Mobile Gambling: Market Analysis, Initiatives and Solutions to Defeat Game Piracy in 3g, Lte An

Bharat Book introduces a report ” Mobile Gaming Piracy: Market Analysis, Initiatives and Solutions to Defeat Game Piracy in 3G, LTE and the Cloud Ecosystem “With mobile gaming taking on an increasingly more prominent role among gamers, and representing an increasingly important source of revenue for game developers, the issue of mobile gaming privacy has become a very hot topic.

With mobile gaming taking on an increasingly more prominent role among gamers, and representing an increasingly important source of revenue for game developers, the issue of mobile gaming privacy has become a very hot topic.Billions of dollars are at stake to the rightful owners of mobile game offerings. Furthermore, a single successful piracy can create a manifold effect from the gamer’s perspective as their as their mobile/wireless device may be compromised and/or their private data may be leaked, including bank account & credit card information. http://www.bharatbook.com/information-technology-market-research-reports/mobile-gaming-piracy-market-analysis-initiatives-and-solutions-to-defeat-game-piracy-in-3g-lte-and-the-cloud-ecosystem.html

Summary
This research evaluates the mobile security ecosystem as it pertains to piracy, mobile gaming vulnerability patterns/behaviors, piracy incidents case studies by platform, vendor solutions, country specific gaming market & security issues, business impact of piracy, and strategies to protect security and reduce piracy threats. Business Report
Countries Analyzed in the Report:

USA, UK, France, Germany, Russia, India, China, Japan, Australia, Emerging Asia, Europe, North America, Latin America, and Africa

Target Audience:

Mobile network operators
In-app virtual currency providers
Social and location game providers
Government and regulatory institutions
Mobile game developers and publishers
Mobile network infrastructure providers
Mobile anti-virus and security software providers
Content and application mediators and aggregators
Table of Contents

1.0 EXECUTIVE SUMMARY 6
2.0 MOBILE GAMING ECOSYSTEM & ROLE OF MARKET PLAYER 7
2.1 OVERVIEW OF MOBILE GAMING ECOSYSTEM 7
2.2 GAMING PASS IN MOBILE GAMING ECO SYSTEM: 8
2.3 MOBILE GAMING ECO-SYSTEM REVIEW (% DENOTES ON REVENUE SHARING) 9
2.4 ADVANCEMENT OF MOBILE DEVICE OPENS THE WAY FOR GAMING 10
2.5 MAJOR MARKET PLAYER IN MOBILE GAMING ECOSYSTEM: 10
2.6 MOST POPULAR MOBILE GAMES WORLDWIDE 11
2.6.1 ANDROID’S POPULARITY TO THE MOBILE GAMING INDUSTRY: 11
3.0 MOBILE GAMING SECURITY & PIRACY ECOSYSTEM ANALYSIS 13
3.1 CYBERCRIMINAL IN MOBILE GAMING ECOSYSTEM: 13
3.2 GAME DEVELOPER’S ARTICULATION ABOUT PIRATED GAME(ANDROID VERSUS IOS) 14
3.3 PIRATED GAME CONTRIBUTOR IN MOBILE GAMING INDUSTRY 15
3.4 ROLE OF MOBILE GAMING SOFTWARE MARKET IN SECURITY: 15
3.4.1 OBSTACLE IN BUSINESS: 16
3.4.2 ABUNDANCE OF GRAY CHANNEL: 16
3.4.3 AVAILABLY OF CHEAP PIRATED SOFTWARE: 16
4.0 CYBERCRIMINAL IN THE MOBILE GAMING ECOSYSTEM 17
4.1 HACKERS IN THE SMARTPHONE GAMING 17
4.2 GLOBAL ATTACK OF CYBERCRIMINAL IN MOBILE GAMING: 18
4.3 HACKING THE VITA 19
5.0 PIRATED MOBILE GAMING MARKET OVERVIEW 20
5.1 MOST POPULAR PIRATED GAMES: 20
5.1.1 PIRATED ANGRY BIRD GAME: 20
5.1.2 PIRATED FRUIT NINJA: 20
5.1.3 PIRATED DEAD TRIGGER: 21
6.0 SMARTPHONE: PIONEERING THE MOBILE GAMING INDUSTRY 22
6.1 GLOBAL MARKET SIZE OF MOBILE GAMES: 22
6.2 NATIONAL WIDE MOBILE GAMER ANALYSIS: 22
6.3 WORLDWIDE MOBILE GAMERS (PLAYERS & PAYERS) 23
6.4 COUNTRY WISE MOBILE GAMERS ANALYSIS 24
6.4.1 USA: MOBILE DEVICE USED FOR GAMING 24
6.4.2 UK: MOBILE DEVICE USED FOR GAMING 25
6.4.3 FRANCE MOBILE DEVICE USED FOR GAMING 26
6.4.4 GERMANY: MOBILE DEVICE USED FOR GAMING 27
6.4.5 INDIA: MOBILE DEVICE USED FOR GAMING 28
6.4.6 CHINA: MOBILE DEVICE USED FOR GAMING 29
6.4.7 JAPAN: MOBILE DEVICE USED FOR GAMING 30
6.4.8 AUSTRALIA: MOBILE DEVICE USED FOR GAMING 31

For more information kindly visit :
Mobile Gaming Piracy: Market Analysis, Initiatives and Solutions to Defeat Game Piracy in 3G, LTE and the Cloud Ecosystem

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