Mar 05, 2021 | Updated: 05:41 PM EST

The Future of Android Gaming Will Only Grow More Popular

Nov 12, 2013 11:55 AM EST

The future of Android Gaming remains growing and popular. Android fragmentation is still present. Nvidia CEO Jen-Hsun Huang stated, "Android is the most disruptive operating system that we've seen in a few decades, in a couple of decades, Android is not just about phones. We believe that Android is going to be a very important platform for gaming in the future, and to do so we have to create devices that enable great gaming to happen on Android. Android is probably the most versatile operating system that we've ever known." The market expects the worldwide gaming platform for Android to expand in particular areas within Asia.

IDC reports, “The number of paying smartphone and tablet gamers will surpass the number of paying GOH gamers worldwide in 2013 and rise at a rapid rate through 2017. The number of GOH bundles shipped, meanwhile, should fall at an average of nearly 7% per year over the next five years.According to IDC, “Total mobile/portable gaming revenue, including digital and packaged game software, GOH hardware bundles, and direct advertising revenue going to platform suppliers and game developers/publishers, is forecast to approach $23 billion in 2017.”

Google / Paper Blog

Market Dynamics

Market dynamics continue to shift at “an unprecedented rate.” It is anticipated to be 55 percent of mobile and tablet app revenue in 2016. The Free to Play model continues to grow its share of the gaming market, and is expected to be 93 percent of app downloads in 2016. The modern loyalty and gamification measures require an update to address the digital lives of our customers and employees. Competition continues to move towards free to play and communal games and business models, with gamification currently attracting a good deal of early-stage investment.

The Global Gamification market is expected to grow to 99 percent through 2016. The industry is expected to reach $2.8 billion by 2016.  The growth of the Global Gamification market is driven by many factors such as the market’s ability to optimize in consumer engagement. There are several disruptive technologies that have emerged over the past few years–gamification, 3D video, IPTV, multiuser gaming, and augmented reality.


Gamification is a way of using game mechanics (e.g., competitive challenges, recognition and rewards) to improve a business process, with the goal of fulfilling business objectives. Organizations have invested considerable sums of money in creating IT systems that enable effective business processes. However, these systems don’t motivate people to perform at their highest levels or fulfill underlying business goals; they are aimed merely at process execution. With the use of gaming principles, an intuitive design and an environment of healthy competition, however, it’s increasingly possible for process-enabling applications to motivate user behavior in a positive way. For example, most people are inspired by a challenge or the promise of a reward, and they feel gratified when they win something — whether it’s a few dollars in gift cards or a million-dollar jackpot. These basic human tendencies can be channeled into behaviors that are rewarding not just to the users (be they employees, customers or business partners), but also to the company, itself. For most companies, it makes business sense to invest in strategies and process enablers that reinforce behaviors that help meet corporate objectives rather than merely executing processes.

2013 has challenges for gamification and potential disruptions. Consumers will continue to lead  in the adoption of these innovations. Although the IPO market itself was somewhat weak last year, it is expected to pick up in 2014. The gaming industry has been impacted by a decline in the pc market. The entire PC market shrunk by 13 million boxes last year as consumers adopted smartphones and tablets.

iPad, Macbook and iMac products reflected PC and other vendors' inability to come up with compelling alternatives. That is largely due to the immaturity of competitive platforms and technologies. Apple has lagged with the recent concerns over slowing demand for its iPhones and iPads.

The total gaming industry is expected to reach $83 billion by 2015. Online and mobile games continue to deliver strong growth and returns, with forecasts estimating that this sector could the entire games market to $83 billion and take more than 55 percent revenue share by 2016. 

Real Time Analytics