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Global Mobile Gaming Market Overview Regional Trends, New Applications, Key Players' Strategies

¸®¼­Ä¡»ç Market Intelligence & Consulting Institute (MIC)
¹ßÇàÀÏ 2007³â 10¿ù »óǰÄÚµå 57860
ÆäÀÌÁö Á¤º¸ 23 pages
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US $ 1,860 £Ü 2,214,300 PDF by E-mail (Single User License)
US $ 3,720 £Ü 4,428,600 PDF By E-mail (2-100 User License)
US $ 4,650 £Ü 5,535,800 PDF By E-mail (100+ User License)


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Abstract

During 2005 and 2006 mobile gaming was not popular with consumers, due to high download fees and restrictive service models. But since then the application processing power of mobile phones has increased, display resolution has increased, and broadband networks have become mature allowing for improved download and gameplay environments. Also, console and PC game publishers and media corporations like EA, Namco, Disney, and Time Warner have entered the mobile gaming market, all of which has brought renewed interest to mobile gaming. In 2006, the value of the global mobile gaming market was only US$2.13 billion, 1.8% of global mobile data service revenues, so there is obviously much room for growth. This report analyzes the development of the global mobile gaming market, emerging mobile gaming application fields, and changes in mobile gaming service models in order to understand future mobile gaming trends.

Table of Contents

List of Topics

Analyzes global mobile gaming development trends, new mobile game application areas, and changes in mobile game services. Analysis of global development focuses on trends in the United States, Western Europe, and the Asia-Pacific region. New mobile game applications discussed include 3D games, network games, LBG, and advertiser-funded games. Analysis of mobile service model changes focuses on service systems, business models, and charge rates.

  • Global Mobile Gaming Development Trends
    • Gradual Growth in the US Mobile Gaming Market
    • Mobile Gaming Market in Western Europe Awaits Development
    • Strong Growth Momentum in the Asia-Pacific Region
  • Emerging Mobile Gaming Application Fields
    • 3D Mobile Gaming Enriches User Experience
    • Mobile Network Games Can Attract Large Number of Players
    • LBG Integrate Virtual and Real World
    • Advertiser-funded Mobile Games
  • Changes in Mobile Gaming Service Models
    • Mobile Gaming Sector Becoming More Complex; Increasing M&A Activity
    • Changes in Business Models
    • Diversified Charging Methods
  • MIC Perspective
  • Appendix

3, Alltel, AT&T, Capcom, China Mobile, Digital Chocolate, Electronic Arts, Elkware, Gamehouse, Gameloft, Glu Mobile, G-Mode, Hands-on Mobile, Hurray, Ideo, iFone, Infospace, Iomo, I-play, Jamdat Mobile, Jump Games, KDDI, Konami, LG, LG Telecom, Macrospace, Mr.Goodliving, Namco, Nintendo, Nokia, NTT DoCoMo, Oasys Mobile, Qualcomm, RealNetworks, Samsung, Sega, SK Telecom, Softbank, Sony, Sorrent, Sprint Nextel, Square-Enix, Sumea, Superscape, Symbian, Taito, Tao Group, Tele2, Telefonica, TI, T-Mobile, Twentieth Century Fox, Verizon Wireless, Vodafone, Yahoo

List of Tables

  • Table 1 The Three Major Mobile Gaming Business Models

List of Figures

  • Figure 1 Global Mobile Gaming Market Scale, 2006 - 2011
  • Figure 2 Mobile Gaming Services Structure
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