Table of Contents
CHAPTER 1
- INTRODUCTION
- Figure 1.1: Potential of mobile gaming devices 2007
- Market definition
- Figure 1.2: Shared and differentiating characteristics of handsets and
portable consoles
- Positioning and segmentation of gaming devices
- Figure 1.3: Positioning and segmentation of gaming-capable devices
CHAPTER 2
- DEMAND
- Consumer segmentation
- Figure 2.1: Segmentation of gamer profiles and characteristics
- Figure 2.2: Mobile games segment sizing
- Figure 2.3: Roadmap for the development of mobile game genres
- Buying behaviour
- Figure 2.4: Importance of features by gamer segment
- Usage characteristics
- Mobile applications market and mobile gaming
- Figure 2.5: Mobile content evolution
- Figure 2.6: Mobile traffic by application type, 2005-2011
- Figure 2.7: Wireless Java data traffic by application, 2005-2011
- Java markets
- Figure 2.8: Sample Java service availability by country
- BREW markets
- Figure 2.9: Operators offering BREW services and device vendor
suppliers, as of June 2006
CHAPTER 3
- SUPPLY
- Gaming devices value chain
- Mobile handsets
- Figure 3.1: Mobile handset gaming value chain (non-embedded)
- Portable consoles
- Figure 3.2: Portable games console value chain
- Distribution
- Mobile handsets
- Figure 3.3: Mobile handset distribution model
- Figure 3.4: Global revenues by game sales channels
- Portable consoles
- Figure 3.5: Portable console distribution model
- Figure 3.6: Cumulative sales/shipments of NDS and PSP units, as at
end-2006
- Crossover - the effect of the N-Gage
- Mobile gaming handset segmentation
- Figure 3.7: Device segmentation and associated gamer and handset tier
segmentation
- Java handsets - market drivers
- Figure 3.8: Estimated Java penetration (%), by handset tier
- BREW handsets - market drivers
- Figure 3.9: BREW-enabled handset vendors
- Figure 3.10: Major handset vendor share of BREW devices, 2004 & mid-2006
- The challenges in mobile gaming
- Figure 3.11: Example of fragmentation of screen resolution/size
adaptations
CHAPTER 4
- VENDORS
- Handset vendors
- Nokia
- Sony Ericsson
- LG
- Samsung
- Motorola
- Others
- Console vendors
- Nintendo
- Figure 4.1: Nintendo DS cumulative sales, September 2006
- Sony
- Figure 4.2: Sony PSP cumulative shipments, September 2006
- Other console vendors
- Figure 4.3: Device comparison
CHAPTER 5
- TECHNOLOGY AND ENABLERS
- Networks
- Figure 5.1: Downloaders of games by network type, % of average monthly
subscribers, 4Q05
- Figure 5.2: Network technologies in gaming devices and use cases
- Chipsets and graphics
- Chipset manufacturers
- Texas Instruments
- Figure 5.3: TI OMAP and wireless chipset segmentation
- Figure 5.4: OMAP 3 platform game and multimedia capabilities
- Qualcomm
- Figure 5.5: Qualcomm MSM chipset segmentation and multimedia
capabilities
- Figure 5.6: Qualcomm wireless processor evolution in graphics
- 3D graphics
- Hardware graphics
- Figure 5.7: Selected handsets with hardware-accelerated 3D graphics
- Software graphics and APIs
- Figure 5.8: Software/hardware stack in mobile handsets
- Development platforms and native gaming
- Khronos Group
- Figure 5.9: OpenKODE native deployment
- Ideaworks3D - Airplay Development Tool
- Adobe Flash Lite
- Flash vs Java, advantages and drawbacks as gaming platform
- Other hardware considerations.
- Displays
- Form factors and interfaces
- Figure 5.10: Examples of game-enhancing attachments for mobile handsets
- Figure 5.11: Qualcomm 6550 Slingshot prototype
- Battery life
- Distribution and acquisition of content
- Super-distribution
CHAPTER 6
- FORECASTS AND SCENARIOS
- Java handset forecasts
- Figure 6.1: Worldwide total and Java handset sales 2005-2011
- Figure 6.2: Worldwide total and Java handset sales by network
technology, 2005-2011
- Figure 6.3: Java handset sales by region, 2005-2011
- BREW handset forecasts
- Figure 6.4: Worldwide BREW and Java handset sales 2005-2011
- Figure 6.5: Worldwide BREW versus Java over CDMA handsets sales 2006-2011
- Figure 6.6: BREW handset sales by region 2005-2011
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