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Market Research Report
Mobile Games: End-user opinion
Published by
Informa Telecoms & Media
Published
2006/12
Content info
Product code
ITM46628
Price
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Table of Contents
CHAPTER 1
EXECUTIVE SUMMARY
Usability issues hinder mobile games growth
Users love great games, but overall quality needs improvement
Broad range of problems hinders users
Mobile games lag behind dedicated portable
gaming devices
CHAPTER 2
BACKGROUND AND SCOPE
Discussion classification scheme
Categorisation definitions
Content definition
Customer care definition
Ease of use definition
Marketing definition
Quality definition
Restrictions definition
Use cases definition
Value for money definition
Other definition
CHAPTER 3
SUMMARY METHODOLOGY AND TERMINOLOGY
CHAPTER 4
OVERALL ANALYSIS OF BUZZ : WHAT DO END USERS TALK ABOUT ?
Buzz by topic: games and ease of use
dominate discussion
Figure 4.1: Overall buzz by topic of discussion
Buzz comparison 2005/6: mobile gaming
buzz grows by nearly 40%
Figure 4.2: Buzz comparison 2005/06
Sentiment comparison 2005/6: levels of
negative buzz show sharp increase
Figure 4.3: Sentiment comparison 2005/6
CHAPTER 5
CONTENT
Content: overall sentiment - users like
good mobile games
Figure 5.1: Content: buzz by sentiment
Content: comparison to 2005 - sentiment remains static
Figure 5.2: Content: buzz sentiment comparison 2005/6 (%)
Content: buzz by topic - specific titles attract all the buzz
Figure 5.3: Content buzz by sub-topic of discussion
Content: sentiment by sub-topic - users talk about games they love
Figure 5.4: Content: buzz sentiment by sub-topic of discussion
Content: sub-topics of discussion
Content: ' specific content' - good individual titles the focus of positive buzz
Figure 5.5: Content: specific titles sentiment
Content: general quality - end users say general quality is not good enough
Figure 5.6: Content: general quality sentiment
Content: range/choice - users like the range of games available, but handset limitations frustrate
Figure 5.7: Content: range/choice sentiment
CHAPTER 6
EASE OF USE
Ease of use: overall sentiment - users frustrated by usability
Figure 6.1: Ease of use, overall sentiment
Ease of use: comparison 2005/6 - usability fails to improve
Figure 6.2: Ease of use: buzz sentiment comparison 2005/6 (%)
Ease of use: buzz by topic - problems and errors dominate usability buzz
Figure 6.3: Ease of use: buzz by sub-topic
Ease of use: sentiment by sub-topic - gamers struggle with problems and errors
Figure 6.4: Ease of use: sentiment by sub-topic
Ease of use: sub-topics of discussion
Ease of use: problems and errors dominate usability discussion
Figure 6.5: Ease of use: problems and errors sentiment
Ease of use: mobile form factor - difficult controls and small screen limit appeal
Figure 6.6: Ease of use: mobile form factor sentiment
Ease of use: comfort - little discussed, but a potential future issue
Figure 6.7: Ease of use: comfort sentiment
Ease of use: battery life not a major issue of concern
CHAPTER 7
RESTRICTIONS
Restrictions: overall sentiment - gamers resent any barriers to gaming
Figure 7.1: Restrictions: overall sentiment
Restrictions: comparison 2005/6
Restrictions: buzz by topic - all about sideloading
Figure 7.2: Restrictions: buzz by sub-topic
Restrictions: sentiment by sub-topic; restrictions cause problems for gamers
Figure 7.3: Restrictions: sentiment by sub-topic
Restrictions: sub-topics of discussion
Restrictions: sideloading restrictions frustrate and confuse end users
Figure 7.4: Restrictions: side-loading sentiment
Restrictions: format-users confused by Java format restrictions
CHAPTER 8
VALUE FOR MONEY
Value for money: overall sentiment - attitudes to game pricing mixed
Figure 8.1: Value for money: overall sentiment
Value for money: comparison 2005/6 - end users becoming more sensitive to price
Figure 8.2: Value for money: buzz sentiment comparison 2005/6 (%)
Value for money: buzz by topic - value buzz focuses on cost per game
Figure 8.3: Value for money: buzz by sub-topic
Value for money: sub-topics of discussion - users value good games
Value for money: one-off fee - users
Figure 8.4: Value for money: one-off fee sentiment
Value for money: other - additional data charges annoy end users
CHAPTER 9
USE CASES
Use cases: overall sentiment - users love games on the move
Figure 9.1: Use cases: overall sentiment
Use cases: comparison 2005/6 - end users becoming more positive about the concept of mobile games
Figure 9.2: Use cases: buzz sentiment comparison 2005/6 (%)
Use cases: buzz by topic - portability of gaming experience fascinates end users
Figure 9.3: Use case: buzz by sub-topic of discussion
Use cases sentiment by sub-topic: users love the freedom of mobile gaming
Figure 9.4: Use case: sentiment by topic
Use cases: sub-topics of discussion
Use cases: ' where' - end users love gaming while travelling
Use cases: ' why' - ' killing dead time'
Use cases: ' when' - end users reach for mobile
games when bored
Use cases: ' how long'
CHAPTER 10
ANALYSIS BY COUNTRY
France
France: buzz by topic - French gamers focus on the games themselves
Figure 10.1: France: buzz by topic in comparison to average (%)
French sentiment by topic: focus on content improves value perceptions
Figure 10.2: France: sentiment by topic
Germany
Germany: buzz by topic - focus on value for money
Figure 10.3: Germany: buzz by topic versus average (%)
Germany: sentiment by topic - negative sentiment to value affects content perceptions
Figure 10.4: Germany: sentiment by topic
UK
UK: buzz by topic - usability the key topic
Figure 10.5: UK: buzz by topic in comparison with average (%)
Figure 10.6: UK: sentiment by topic of discussion
UK: sentiment by topic - usability issues lead negative sentiment
US
US: buzz by topic - restrictions the focus of US gamer discussion
Figure 10.7: US: buzz by topic in comparison to average (%)
US: sentiment by topic - sideloading restrictions frustrate gamers
Figure 10.8: US: sentiment by topic
CHAPTER 11
NINTENDO DS
Nintendo DS: buzz by topic
Figure 11.1: Nintendo DS; buzz by topic of discussion
Nintendo DS/mobile games comparison: ease of use
Figure 11.2: Ease of use buzz sentiment comparison: Nintendo DS and mobile games (%)
Nintendo DS/mobile games comparison: content
Figure 11.3: Content buzz sentiment comparison: Nintendo DS and mobile games (%)
Nintendo DS/mobile games comparison: use cases
Figure 11.4: Use case buzz sentiment comparison: Nintendo DS and mobile games (%)
Nintendo DS/mobile games comparison: value for money
Figure 11.5: Value for money buzz comparison: Nintendo DS and mobile games (%)
CHAPTER 12
SUMMARY : THE MOST IMPORTANT AREAS TO END USERS
Figure 12.1: Key sub-topics of mobile games discussion
Figure 12.2: Summary of key end-user issues by overall sentiment
Related Report
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Gaming in the Interactive World - US - July 2009
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