Smart Phone Gaming Market in Korea 2013
Language:
Japanese
Product Code No:
C55103100
Issued In:
2013/08
#of Pages:
343
Publication Cycle:
Format:
PDF
Geographic Coverage:
Korea
Industry:
Jump to the Japanese Page:
Coverage: (Product/service)
Smart Phone Gaming Market
Research Target:
Developers, publishers and operators of smart phone games, other data of entire gaming market
Research Content:
I Market Overview
II Trends in Smart Phone Gaming Market in Korea
- Transition of Market Size
- Grasping of Market Trends
- Backgroung of Establishment of Korean Smart Phone Gaming Market
- Current Status of Korean Smart Phone Gaming Market
- Future Outlook of Korean Smart Phone Gaming Market
III Latest Treds in Leading Market Players
- Latest Trends in Leading Platforms
- Carrier Market
- T Store, olleh Market and U+ Store
- KaKao game/LINE Game
-
Latest Trends in Leading Gaming Companies
- WeMade Entertainment、Netmarble
- GAMEVIL, Com2uS
- PC Online Gaming Companies (NEXON, NHN, NEOWIZ, NC Soft)
IV Trends in Smart Phone Gaming Business
- Trends in Development
- Operation Systems and Strategies
- Systems for Operation
- Operation Strategies (Utilizing SNS, Conducting Events, Updates)
- Advertisement and PR for gaming, Strategies to invite more players
- Charging Models
- Inner Gaming
V Trends in Korean Users
- Overview
- Research Results and Analysis
- Average time per day (entire gaming market)
- Average time zones for playing games per day (entire gaming market)
- Categories or areas of gaming (platform)
- Most important factors in playing games (entire gaming market)
- Categories or areas that lead the gaming market in the future (platform)
- Genre that leads future gaming market (entire gaming market)
- Number of titles (smart phone games)
- Amount of money spent for gaming per month (smart phone games)
VI Company Profiles
14 enterprises
Appendix: List of Companies relating Smart Phone Gaming
- Developers (70 companies)
- Publishers (4 companies)
- Operators (2 companies)