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Mobile Games Subscription & Download, 2008-2013 (Fifth Edition)
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173 pages |
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Abstract
Overviewv
This mobile games report looks at the current and future market for both
one-off downloads and rental/subscription -based mobile games. It analyses
the invigorating impact that the iPhone has had on the mobile games market and
at the same time investigates the reasons behind the downturn in sales of Java
games in Western Europe.
Six year mobile games forecasts include total download volumes, average
download and subscription costs, the proportion of downloads that are
ad-funded, CPM (cost per mille) rates and the total value of the mobile games
market.
Furthermore, this strategic mobile games report discusses the different
business models for the retail of mobile games employed by network operators,
publishers and developers including pay per download, rental, subscription,
micro billing, and advertising and considers both on portal and direct to-
consumer approaches.
Key question the report answers:
- What impact has the iPhone had on the mobile games market?
- Why have paid-for game download volumes flatlineDin a number of markets?
- What are the prospects for ad-funded mobile games?
- Which business models should publishers and developers employ?
- How much will the mobile games sector be worth by 2013?
- What developments have been made in mobile mass multiplayer online
roleplaying games (MMORPGs)?
- Who are the leading players in the mobile games market today?
Table of Contents
Glossary
Executive Summary
- Introduction
- Types of Mobile Games
- The Market for Mobile Games
- Figure ES1: Total End-User Revenues ($m) from Mobile Games. By Region
2007-2013
- Table ES1: Total End-User Revenues ($m) from Mobile Games. By Region
2007-2013
- Figure ES2: Total End-User Revenues ($m) from Mobile Games. Downloads
and Subscriptions. 2007-2013
- Table ES2: Total End-User Revenues ($m) from Mobile Games. Downloads and
Subscriptions. 2007-2013
- Figure ES3: Total Revenues ($m) from Mobile Games 2007-2013
- Table ES3: Total Revenues ($m) from Mobile Games 2007-2013
- The Hurdles to Mobile Games Adoption
- Table ES4: The Hurdles for Mobile Games
1. Cellular Market Growth
- 1.1 Introduction
- 1.2 Growth of the Cellular Market
- 1.2.1 Global Cellular Subscriber Market
- Figure 1.1: Cellular Subscriber Growth (m) by Region, 2006-2013
- Table 1.1: Cellular Subscriber Growth (m) by Region, 2006-2013
- Figure 1.2: Cellular Subscriber Base, Market Share (% ) by Region
2006-2013
- Figure 1.3: Cellular Subscribers Penetration (% ) by Region 2006-2013
- 1.2.2 Leading Mobile Operator Groups by Subscriber Base
- Table 1.2: Leading Mobile Operator Groups by Subscriber Base (m) Q2
2008
- 1.2.3 Growth of 3G
- Table 1.3: Global Cellular Subscriber Forecasts (m) by Technology (2G,
2.5G, 3G, 3.5G/3.9G) 2008-2013
- Figure 1.4: Global Cellular Subscriber Forecasts (m) by Technology
(2G, 2.5G,3G, 3.5G/3.9G) 2008-2013
- 1.3 Regional Cellular Market Growth
- 1.3.1 North America
- i. Mobile Phone Penetration
- ii. US Market Structure
- iii. 3G Adoption
- Figure 1.5: North American Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G,3G, 3.5G/3.9G) 2008-2013
- Table 1.4: North American Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G,3G, 3.5G/3.9G) 2008-2013
- 1.3.2 South America
- i. Diverse Region
- ii. Mobile Penetration Rates
- iii. Dominant Technology
- iv. Players in Region
- Figure 1.6: South American Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G,3G, 3.5G/3.9G) 2008-2013
- v. 3G Deployments
- Table 1.5: South American Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- 1.3.3 Western Europe
- i. Mobile Penetration
- Figure 1.7: Western Europe Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- ii. Market Structure
- iii. 3G Penetration
- Table 1.6: Western Europe Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- 1.3.4 Eastern Europe
- i. Mobile Penetration
- Figure 1.8: Eastern Europe Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- Table 1.7: Eastern Europe Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- ii. 3G Penetration
- 1.3.5 Far East & China
- i. Mobile Penetration
- ii. 3G Services
- Figure 1.9: Far East & China Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- Table 1.8: Far East & China Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- 1.3.6 Indian Sub Continent
- i. Mobile Penetration
- Figure 1.10: Indian Sub Continent Cellular Subscriber Forecasts (m)
by Technology (2G, 3G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
- ii. 3G Services
- Table 1.9: Indian Sub Continent Cellular Subscriber Forecasts (m) by
Technology (2G, 2.5G, 3G, 3G, 3.5G/3.9G) 2008-2013
- 1.3.7 Rest of Asia Pacific
- i. Mobile Penetration
- Figure 1.11: Rest of Asia Pacific Cellular Subscriber Forecasts (m)
by Technology (2G, 2.5G, 3G, 3G, 3.5G/3.9G) 2008-2013
- ii. 3G Adoption
- Table 1.10: Rest of Asia Pacific Cellular Subscriber Forecasts (m)
by Technology (2G, 2.5G, 3G, 3G, 3.5G/3.9G) 2008-2013
- 1.3.8 Africa & Middle East
- i. Market Background
- ii. Mobile Penetration
- Figure 1.12: Africa & Middle East Cellular Subscriber Forecasts (m)
by Technology (2G, 2.5G, 3G, 3G, 3.5G/3.9G) 2008-2013
- iii. Players
- iv. ARPU
- Table 1.11: Africa & Middle East Cellular Subscriber Forecasts (m)
by Technology (2G, 2.5G, 3G, 3G, 3.5G/3.9G) 2008-2013
- v. 3G Adoption
- 1.4 The Opportunity for Mobile Entertainment
- Figure 1.13: Monthly Voice ARPU ($), Selected Countries (France,
Germany, Italy, Netherlands, Spain, UK, US), 2003-2007
- 1.5 The Opportunity for Mobile Games
- 1.5.1 Universality
- Figure 1.14: Global User Base (m), Mobile Handsets, Consoles and
Handhelds, June 2008
- 1.5.2 Low Level of Mobile Games Penetration
- 1.5.3 Technological Advances
- 1.5.4 Gaming Demographics
- 1.5.5 Rise in Casual Gaming
- 1.5.6 Increased Activity From Leading Brands
- 1.5.7 Launch of High Quality, Ad-funded Games
- 1.5.8 Data Charges Are Being Reduced
- 1.5.9 The iPhone Has Arrived
2. The Mobile Games Industry
- 2.1 Introduction
- 2.2 Classification of Games
- 2.2.1 Technology Requirements
- i. Embedded Games
- ii. SMS/MMS Games
- iii. Browsing Games
- iv. J2ME Games
- v. BREW Games
- vi. Native OS Games:
- 2.2.2 Number of Players
- i. Soloplay Games:
- ii. Multiplayer Games:
- 2.2.3 Genre
- Table 2.1: Games Genre
- i. Action Games
- ii. Logic/Puzzle/Skill Games
- iii. Sports and Racing Games
- iv. Arcade Games
- v. Role Playing Games
- vi. Card and Casino Games
- vii. Movie Games
- viii. Adult Games
- ix. Lifestyle Games
- 2.3 Demographics of Gamers
- 2.3.1 Youth Market
- 2.3.2 Teens and Tweens
- 2.3.3 Core Games Players
- 2.3.4 Adult Gamers
- 2.4 Recent Trends in Mobile Games
- Figure 2.1: Trends in the Mobile Games Industry
- 2.4.1 Technological Trends
- i. Deployment of Improved Networks
- ii. Handset Evolution
- Figure 2.2: Cycle of Technology Factors
- 2.4.2 Social and Demographic Trends
- i. Change in Demographic Patterns
- 2.4.3 Market Trends
- i. Consolidation and Expansion
- ii. In-game Advertising
- iii. Availability of Games Titles
- iv. Enhanced Quality of Games
- v. Outsourcing Development and Porting
- vi. Opportunities for Cross Platform Games
- 2.5 Value-Web of Mobile Games
- Figure 2.3: Value-chain of Mobile Games
- 2.5.1 Rights Holders
- 2.5.2 Games Developers
- 2.5.3 Games Publisher
- 2.5.4 Aggregators
- 2.5.5 Network Operators
- 2.5.6 Handset Vendors
- 2.5.7 Users
- 2.5.8 Other Value Web Members
- 2.6 Business Models
- 2.6.1 Embedded Games
- 2.6.2 Pay-Per-Download
- Table 2.2: Standard and Premium Mobile Game Download Prices ($),
Selected Markets
- 2.6.3 Micro-Payments
- 2.6.4 Pay-Per-Play
- 2.6.5 Subscription/Rental
- 2.6.6 Advertising
- i. Strengths
- ii. Weaknesses
- iii. Opportunities
- iv. Threats
3. Players in Mobile Games Development, Distribution and Publication
- 3.1 Publishers and Developers
- 3.1.1 Com2uS
- i. Company Background
- ii. Products and Services
- Figure3.1: Super Action Hero2 Screenshots
- 3.1.2 Connect2Media (Hands-On Mobile)
- i. Company Background
- ii. Products and Services
- Figure 3.2: Screenshots of Popular Games from Hands-On Mobile:
Guitar Hero III Mobile, Iron Man, The Incredible Hulk
- 3.1.3 Digital Chocolate
- i. Company Background
- ii. Products and Services
- Figure 3.3: Screenshots of Digital Chocolate Games: AvaPeeps: Flirt
Nation, Chocolate Frenzy, PictoPlay Plus
- iii. Corporate Strategy
- 3.1.4 Electronic Arts (EA)
- i. Company Background
- ii. Products and Services
- Figure 3.4: Screenshots of Popular EA Games: BOOM BLOX , Scrabble,
Spore
- iii. Corporate Strategy
- 3.1.5 Finblade
- Figure 3.5: Screenshots of Selected Finblade iPhone titles: Movie
Quiz, Tennis Slam, Ernie Golf 2008
- 3.1.6 Fishlabs
- i. Company Background
- ii. Products and Services
- Figure 3.6: Screenshots of Popular Fishlabs Games: Blades & Magic,
Powerboat Challenge, Rally Master Pro
- iii. Corporate Strategy
- 3.1.7 fugumobile
- Figure 3.7: Screenshots of fugumobile Games: Rock Paper Scissors,
Toilet owlin' , Paradise City - 24KT City
- 3.1.8 Gameloft
- i. Company Background
- ii. Products and Services
- iii. Corporate Strategy
- Figure 3.8: Screenshots of Popular Gameloft Titles: Castle of Magic,
Asphalt 4: Elite Racing, Soul of Darkness
- 3.1.9 Gamevil
- i. Company Background
- ii. Products and Services
- Figure 3.9: Screenshots of Popular Gamevil Titles: The Shroud, Path
of a Warrior: Imperial Blood, Baseball Superstars 2008
- 3.1.10 GluMobile
- i. Company Background
- ii. Products and Services
- Figure 3.10: Screenshots of Popular Glu Mobile Games: Get Cookin' ,
Super Breakout, Wedding Dash
- iii. Corporate Strategy
- a. Content Rights
- b. Other Strategic Partnerships
- 3.1.11 Hudson Soft
- i. Company Background
- ii. Products and Services
- Figure 3.11: Screenshots of Bomberman To Mystic Bomb
- 3.1.12 I-play
- i. Company Background
- ii. Products and Services
- Figure 3.12: Screenshots of Popular I-play Games: Dream day Wedding,
Super Jewel Quest, World Championship Pool 09
- 3.1.13 In-Fusio
- i. Company Background
- ii. Products and Services
- Figure 3.13: Tower Wars screenshot
- 3.1.14 Indiagames/IG FUN
- i. Company Background
- ii. Products and Services
- Figure 3.14: Screenshots of Recent Indiagames/IG FUN titles: 20:20
Cricket, Flavor of Love, Journey to the Center of the Earth 3D
- 3.1.15 Namco Bandai
- i. Company Background
- ii. Products and Services
- Figure 3.15: Screenshots of Recent Namco titles: USA Today Txtpert,
Pac-Man Arcade Golf, Scene It? TV Edition
- 3.1.16 Ozura Mobile
- i. Company Background
- ii. Products and Services
- iii. Corporate Strategy
- Figure 3.16: Screenshots of Popular Ozura Mobile Games: Counter
Smash, Music Revolution, Beijing Dreams
- 3.1.17 Press OK Entertainment
- 3.1.18 Punch Entertainment
- Figure 3.17: Mobile Battles: Reign of Swords Screenshot
- 3.1.19 Square Enix
- i. Company Background
- ii. Products and Services
- 3.1.20 THQ Wireless
- i. Company Background
- ii. Products and Services
- Figure 3.18: Screenshots of Popular THQ Wireless Games: WALL/E,
Playboy Games: Pool Party, Star Wars: The Force Unleashed
- 3.1.21 Telcogames/Mobile Entertainment Distribution
- 3.1.22 Vivendi Games Mobile
- i. Company Background
- ii. Products and Services
- Figure 3.19: Screenshots of Popular Vivendi Games Mobile Titles:
Prison Break, Virtual Villagers, The Bourne Conspiracy
- 3.1.23 Walt Disney Internet Group
- Figure 3.20: Screenshots of Disney Mobile Titles: The Chronicles of
Narnia: Prince Caspian, Pure, PK: Phantom Duck
- 3.2 Aggregators
- 3.2.1 Buongiorno/Blinko!
- i. Company Background
- ii. Products and Services
- 3.2.2 Greystripe
- i. Company Background
- ii. Products and Services
- 3.2.3 Jamba/Jamster
- 3.2.4 Mobile Advertising Solution
- 3.3 Key Distributers: iPhone, N-Gage, Android
- 3.3.1 Apple
- i. Company Background
- a. Recent Financial Performance
- Table 3.1: Apple Revenue and Net Income Growth 2003-2008 ($m, FYE
September 30)
- ii. Products and Services
- a. iPhone
- Figure 3.21: Apple iPhone
- b. iPhone 3G
- iii. Partners and Clients
- iv. Corporate Strategy
- 3.3.2 Nokia
- i. Company Background
- ii. Corporate Structure
- iii. Products and Services
- a. N-Gage - From Dvice to Platform
- 3.3.3 Google
- i. Google Mobile
- Figure 3.22: Google Mobile Search Initial Screen
- ii. Google AdSense
- iii. Android
- 3.3.4 iPhone, N-Gage, Android: Industry Reaction
4. Hurdles and Regulations
- 4.1 Hurdles to Customer Adoption and Retention
- 4.1.1 Expanding the Demographic
- Figure 4.1: Petz Screenshot
- 4.1.2 The User Interface
- i. Difficulty in Discovering Services and Content
- ii. Difficulty In Accessing Services and Content
- iii. Difficulty in Navigating Services and Content
- iv. Difficulty in Utilising Multiple Applications Simultaneously
- 4.1.3 Network Speed and Coverage
- 4.1.4 Service Pricing and Development Costs
- 4.1.5 Cost of Data Services
- Table 4.1: UK Operator Data Prices ($), June 2008
- 4.1.6 Handset Form, Capacity and Battery Life
- 4.1.7 Industry Structure
- 4.1.8 Limitations of Java
- 4.2 Regulation
- 4.2.1 PEGI Games Ratings
- Figure 4.2: Icons Showing Content Descriptors and Age Ratings of
Mobile Games
- 4.2.2 OMA Standards
- 4.2.3 Government Regulatory Organisations
- Table 4.2: Mobile Game Regulatory Authorities
- 4.2.4 Other Regulation Content
- a. Independent Mobile Classification Body (IMCB)
- b. Internet Content Rating Association (ICRA)
- ii. PhonepayPlus
- iii. OFCOM
- iv. CTIA
- a. Other US Mobile Content Regulation
- v. Pan-European Legislation
- a. Directive 95/46/EC: Processing Personal Data and the Protection of
Privacy
- b. The E-Commerce Sector Data Protection Directive (2002/58/EC)
- c. The Distance Selling Directive (97/7/EC)
- d. The E-money Directive
- e. The EU Mobile Sweep
5. The Market for Mobile Games
- 5.1 Introduction
- Table 5.1: Top 10 Mobile Games 12 months to November 2008, GameZone
- Figure: 5.1 Categories of Leading Games 12 months to November 2008,
GameZone
- 5.2 forecast Definitions and Methodology ?????????????????????
- 5.2.1 Forecast Definitions
- 5.2.2 Forecast Methodology
- Figure 5.2 Forecast Methodology
- 5.3 The Market for One Time Download Mobile Games
- 5.3.1 One Time Download Mobile Games Users and Usage
- Table 5.2: % Mobile Phone Users Who Download Games. By Region 2006-2013
- Figure 5.3: Mobile Phone Users (m) Who Download Games. By Region
2007-2013
- Table 5.3: Mobile Phone Users (m) Who Download Games. By Region
2006-2013
- Figure 5.4: Average Number Year. By Region 2007-2013 Year. Regional
Forecast 2007-2013
- Figure 5.5: Total Number of One Time Game Downloads by Games Mobile
Users per Year (million). By Region 2007-2013
- Table 5.5: Total Number of One Time Game Downloads by Games Mobile
Users per Year (million) By Region 2007-2013
- 5.3.2 Mobile Games One Time Download Revenues
- Table 5.6: Average Price ($) Paid per One Time Game Download By Region
2007-2013
- Table 5.7: Percentage of One Time Game Downloads Funded by Advertising
By Region 2007-2013
- Figure 5.6: Number of Paid-For Mobile Game Downloads. By Region
2007-2013
- Table 5.8: Number of Paid-for Mobile Game Downloads. By Region
2007-2013
- Figure 5.7: Total Revenues ($m) from One Time Mobile Games Downloads
By Region 2007-2013
- Table 5.9: Total Revenues ($m) from One Time Mobile Games Downloads By
Region 2007-2013
- 5.3.3 One Time Mobile Game Download ARPU
- Figure 5.8: Monthly ARPU ($) for Mobile Game One Time Downloads ($) By
Region 2007-2013
- Table 5.10: Monthly ARPU for Mobile Game One Time Downloads ($) By
Region 2007-2013
- 5.3.4 AdSpend on Mobile Game One-Time Downloads
- Figure 5.9 Total Downloads of Ad-funded Mobile Games. By Region
2007-2013
- Table 5.11: Total Downloads of Ad-funded Mobile Games. By Region
2007-2013
- Figure 5.10: Ad-Funded Games, Average Plays Per Title By Region
2007-2013
- Table 5.12: Ad-Funded Games, Average Plays Per Title By Region
2007-2013
- Table 5.13: Ad-Funded Games, Cost Per Mille ($) By Region 2007-2103
- Figure 5.11: Total Adspend ($m) on Mobile Game Downloads By Region
2007-2013
- Table 5.14: Total Adspend ($m) on Mobile Game Downloads By Region
2007-2013
- 5.4 The Market for Subscription and Rental Mobile Games
- 5.4.1 Mobile Games Subscription and Rental Users and Usage
- Table 5.15: % Mobile Phone Users Who Subscribe to, or Rent, Mobile
Games. By Region 2006-2013
- Figure 5.12: Mobile Phone Users (m) Who Subscribe to, or Rent, Mobile
Games. By Region 2007-2013
- Table 5.16: Mobile Phone Users (m) Who Subscribe to, or Rent, Mobile
Games. By Region 2006-2013 per Year. By Region 2007-2013 on 2007-2013
- Figure 5.14: Total Mobile Game Subscriptions/Rentals (m) By Region
2007-2013
- Table 5.18: Total Mobile Game Subscriptions/Rentals (m) By Region
2007-2013
- 5.4.2 Mobile Game Subscription and Rental Revenues
- Table 5.19: Average Price ($) Paid per Mobile Game Rental/Subscription
By Region 2007-2013
- Figure 5.15: Total Revenues ($m) from Mobile Game Subscriptions and
Rentals By Region 2007-2013
- Table 5.20: Total Revenues ($m) from Mobile Game Subscriptions and
Rentals By Region 2007-2013
- 5.4.3 Mobile Games Subscription and Rental Monthly ARPU
- Figure 5.16: Monthly ARPU ($) for Mobile Game Subscriptions and
Rentals Region 2007-2013
- Table 5.21: Monthly ARPU ($) for Mobile Game Rentals/Subscriptions By
Region 2007-2013
- 5.5 Total Mobile Games Revenues
- End-User Revenues
- Figure 5.17: Total End-User Revenues ($m) from Mobile Games. By Region
2007-2013
- Table 5.22: Total End-User Revenues ($m) from Mobile Games. By Region
2007-2013
- Figure 5.18: Total End-User Revenues ($m) from Mobile Games. Downloads
Subscriptions. 2007-2013
- Table 5.23: Total End-User Revenues ($m) from Mobile Games. Downloads
Subscriptions. 2007-2013
- Total Revenues (End-User Generated and Advertising)
- Figure 5.19: Total Revenues ($m) from Mobile Games 2007-2013
- Table 5.24: Total Revenues ($m) from Mobile Games 2007-2013
6. Recommendations
- 6.1 Recommendations for Operators
- 6.2 Recommendations for Operators and Publishers
- 6.3 Recommendations for Publishers and Developers
- 6.4 Recommendations for Vendors
- 6.5 Recommendation for Regulators
7. Technology
- 7.1 Introduction
- 7.2 2G
- 7.2.1 Communication Technologies of 2G
- i. GSM
- ii. TDMA
- iii. CDMA
- iv. D-AMPS
- 7.2.2 Data Services
- i. SMS
- a. The Working of SMS
- Figure 7.1: SMS Message Flow
- b. Types of Messaging Services
- Mobile-originated SMS
- Mobile-terminated SMS
- c. Premium-rate SMS (PRSMS)
- 7.3 2.5 & 2.75G
- 7.3.1 Communication Technologies of 2.5/2.75G
- i. GPRS
- ii. EDGE
- iii. CD MA2000
- 7.3.2 Data Services
- i. MMS
- a. How Does MMS Work?
- Figure 7.2: MMS Application Services
- b. MMS Services
- MMS Entertainment and Information Services
- Figure 7.3: Nokia' s 6280 3G Handset Supporting Video Streaming
- c. Personalisation
- 7.3.3 The SMS/MMS Value Chain
- Figure 7.4: SMS/MMS Value Chain
- 7.4 3G
- Figure 7.5: 3G Access Technologies
- Figure 7.6: Percentage of Mobile Users Who Own 3G Devices, December 2007
(Selected Countries)
- Figure 7.7: Global 3G Subscriber Base, December 2007 (255.7 million
users)
- 7.4.1 UMTS
- Figure 7.8: Evolution of UMTS
- i. WCDMA
- ii. EV-DO
- iii. TD-SCDMA
- 7.5 Beyond 3G
- 7.5.1 HSPA
- 7.5.2 3GLTE
- 7.5.3 CDMA20001x EV-DO Revisions A and B
- 7.5.4 UMB .
- 7.5.5 Mobile WiMAX 802.16e-2005
- Figure 7.9: WiMAX Timeline
- 7.6 Mobile Technologies Compared
- Table 7.1: Comparative Chart of Mobile Technologies
- 7.7 Other Enabling Technologies
- 7.7.1 Wireless Internet Technologies
- i. WAP
- a. The Development of WAP
- Figure 7.10: Future Path of WAP
- ii. The i-mode Alternative
- Figure 7.11: NTT DoCoMo, i-mode Subscriber Growth (m) and i-mode
Penetration of Total User Base (%) 2000-Q2 2008
- iii. Dotmobi
- 7.7.2 Languages, Platforms and Operating Systems
- i. Languages
- ii. Platforms
- iii. Operating Systems
- a. Palm OS
- b. Symbian
- c. Windows Mobile
- d. Android
- 7.7.3 Other Relevant Technologies and Standards
- i. MP3
- Figure 7.12: MP3 Phones: Nokia N91 and Sony Ericsson K800
- ii. MP4
- iii. MIDI
- iv. Bluetooth
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