Spettacolo
Wireless Gaming: Robust Growth in Mobile Users Sets the Stage - Global Strategic Business Report 2013
This report analyzes the worldwide markets for Wireless Gaming in US$ Million by the following Product Segments: Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming, and Downloadable Wireless Gaming. The report provides separate comprehensive analytics for the US, Japan ,
Europe , and Rest of World. Annual estimates and forecasts are provided for the period 2010 through 2018.
The report profiles 90 companies including many key and niche players such as Blockdot, Inc., DeNA Co., Ltd., Electronic Arts, Inc., Gameloft SA,GAMEVIL, GREE International, Inc., Glu Mobile Inc., GigaMedia Limited, HandyGames, I-play, Itsmy® Games, Jump Games, Kuju Entertainment Ltd., MocoSpace, NAMCO BANDAI Games Inc.,
Nexon America , Inc., Player X, RockYou®, Inc., Santaro Interactive Entertainment Company, SendMe Inc., Snackable Media, Sohu.com, Inc., Sony Computer Entertainment, Inc., Sony Online Entertainment LLC, Tylted and Zapak Digital Entertainment Ltd.
I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
II. Executive Summary
1. INDUSTRY OVERVIEW
2. ANALYSIS OF KEY GAMING SEGMENTS
3. COMPETITION
4. PRODUCT OVERVIEW
5. RECENT INDUSTRY ACTIVITY
6. CORPORATE ACTIVITY IN THE RECENT PAST - A PERSPECTIVE BUILDER
7. PRODUCT/SERVICE INNOVATIONS/ INTRODUCTIONS
8. PROUDUCT/SERVICE INTRODUCTIONS/ LAUNCHES IN THE RECENT PAST - A PERSPECTIVE BUILDER
9. FOCUS ON SELECT GLOBAL PLAYERS
10. GLOBAL MARKET PERSPECTIVE
III. MARKET
1. THE UNITED STATES
2. JAPAN
3. EUROPE
4. REST OF WORLD
IV. COMPETITIVE LANDSCAPE
Total Companies Profiled: 90 (including Divisions/Subsidiaries - 99)
For more information visit Wireless Gaming: Robust Growth in Mobile Users Sets the Stage - Global Strategic Business Report 2013
Research and Markets
Laura Wood , Senior Manager.
press@researchandmarkets.com
U.S. Fax: +1-646-607-1907
Fax (outside U.S.): +353-1-481-1716
Sector: Gaming