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Showing posts with label mobile gaming. Show all posts
Showing posts with label mobile gaming. Show all posts

June 4, 2015

Mapping the ecosystem of Mobile as a Service Platform::

.
" mobile content networks and infrastructure

"mapping the ecosystem of mobile as a service platform"


The mobile  Infrastructure includes the  mobile ad networks, aggregators, ad servers and  mobile content platforms.Mobile location based services includes  geo  local services at its core  among which Twitter, Giowalla, Foursquare, Paynt, Simplegeo  are some of the bigger players. Mobile commerce enablers includes   gamification shopping app for smartphones and tablets that offers customers rewards for walking into stores . Some other players in this domain include stickybits, snaptel getglue, and shopkick among several others.Finally the Mobile Payment platform   completes the ecosystem

April 22, 2013

May 10, 2012

Mobile Gaming in Europe grow 55% to reach 46million

Mobile gaming

Social Gaming on the up Amongst Europeans
 
According to Comscore In February 2012, 6.1 million EU5 smartphone gamers logged into a social game on their devices (up 42 percent in the past six months), representing 13.2 percent of smartphone gamers overall. The Italian smartphone gaming audience ranked first in terms of the penetration at 15.5 percent, followed by the UK (14.2 percent) and France (13.1 percent). Spanish smartphone users were most likely to play games with other people at 11.0 percent, followed by Italy at 9.4 percent.
Nearly Half of EU5 Smartphone Users are Gamers: "In the three month average ending February 2012, the number of EU5 smartphone users playing games at least once a month increased 55 percent over the past year to 46.4 million smartphone users (representing 42 percent of the EU5 audience). The UK proved to be the largest market for mobile gaming with 14.2 million smartphone users playing games on their devices during the month, representing 52 percent of the smartphone audience. British smartphone users also ranked first in terms of gaming penetration across daily and weekly gaming usage"



According to Flurry data, smartphone owners use apps for an average of 77 minutes each day. Thirty-one percent of that app time is devoted to games and 31 percent is devoted to social networking apps. Together, smartphone owners spend nearly two-thirds of their daily smartphone app time socializing or shooting (depending on your gaming preference).

In 2011  smartphone owners played games for an average of 25 out of 68 minutes of total app activity each day or 37 percent. Social networking apps took up only 15 minutes of a user's daily app allowance, or approximately 22 percent.
Mobile gaming  distribution includes

Over the Air (OTA) - a game binary file (usually BREW or Java) is delivered to the mobile device via wireless carrier networks.
Sideloaded - a game binary file is loaded onto the phone while connected to a PC, either via USB cable or Bluetooth.
Pre-installed - a game binary file is preloaded onto the device by the original equipment manufacturer (OEM).
Mobile browser download - a game file (typically Adobe Flash Lite) is downloaded directly from a mobile websit

November 20, 2011

Asia Pacific To Lead in Mobile Gaming, US, Europe To Follow


The Asia Pacific region (including Japan) represents by far the largest market for mobile gaming, with end-user spending forecast to reach US$3.4 billion by 2011. The mobile-game market has outshone the PC and console game market in the emerging territories of Asia largely because of the low penetration of PCs compared with that of mobile devices.  India is expected to lead among Asian countries in terms of total mobile gaming revenue generated, with the 2007 figure at approximately US$80 million. This is forecast to reach US$450 million by 2012.

In Australia, 7.3 percent of survey respondents indicated that that they buy versions of their favorite console and/or PC game to play on a mobile phone, 

The mobile gaming market in Western Europe is expected to grow  to $862 million by 2011. The North American market is projected to grow from $845 million to approximately $1.2 billion in 2011. The gap between North American and Western European mobile-gaming revenues is expected to widen over the forecast period as more users in North America adopt mobile data services in general. 



September 12, 2011

Angry Birds Addiction Infographics: 200 Million Minute 16 years Every Hour




Angry Birds, the popular iPhone game of destruction from games studio Rovio has sold more than 6.5 million paid copies on the Apple App Store, surpassing 11 million downloads of its lite version in the process.
VentureBeat spoke with the developers of the game, where they mentioned that the company had not spent any money on advertising as it was selling its product to iPhone owners in over 60 countries

Angry Birds has sold more than 12 million copies of Angry Birds, with the majority of the revenue coming from the iPhone app. . Every day, users spend 200million minutes -- 16 years every hour -- playing the mobile game. Three trillion pigs have been popped. It has filled billions of those interstitial moments spent riding the bus, on a plane or in important work meetings, and it is or has been the number-one paid app on iTunes in 68 countries, as well as the best-selling paid app of all time. It went straight to the top of the new Mac App Store in January, selling 150,000 copies in its first week. Sixty thousand Angry Birds soft toys have been sold. In January, the trailer for the new Angry Birds Rio racked up 500,000 YouTube views in a weekend; on official videos alone, Angry Birds has had 27 million total views

February 2, 2011