ソース
  • エコシステム/バリューチェーンにおける新規参入企業 vs. 既存企業:利益を失う/獲得するのはどこか?
  • 広告支援型 vs.マイクロトランザクションビジネスモデル別の収益動向比較
  • SoLoMoゲームのARPU動向
  • SoLoMoゲームのバーチャルグッズ平均価格動向
  • SoLoMoゲーマーのバーチャルグッズ分類における平均支出パターン
  • SoLoMoプラットフォームにおける無料 vs. 有料 vs. その他ゲームの動向
  • タブレット vs. スマートフォン vs. 多機能携帯電話の収益割合動向
  • 広告支援型 vs.バーチャルグッズのマイクロトランザクション vs.ハイブリッドゲーム市場のシェア
  • SoLoMoゲームプラットフォームにおけるHTML5 & クラウド技術の導入動向
  • モバイルデバイスにおけるGPS技術の導入動向
  • SoLoMoゲーマー予測、ほか

第10章 次のSoLoMoゲーム進化は何か?

  • NFCペイメントの統合
  • オートライフログプラットフォーム
  • 分散型マスソーシャルエクスペリエンス

図表

目次

Abstract

Overview:

The convergence of Social Local and Mobile (SoLoMo) is a powerful force with big implications for applications of all types and gaming is no exception. SoLoMo Gaming will cause no less than a revitalization of the gaming ecosystem resulting in disruption as new market players assume market share for existing providers. The growth of LTE, smartphone and tablet devices, social media/networking, mobile payment, HTML5 technology, cloud-based gaming, and brand's deeper engagement represent some key factors that are pushing this wave to make the 2013 - 2015 period explosive for SoLoMo gaming.

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.

Companies in Report:

PopCap, GREE, Electronic Arts (EA), Playdom, Massive Damage inc., Grey Area Ltd., Yelp, DeNA, inOnRoad, Blippar, int13.net, Booyah, Zynga, Nexon, FirmVille, CityVille, Alibaba, Ubitus inc., OnLive, NHN Japan, NTT Docomo, FriendSter, AT&T, Orange, Vodafone, KDDI, Sony, Locaid, PaymentOne, Simplelifeform.com, Live Gamer, Blizzard Entertainment, America Online, Gaia, WeeWorld, CloudMade, Gaikai, Burst.ly, App.net, MoPub, W3i, Rovio, PayPal, Gameloft, France Telecom, Bouygues Telecom, SFR, NRJ, mPass, MasterCard, Everything Everywhere, Deutsche Telekom, Orange, Barclay, Giesecke, Devrient, McDonalds, Oracle, Nike, Starbucks, Nokia, H&M, Loopt, Google, Yahoo, Bing, Mixi, Facebook, Pinterest, Twitter, Foursquare, Apple, QQ

Key Findings:

  • SoLoMo gaming market value (core + market shift) is estimated to reach $6.15 billion USD by 2017
  • SoLoMo gaming is going to replace certain existing ecosystem market players with new entrants
  • SoLoMo gamer-base including Core & Shifted gamer is estimated to increase 12 times by 2017
  • Virtual Goods will be the key for revenue monetization holding more than 50% market share
  • 35+ age bracket is the high payer in SoLoMo gaming platform

Target Audience:

  • Mobile network operators
  • Virtual goods solution providers
  • Cloud gaming platform providers
  • Mobile HTML5 solution providers
  • Mobile Application store providers
  • Mobile gaming investment companies
  • Mobile social and location game platform developers
  • Mobile gaming marketing and consultancy companies
  • Mobile game development and publishing companies
  • Mobile Ad network, payment solutions and content providers

Table of Contents

1.0 SOLOMO MARKET OVERVIEW AND GAMING EVOLUTION

  • 1.1 CONCEPT OF SOLOMO & AUGMENTED UTILITY
  • 1.2 BROWSER BASED TO APP BASED TREND AND SOLOMO EVOLUTION
  • 1.3 MERGED SOCIAL, LOCAL SEARCH & MOBILE: WHAT INDICATES MARKET DATA
  • 1.4 MOBILE GAMING ENTERED SOCIAL PLATFORM INCLUDING DATA INDICATION 8
  • 1.5 MOBILE GAMING MEETS 3G, LTE, HTML5 ENVIRONMENT INCLUDING DATA INDICATION
  • 1.6 EMERGENCE OF LOCATIVE GAMING ON SOCIAL & MOBILE PLATFORM FOR DEEPER ENGAGEMENT: THE NEXT GEN GAMING

2.0 LOCATIVE GAME DYNAMICS IN SOLOMO PARADIGM

  • 2.1 WHAT IS LOCATION GAME
  • 2.2 IDEAL FEATURES OF LOCATIVE GAMING
  • 2.3 LOCATIVE GAME DYNAMICS / PRINCIPLES TO FOLLOW
  • 2.4 BALANCING BUSINESS FOCUS WITH LOCATIVE GAMING

3.0 MARKET GROWTH DRIVER ANALYSIS OF SOLOMO GAMING

  • 3.1 LOCATION CENTRIC MULTIPLAYER MOBILE SOCIAL & CASUAL GAMING TREND
  • 3.2 COMBINING GAMERS PSYCHOLOGICAL FLOW WITH LOCAL COMMUNITY DRIVEN DEEPER BRAND ENGAGEMENT METRICS
  • 3.3 AUGMENTED UTILITY BEHAVIOR OF GAMER USING MOBILE AUGMENTED REALITY
  • 3.4 IN-GAME TRANSACTION TREND AND VIRTUAL GOODS PLACEMENT BASED IN REAL TIME LOCATION
  • 3.5 VIRTUAL GOODS EXPORT IN GAMING AND EXCHANGE TREND AMONG COMMUNITY
  • 3.6 HTML5 & CLOUD BENEFIT IN GAMING

4.0 SOLOMO GAME DEVELOPMENT TECHNOLOGY PLATFORM TREND

  • 4.1 ANDROID VS. IOS GAMING MARKET & PROFIT SHARE TREND
  • 4.2 FACEBOOK'S MOBILE-PLUS-OPEN-GRAPH COMBINATION IN GAMING VS. UNIFIED GOOGLE GAMES PUBLISHING PLATFORM
  • 4.3 EMERGING CLOUD AND HTML5 BROWSER BASED PUBLISHING

5.0 ECO-SYSTEM AND VALUE CHAIN IN SOLOMO GAMING ENVIRONMENT

  • 5.1 ECO-SYSTEM STRUCTURE AND MAIN ACTIVITIES
  • 5.2 VALUE CHAIN PARTNERSHIP MODELING
  • 5.3 ROLE OF NEW ENTRANTS IN ECO-SYSTEM / VALUE CHAIN
    • 5.3.1 TECHNICAL & LEGAL ROLE OF LOCATION TECHNOLOGY PROVIDER / PUBLISHER
    • 5.3.2 VIRTUAL GOODS PROVIDER WILL PLAY CRITICAL ROLE ON GAME SUCCESS
    • 5.3.3 MICRO TRANSACTION SOLUTION PROVIDER TO PROVIDE MONETIZED PLATFORM FOR USER & GAME DEVELOPER
    • 5.3.4 CLOUD GAME PLATFORM PUBLISHER TO ENSURE LAAS STANDARD
  • 5.4 ECONOMIC DRIVER OF SOLOMO GAMING VALUE CHAIN
  • 5.5 APPSTORE, SNS PORTAL & CLOUD PUBLISHING FRAMEWORK3

6.0 SOLOMO GAME DISTRIBUTION TREND

  • 6.1 OTI VS. OTA DISTRIBUTION: WHERE IS SOLOMO GAME
  • 6.2 OTI VS. OTA FRAGMENTATION AND APPSTORE, SNS PORTAL, HTML5 & CLOUD PLATFORM
  • 6.3 GOOGLE PLAY VS. APPLE STORE: HOW APPLE WILL BE LOSING MONEY FROM SOLOMO GAME?
  • 6.4 MITIGATING FRAGMENTED DISTRIBUTION CHALLENGE OF BILLING, COST, MARKETING AND CROSS-CHANNEL PUBLISHING
  • 6.5 CONSUMER RESPONSE AND FUTURE OF OTI VS. OTA DISTRIBUTION

7.0 SOLOMO GAME MONETIZATION METRICS

  • 7.1 GAMER MONETIZATION METRICS: HOW TO CONNECT?
  • 7.2 SAMPLE GAMER CONVERSION FUNNEL
  • 7.3 GAME LIFE CYCLE MODEL: WHAT TO MANAGE?
  • 7.4 KPI MANAGING FRAMEWORK OF GAME LIFE CYCLE
  • 7.5 SOLOMO GAME ANALYTICS APPROACH: HOW TO MANAGE SEQUENTIAL STEPS?
  • 7.6 VIRAL VS. RETENTION: WHAT TO FOCUS?
  • 7.7 CHECKLIST FOR RETENTION METRICS MANAGEMENT
  • 7.8 CHECKLIST FOR VIRALITY METRICS MANAGEMENT
  • 7.9 CHECKLIST FOR ACQUISITION METRICS MANAGEMENT
  • 7.10 CHECKLIST FOR BUSINESS MONETIZATION METRICS
  • 7.11 SAMPLE CUSTOM METRICS TO DERIVE ACTIONABLE INSIGHTS FOR BETTER MONETIZATION
  • 7.12 BRAND MONETIZATION METRICS IN SOLOMO GAME: WHAT A BRAND MANAGER NEED TO FOCUS? 4

8.0 SOLOMO GAMING BUSINESS & PRICING MODEL ANALYSIS

  • 8.1 STRATEGY CONSIDERATION TO DESIGN RIGHT BUSINESS MODEL
  • 8.2 PRICING MODEL: FACTORS INFLUENCE DECISION
  • 8.3 BUSINESS & PRICING MODEL FOR SOLOMO GAMING BUSINESS
  • 8.4 REVENUE & COST ITEMS FOR ECO-SYSTEM MARKET PLAYER
  • 8.5 SOLOMO GAME BALANCING & MONETIZATION IN VIRTUAL GOODS DRIVEN MICRO TRANSACTION & FREE-TO-PLAY MODEL
  • 8.6 MARKET CHALLENGES & SOLUTIONS IN FREE-TO-PLAY & VIRTUAL GOODS DRIVEN MICRO TRANSACTION MODEL
  • 8.7 UG (USER GENERATED), CLUB BASED, AND RESEARCH & GAMIFICATION CENTRIC BUSINESS MODEL: FEW FRESH POTENTIAL CONCEPT

9.0 SOLOMO GAMING MARKET PROJECTION 2012 - 2017

  • 9.1 WORLDWIDE SOLOMO GAMING MARKET VALUE (CORE + SHIFTED MARKET) AND CAGR PROJECTION 2012-2017
    • 9.1.1 MARKET VALUE BREAKDOWN INTO CORE VS. SHIFTED MARKET PERCENTAGE FROM MOBILE SOCIAL GAMING 2012 - 2017 5
  • 9.2 TOP COUNTRIES IN SOLOMO GAMING
  • 9.3 REVENUE SHARE % ACROSS SOLOMO GAMING VALUE CHAIN PARTNERS
  • 9.4 REVENUE GENERATING SOURCES (%) FROM ECO-SYSTEM MARKET PLAYER
  • 9.5 NEW ENTRANT VS. EXISTING PLAYER IN ECO-SYSTEM / VALUE CHAIN: WHO IS LOSING / GAINING MONEY?
  • 9.6 AD FUNDED VS. MICRO TRANSACTION BUSINESS MODEL WISE REVENUE TREND COMPARISON 2012-2017 5
  • 9.7 TABLET VS. SMARTPHONE VS. FEATURED PHONE REVENUE PERCENT (%) TREND 2012 - 2017
  • 9.8 SOLOMO GAMING ARPU TREND 2012 - 2017
  • 9.9 AVERAGE VIRTUAL GOODS PRICING TREND IN SOLOMO GAME
  • 9.10 SOLOMO GAMERS AVERAGE SPENDING PATTERN VIRTUAL GOODS CATEGORY
  • 9.11 FREE-TO-PLAY VS. PAID VS. OTHERS GAME TREND IN SOLOMO PLATFORM 2012-2017
  • 9.12 AD FUNDED VS. MICRO TRANSACTION ON VIRTUAL GOODS VS. HYBRID GAME MARKET SHARE 2012-2017
  • 9.13 HTML5 & CLOUD TECHNOLOGY ADOPTION TREND IN SOLOMO GAMING PLATFORM 2012 - 2017
  • 9.14 GPS TECHNOLOGY ADOPTION TREND IN MOBILE DEVICE 2012 - 2017
  • 9.15 SOLOMO GAMERS PROJECTION (CORE + MARKET SHIFT) 2012 - 2017
    • 9.15.1 MOBILE SOCIAL GAMERS SHIFTING TREND TO SOLOMO GAMERS 2012 - 2017
  • 9.16 CASUAL VS. REGULAR GAMING PERCENT IN SOLOMO PLATFORM 2012-2017
  • 9.17 SOLOMO GAMERS BUYING HABIT OF VIRTUAL GOODS BASED ON DEMOGRAPHY

10.0 WHAT NEXT IN SOLOMO GAMING EVOLUTION?

  • 10.1 NFC PAYMENT INTEGRATION
  • 10.2 AUTO LIFE LOGGING PLATFORM
  • 10.3 DISTRIBUTED MASS SOCIAL EXPERIENCE

List of Figures

  • Figure 1: Market data of Social Networking, Mobile Facebook population, Mobile LBS user and smartphone LBS user
  • Figure 2: Market Data of 3G, LTE & HTML5 user & aopdtion and mobile data traffic
  • Figure 3: iPhone Screenshot of "Please Stay Calm-Zombie Apocalypse": the best SoLoMo game (copyright: Massive Damange, Inc.)
  • Figure 4: iPhone screenshot of Shadow Cities: a true SoLoMo Game (copyright: Grey Area Ltd.)
  • Figure 5: MMG & Mobile Social Gaming Market Data
  • Figure 6: Top 4 SoLoMo Game with Player Number
  • Figure 7: Psychological game-play pattern of SoLoMo Gamer
  • Figure 8: Sample trail map of SoLoMo gamer: How do they chase
  • Figure 9: Market data related to Brand Virality & Engagement via Mobile Social Gaming
  • Figure 10: Top 7 Augmented Reality SoLoMo Game
  • Figure 11: ARDefender SoLoMo Game on Android (copyright: int13.net)
  • Figure 12: In-game virtual goods market related data
  • Figure 13: Virtual goods placement in MyTown- a SoLoMo Game, tracking real time location (copyright: Booyah)
  • Figure 14: Mobile cloud gaming network diagram: a graphical presentation (copyright: Stanford)
  • Figure 15: G-Cloud: World's 1st Mobile Cloud LTE Gaming on Docomo Tablet (copyright: Docomo)
  • Figure 16: m.friendster.com - HTML5 Game Publisher for iPhone, iPad, Android i.e. Buggy Fighter, Cool Pool etc. (Copyright: FriendSter)
  • Figure 17: iOS vs. Android Gaming Market Share Related Data
  • Figure 18: Identified tasks behavior in SoLoMo gaming eco-system structure
  • Figure 19: SoLoMo Gaming Market Player in Value Chain Model
  • Figure 20: Revenue Dimension in SoLoMo Gaming Value Chain
  • Figure 21: SoLoMo Game Publishing Framework: Appstore vs. SNS/Location Portal vs. Cloud Platform
  • Figure 22: SoLoMo Game in OTI vs. OTA Distribution Channel
  • Figure 23: Competitive comparison between iOS vs. Android Appstore Model
  • Figure 24: Sequential steps to monetize SoLoMo Gamer
  • Figure 25: Sample conversion funnel to analyze SoLoMo gamer
  • Figure 26: Life Cycle model of SoLoMo game
  • Figure 27: KPI Framework to manage SoLoMo game life cycle
  • Figure 28: Steps to follow to develop Analytics Approach in SoLoMo Game
  • Figure 29: Sample Viral vs. Retention Metrics Graph: What to Focus?
  • Figure 30: Checklist to manage retention metrics
  • Figure 31: Checklist to get advantage from Virality Metrics
  • Figure 32: How to manage acquisition metrics
  • Figure 33: Checklist for business monetization metrics
  • Figure 34: Sample of Custom metrics to derive actionable insights
  • Figure 35: Checklist to monetize Brand in a SoLoMo game
  • Figure 36: Sample monitoring metrics determining Brand effectiveness in SoLoMo game (copyright: Oracle)
  • Figure 37: Strategy to include designing right Business Model for SoLoMo Game
  • Figure 38: Mobile Social Gaming APR, average download, charitable stuff related market data
  • Figure 39: Distribution & Pricing Model for SoLoMo Game
  • Figure 40: Key Revenue & Cost Items for SoLoMo eco-system player
  • Figure 41: A Need Bragging approach creation for SoLoMo game monetization in Free-to-play & in-game transaction model
  • Figure 42: Balancing SoLoMo gamer in a need bragging approach
  • Figure 43: Market challenges & Solutions in micro transaction model
  • Figure 44: SoLoMo Gaming Market Value (core + market shift) 2012-2017
  • Figure 45: Core vs. Shifted Market Percent among Total SoLoMo Gaming Market Value 2012-201
  • Figure 46: % of Mobile Social Gaming Market will be shifted to Core SoLoMo Gaming Platform 55
  • Figure 47: Top 5 countries SoLoMo gaming market share
  • Figure 48: Revenue Share % among SoLoMo Gaming value chain partners
  • Figure 49: Revenue sources % from SoLoMo gaming Eco-System Player
  • Figure 50: Comparison of Money Gaining & Loosing of Existing vs. New Market Player in SoLoMo Gaming Environment
  • Figure 51: Ad Funded vs. Micro Transaction Revenue under SoLoMo gaming platform 2012-2017
  • Figure 52: SoLoMo Gaming revenue contribution % Tablet vs. Smartphone vs. Featured Phone 2012-2017
  • Figure 53: SoLoMo Gaming ARPU 2012-2017
  • Figure 54: % of SoLoMo games average Virtual Goods Pricing Trend
  • Figure 55: SoLoMo Gamers expenditure over Consumable with real life cash vs. Durable vs. Personalization Virtual Goods category
  • Figure 56: Free-to-Play vs. Paid vs. Others Game in SoLoMo Platform 2012-2017
  • Figure 57: Ad Funded vs. Micro Transaction vs. Hybrid Game market share in SoLoMo Platform 2012-2017
  • Figure 58: HTML5 & Cloud Technology Adoption Trend in SoLoMo Game 2012 - 2017
  • Figure 59: GPS technology Adoption Trend in mobile devices 2012 - 2017
  • Figure 60: Worldwide SoLoMo Gamer Projection 2012-2017
  • Figure 61: Core vs. Shifted Gamer percentage among total SoLoMo Gamer 2012-2017
  • Figure 62: % of Mobile Social gamer will be shifted to SoLoMo gamer 2012-2017
  • Figure 63: Casual vs. Regular Gaming in SoLoMo Platform 2012-2017
  • Figure 64: % of SoLoMo Gamer bought virtual goods on different age bracket
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