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Gameloft and GungHo Announce Strategic Alliance. GungHo to Distribute Gameloft's Mobile Game Disney Magic Kingdoms in Japan
PR Newswire - Tue Feb 02, 12:03AM CST
Gameloft and GungHo Online Entertainment, two leading digital and social game developers, today announced that they have reached a non-binding framework agreement to cooperate in the creation and distribution of high quality mobile games as well as in various areas of the digital entertainment industry.

Top 31 Mobile Gaming Companies: Global Mobile Gaming Market 2015-2019
M2 - Fri Jun 12, 9:09AM CDT
Research and Markets (http://www.researchandmarkets.com/research/466pd6/global_mobile) has announced the addition of the "Global Mobile Gaming Market 2015-2019" report to their offering. Mobile games are played either using internet connectivity or by installing a game in the mobile device. They can also be played by installing non-network mobile gaming applications that are pre-installed or downloaded from application stores such as Google Play and App Store. The non-network mobile gaming application uses the mobile device's platform to run the gaming software. The analysts forecast the Global Mobile Gaming market to grow at a CAGR of 21.39 percent over the period 2014-2019. Key Vendors - Activision Blizzard - Electronic Arts - Gameloft - Glu Mobile - GungHo Online Entertainment - Kabam - King Digital Entertainment - Rovio Entertainment - Supercell - Zynga Other Prominent Vendors - CJ E&M Netmarble - Colopl - CyberAgent - DeNa - Disney Interactive - Facebook - Gamevil - GREE - IGG - Kiloo - Konami Digital - Locojoy - Machine Zone - MindJolt - SEGA - Square Enix - Storm8 - Tencent - Ubisoft Entertainment - Warner Bros. Entertainment - WeMade Entertainment Commenting on the report, an analyst from The author's team said: The change in the demographics of gamers is one of the major trends witnessed in the market. Females and kids now constitute a sizable population of gamers. This change in gamer demographics results in vendors shifting focus from traditional sales, to sales of virtual goods, subscription-based games, ad-based games, and games as a service For more information visit http://www.researchandmarkets.com/research/46...bal_mobile About Research and Markets Research and Markets is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.
GLUU: 2.32 (-0.07), KING: 18.00 (unch)

Soft Power, Hard Fight: The Chinese Online Game Market and Leading Vendors Report 2015
M2 - Thu Jun 11, 8:49AM CDT
Research and Markets (http://www.researchandmarkets.com/research/zp83x9/soft_power_hard) has announced the addition of the "Soft Power, Hard Fight: The Chinese Online Game Market and Leading Vendors" report to their offering. Still at a high-growth stage, the Chinese online game market value is expected to exceed 150 billion RMB in 2016, replacing the United States to become the world's largest online game market. The 90's generation has become the target customers in replacement of the 80's generation, and leading online game vendors have placed a higher emphasis on intellectual property rights. With the Chinese government opening up the Chinese game console market in early 2015, what potential opportunities will arise in the online game market? This report explores the market opportunities through the analysis of the development of China's top three game vendors: Tencent, NetEase, and Changyou. Key Topics Covered: 1. China as World's Second Largest Online Game Market; 2. Tencent Rules Chinese Online Game Market; 2.1 Pioneer in Mobile Game Market; 2.2 Develops Star IP and Accelerates Global Investment; 2.3 Into Console Game Market; 3. NetEase Expands Ties with Blizzard Entertainment to Mobile Games; 3.1 Distribution Rights for Blizzard Entertainment's Five Popular Games; 3.2 Taps into Mobile Games in 2014; 4. Changyou Remains Focused on Client-based Games; 4.1 Cooperation with Taiwanese Softstar in Client-based and Mobile Games; 4.2 Achievement in Animation and Literature IP; List of Companies - 51Pocket - Aiming - Bandai Namco - Blizzard Entertainment - CJ Games - Changyou - China Telecom - Dianping - Digital Extreme - Funnybee - GungHo Online Entertainment - HBO - Hammer & Chisel - Hisense TV - Huawentianxia - IMC Games - JD - Kakao - Konami - Konka - NetEase - Nexon - Nvius - Pati Games - Perfect World - Playworks - Qidian - RaidCall - Sogou - Sohu - Sony Music - Sparkly Key Animation Studio - Yuewen Group - Zhongzhibowe - iDreamSky For more information visit http://www.researchandmarkets.com/research/zp...power_hard

Global Online Gaming Market 2015-2019 with Activision Blizzard, EA, Giant Interactive, GungHo Online, King Digital, Microsoft, NCSOFT, Sony, Take-Two Interactive Software, Tencent & Zynga Dominating
M2 - Wed Mar 25, 10:52AM CDT
Research and Markets (http://www.researchandmarkets.com/research/gkmgmx/global_online) has announced the addition of the "Global Online Gaming Market 2015-2019" report to their offering. The analysts forecast the Global Online Gaming market to grow at a CAGR of 11.95 percent over the period 2014-2019. Electronic systems used to play video games are known as platforms. These platforms include TVs, consoles, mobile devices, and PCs. A wide variety of games are available for different gaming platforms. Online gaming facilitates multiple players worldwide to connect and play against each other. Online Games constitute a key segment of video games. They include casual single-player games, multi-player games, community-based games, and MMO games. This report covers the present scenario and the growth prospects of the Global Online Gaming market for the period 2015-2019. To calculate the market size, the report considers consumer spending on online games. It, however, does not consider the spending on hardware used to enable online gaming. The market has been segmented into MMO Games and Social or Casual Games. An increase in online content and digital distribution enables vendors to reach out to their customers globally, as it removes the need for physical discs. The digital distribution of games and online gaming services will become a prominent part of the Global Online Gaming market in the coming years, boosting the market growth. According to the report, the growth of the market is supported by the increased use of smartphones and tablets to play games. This has led game developers to come up with different business revenue models. With advances such as an increase in display size and other hardware specifications, several online gaming vendors are entering the mobile platform. Further, the report states that piracy issues are the major challenges being faced by this market. Gamers use P2P clients such as BitTorrent to download pirated copy of games. Piracy exists on a large scale with pirate servers offering licensed games and fee-based games for free because of the availability of high-speed internet and channels enabling piracy to take place. Key Vendors - Activision Blizzard - EA Games - Giant Interactive Group - GungHo Online Entertainment - King Digital Entertainment - Microsoft - NCSOFT - Sony - Take-Two Interactive Software - Tencent Holdings - Zynga Key Topics Covered: - Executive Summary - List of Abbreviations - Scope of the Report - Market Research Methodology - Introduction - Market Landscape - Market Segmentation by Application - Geographical Segmentation - Key Leading Countries - Buying Criteria - Market Growth Drivers - Drivers and their Impact - Market Challenges - Impact of Drivers and Challenges - Market Trends - Trends and their Impact - Vendor Landscape - Key Vendor Analysis For more information visit http://www.researchandmarkets.com/research/gk...bal_online
TTWO: 35.99 (-1.98), KING: 18.00 (unch)

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