Mobile Gaming - US - May 2011
US $4,395.00 (Excl.Tax)Excl. Tax Buy Now
This report builds on the analysis presented in Mintel’s Mobile and Casual Gaming—U.S., December 2010, as well as Mintel’s Video Games—U.S., July 2008, and Gaming in the Interactive World—U.S., July 2009.
For the purposes of this report, the Mobile Gaming market has been defined as consisting of games downloaded for free or for a fee from a mobile carrier or app store onto a smartphone or a tablet. This report covers mobile gaming for consumer use only—not games or any other type of downloadable software intended for commercial, business, or institutional use. The report does not include sales of internet- or social-media-based games accessed via a browser on smartphones or tablet devices. The report also excludes sales and use of games for dedicated portable game-playing devices such as those from Nintendo and Sony.
Basic "feature" cell phone (non-smartphone) users are not the focus of this report, but sales of games for feature phones are included in market size estimates and covered as "other" in the consumer research conducted for this report.
This report will give you a complete 360-degree view of your market. Not only is it rooted in robust proprietary and high-quality third-party data, but our industry experts put that data into context and you’ll quickly understand:
What They Want. Why They Want It.
Who’s Winning. How To Stay Ahead.
Size, Segments, Shares And Forecasts: How It All Adds Up.
New Ideas. New Products. New Potential.
Where The White Space Is. How To Make It Yours.
What’s Shaping Demand – Today And Tomorrow.