The study found that: company is “led” investment market in Asia

recently, investment Banks, according to a report in the first nine months, acquisitions and investments, led by Asia game companies are rising. It is reported, by the end of the third quarter, the Asian games company has break through the total amount of funds used to buy $3.3 billion. At the same time, the Asian games industry also in hot money inflow. According to the report, the region’s single game mergers and spent an average of $45.8 million, up 12% from a year earlier. The following is the other important content of the report:

according to the report, nine months of 2013 years ago, the world’s largest 10 from the merger of the game, there are eight cases from China, Japan, South Korea. Asian game company mainly investment for digital domain, and these companies have won the boom in the local market development. It is understood that the Asian games is used to purchase a higher amount of western peers;

so far, a total of 132 global game industry trading case, year-on-year growth of 6% last year. Among them, the mobile gaming account for 38% of the investment in this field, accounted for 29% of the total amount of purchase in this field;

in 2013, the game has accounted for 72% of total revenue in mobile application (40%) last year, accounting for 40% of the total mobile downloads;

mobile games, cashability is four times that of other mobile applications;

, it is understood that by 2016, the global gaming market, the total revenue will reach $83 billion, including mobile and online games will provide $48 billion in total earnings;

, supply and demand imbalance between capital market and game company. In view of the mobile games have great potential for growth, capital market at present is still purchase funds provided by the limited;

traditional console market shrinking, but a new generation of consoles PS 4, Xbox One or will to a certain extent, to boost the market.

after a market research firm Gartner report pointed out that China will account for 32% of the total income of global online and mobile games.

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