COMMERCIALISING ASIA'S MOBILE GAMING INDUSTRY 

18 - 19 February, 2020 | Singapore

Brochure

View the 2nd Mobile Gaming Asia Summit 2020 Event Guide

View the 2nd Mobile Gaming Asia Summit 2020 Event Guide

Gamers in Asia spend $12 billion yearly on mobile games – and industry players argue that by 2021, Southeast Asia alone will house 250 million mobile gamers, driving $2.4 billion in revenue. While this presents an opportune moment for the mobile gaming industry, players continue to struggle with monetisation and commercialisation

Focusing on Commercialising Asia’s Mobile Gaming Industry, the 2nd Mobile Gaming Asia Summit will bring together top game developers and publishers, government agencies, telco companies, payment providers and more to examine monetisation strategies and partnership opportunities in the ecosystem.


[For Sponsors] View the 2nd Mobile Gaming Asia Summit 2020 Event Guide

[For Sponsors] View the 2nd Mobile Gaming Asia Summit 2020 Event Guide

Gamers in Asia spend $12 billion yearly on mobile games – and industry players argue that by 2021, Southeast Asia alone will house 250 million mobile gamers, driving $2.4 billion in revenue. While this presents an opportune moment for the mobile gaming industry, players continue to struggle with monetisation and commercialisation

Focusing on Commercialising Asia’s Mobile Gaming Industry, the 2nd Mobile Gaming Asia Summit will bring together top game developers and publishers, government agencies, telco companies, payment providers and more to examine monetisation strategies and partnership opportunities in the ecosystem.


[For Sponsors] Tech, Inclusivity and Diversity: The Future of Mobile Gaming in Asia

[For Sponsors] Tech, Inclusivity and Diversity: The Future of Mobile Gaming in Asia

Constantly evolving technological advancements mean new and exciting changes for mobile gamers. We spoke to Eugene Sudak, Head of Game Design at Pixonic, to understand more about emerging technologies in mobile gaming and how they will affect both end-users and consumers.