モバイルゲームの著作権侵害(Mobile Gaming Piracy: Market Analysis, Initiatives and Solutions to Defeat Game Piracy in 3G, LTE and the Cloud Ecosystem)...市場調査レポートについてご紹介

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【レポートの概要(一部)】

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
6.4.9 MIDDLE EAST: MOBILE DEVICE USED FOR GAMING 32
6.4.10 EMERGING ASIA: MOBILE DEVICE USED FOR GAMING 33
6.4.11 AFRICA: MOBILE DEVICE USED FOR GAMING 34
7.0 MOBILE GAMING SECURITY & PIRACY INCIDENT AND BUSINESS IMPACT ANALYSIS 35
7.1 INCIDENT PERCENT BY DEVICE TARGETED GAME TABLET VS. MOBILE 35
7.2 INCIDENT PERCENT SPLIT IN REGIONS & COUNTRY 36
7.3 BUSINESS MODEL WISE INCIDENT SPLIT (I.E. FREE-TO-PLAY, SOCIAL, PAID DOWNLOAD, IN-GAME TRANSACTION MODEL ETC.) 37
7.3.1 NEW BUSINESS MODEL TO STOP GAMING PIRACY 37
7.3.2 FREE TO PLAY PAVES THE WAY 38
7.3.3 FREE TO PLAY ACQUIRED BY BIG COMPANIES 39
7.3.4 TOP 5 SMARTPHONE& TABLET MANUFACTURER COMPANY 39
7.3.5 MOBILE GAME DEVELOPER COMPANY ANALYSIS: 40
7.3.6 GLOBAL MOBILE GAMING REVENUE 40
7.3.7 FUTURE OF MOBILE GAMING 41
8.0 USER PERSPECTIVE ANALYSIS 42
8.1 TENDENCY TO USE PIRATED MOBILE GAME 42
8.2 WHY GAMER PREFER PIRATED GAME OVER ORIGINAL GAME 42
8.3 ANALYSIS OF GAMER TENDENCY OF REGIONS FOR PLAYING PIRATED MOBILE GAME 43
8.3.1 FACTORS INFLUENCING PIRATED GAMING 43
8.3.2 REGION WISE PIRATED GAMERS 44
9.0 LEGISLATION BY COUNTRY TO MANAGE MOBILE GAMING SECURITY & PIRACY 45
9.1 JAPAN MAKES FIRST GAME PIRACY ARREST UNDER NEW LAW: 45
9.2 USA’S INITIATIVE: ANDROID APP PIRACY SITES SEIZED FOR COPYRIGHT CRACKDOWN 46
9.3 UK: REGISTRY KEY TO VALIDATE GENUINE GAME 46
9.4 RUSSIA’S INATIATIVE: BETTER SERVICE FROM ANT PIRATED GAME 47
9.5 CHINA: JAILBREAKING PREVENTION BY APPLE 47
10.0 MOBILE GAMING COMPANY/SOLUTIONS FOR MOBILE GAMING SECURITY & PIRACY 48
10.1 ANTIVIRUS SOFTWARE COMPANIES INITIATIVE: 2012’S TOP 5 ANTIVIRUS FOR MOBILE GAMING 48
10.1.1 NETQIN ANTIVIRUS: 48
10.1.2 LOOKOUT ANTIVIRUS: 49
10.1.3 DROID FREE ANTIVIRUS: 50
10.2 GAME DEVELOPER COMPANY’S INITIATIVE: 50
10.2.1 ZYNGA INTRODUCES PRIVACY VILLA 50
10.2.2 WOMBAT SECURITY MAKES CYBER GAMES TO TEACH CYBER SECURITY: 52
11.0 MOBILE GAMING SECURITY & PIRACY CASE ANALYSIS 53
11.1 CHINESE HACKERS EARN LARGE REVENUE FROM MOBILE GAMING 53
11.2 APPLE GRANTS GAME CENTER SUPPORT TO PIRATED IOS APPS 54
11.3 JAIL BREAKING USED TO INSTALL PIRATED GAME 54
11.4 SECURITY VULNERABILITY OF SAMSUNG MOBILE GAMING 55
11.5 DEVELOPER FORCED TO MAKE ANDROID GAME FREE DUE TO RAMPANT PIRACY 56
11.6 THREATS IN MOBILE BINGO GAMING 57
11.7 PIRACY ON ANDROID IS OUT OF CONTROL 58
11.8 SMARTPHONE GAMING MAKES PARENTS ANXIOUS: 59
12.0 CONCLUSIONS & RECOMMENDATIONS 60
12.1 CONCLUSION 60
12.1.1 IS SECURITY & PIRACY THREAT FOR MOBILE GAMING? 60
12.1.2 LACK OF PRIVACY LEADS FALL IN MOBILE GAMING 60
12.1.3 SECURITY LACKING IN MOBILE GAMING 61
12.2 RECOMMENDED SOLUTION TO PREVENT PIRACY & SECURITY THREATS 61
12.2.1 4 KEYS TO SHAPE THE PATENT GAMING INDUSTRY 61
12.2.2 MOBILE GAMING SECURITY FOR USER 64


【レポート販売概要】

■ タイトル:モバイルゲームの著作権侵害(Mobile Gaming Piracy: Market Analysis, Initiatives and Solutions to Defeat Game Piracy in 3G, LTE and the Cloud Ecosystem)
■ 発行日:2012年10月11日
■ 調査会社:Mind Commerce
■ 商品コード:MCM312240048
■ 調査対象地域:グローバル
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