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Market Research Report

Video Games on Mobile Phones - Challenges & outlook

Published by IDATE Contact us : +1-860-674-8796
Published 2008/02 Content info 80 pages
Product code IU58292
Price From  US $ 2800 Order/Price list
US $ 2800 Hard Copy
US $ 2800 PDF by E-mail (Single User License)
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Description TOC

Table of Contents

1. Introduction

  • 1.1. Market for digital leisure on mobile phones
  • 1.2. Video games on mobile phones

2. Technical problems of mobile gaming

  • 2.1. Decisive handset components
    • 2.1.1. Memory and storage
    • 2.1.2. 3D display
  • 2.2. Mobile gaming and the network
    • 2.2.1. Telecommunications standards
    • 2.2.2. 3D/3G, a couple with a future?
  • 2.3. Development technologies

3. The industry and its markets

  • 3.1. Industrial organisation
    • 3.1.1. Production process
    • 3.1.2. The value chain
    • 3.1.3. Categories of mobile game publishers
    • 3.1.4. Business models
  • 3.2. Mobile gaming markets
    • 3.2.1. Characteristics of the main mobile gaming markets
  • 3.3. Great content diversity
    • 3.3.1. Online gaming
    • 3.3.2. Editorial strategies
  • 3.4. A favourable environment
    • 3.4.1. Gamers ready for entertainment

4. Likely challenges and changes

  • 4.1. Challenges along the value chain
  • 4.2. Market outlook

1. Distributors

  • 1.1. Index Multimedia
    • 1.1.1. Company profile
    • 1.1.2. Catalogue
    • 1.1.3. Commercial partners
    • 1.1.4. Manta direct-to-consumer service
  • 1.2. Samsung Fun Club by Samsung Electronics
    • 1.2.1. Company profile
    • 1.2.2. Catalogue
  • 1.3. Nokia N-GAGE
    • 1.3.1. Company profile
    • 1.3.2. Catalogue
    • 1.3.3. Publishing partners
  • 1.4. MediaPlazza
    • 1.4.1. Company profile
    • 1.4.2. Catalogue
    • 1.4.3. Commercial network

2. Operators

3. Mobile game specialists

  • 3.1. Gameloft
    • 3.1.1. Company profile
    • 3.1.2. Catalogue
    • 3.1.3. Gameloft' s e-store
    • 3.1.4. Distribution network
  • 3.2. Glu Mobile
    • 3.2.1. Company profile
    • 3.2.2. Catalogue
    • 3.2.3. Online game sales
    • 3.2.4. Distribution network
  • 3.3. Hands-On Mobile
    • 3.3.1. Company profile
    • 3.3.2. Catalogue
    • 3.3.3. Online game sales
    • 3.3.4. Distribution network
  • 3.4. I-play
    • 3.4.1. Company profile
    • 3.4.2. Catalogue
    • 3.4.3. Online game sales
    • 3.4.4. Distribution network
  • 3.5. Digital Chocolate
    • 3.5.1. Company profile
    • 3.5.2. Catalogue
    • 3.5.3. The Mobile League
    • 3.5.4. Distribution network

4. Players in the media world

  • 4.1. Sony Pictures
    • 4.1.1. Company profile
    • 4.1.2. Catalogue
    • 4.1.3. Distribution network
  • 4.2. Cellfish Media
    • 4.2.1. Company profile
    • 4.2.2. Catalogue
    • 4.2.3. Direct-to-consumer solutions

5. Mobile game companies

  • 5.1. Vivendi Games Mobile
    • 5.1.1. Company profile
    • 5.1.2. Catalogue
  • 5.2. Electronic Arts
    • 5.2.1. Company profile
    • 5.2.2. Catalogue
    • 5.2.3. Online gaming solution
    • 5.2.4. Distribution network
  • 5.3. Konami
    • 5.3.1. Company profile
    • 5.3.2. Development of Konami' s mobile activities
    • 5.3.3. Online mobile game distribution
  • 5.4. Sega Sammy Group
    • 5.4.1. Company profile
    • 5.4.2. Catalogue
    • 5.4.3. Sega Mobile website
  • 5.5. THQ Wireless
    • 5.5.1. Company profile
    • 5.5.2. Catalogue

6.Methodology

List of tables and figures

  • Table 1: Revenues from leisure on mobile phones
  • Table 2: Flash memory
  • Table 3: Telecommunications standards
  • Table 4: Characteristics of 3G, Super 3G and 4G
  • Table 5: Top 50 most downloaded mobile games
  • Table 6: Top 10 best-selling mobile games in France, March 2007
  • Table 7: Titles appearing in at least two of GfK' s top 20
  • Table 8: Changes in the number of active mobile gamers, 2007-2012
  • Table 9: Annual video game ARPU, 2007-2012
  • Table 10: Revenues from mobile video games, 2007-2012
  • Table 11: Video game software market - Japan, United States and Europe - 2007-2012
  • Table 12: Index Multimedia' s main commercial partners in its mobile gaming business
  • Table 13: Samsung Fun Club' s mobile game catalogue in France
  • Table 14: Ten best-selling mobile games on Samsung Fun Club' s national sites
  • Table 15: Nokia' s online N-Gage offer
  • Table 16: Publishers present in the N-Gage portfolio
  • Table 17: Examples of titles distributed by MediaPlazza Games, sorted by genre
  • Table 18: MediaPlazza Games' main commercial partners
  • Table 19: Gameloft' s online mobile game service in France
  • Table 20: Gameloft' s main game distributors
  • Table 21: Glu' s online mobile game service in the United States
  • Table 22: Main distributors of Glu Mobile' s mobile games
  • Table 23: Hands-On Mobile' s online mobile game service in the United States
  • Table 24: Hands-On Mobile' s main game distributors
  • Table 25: I-play' s online mobile game service
  • Table 26: iPlay' s main game distributors
  • Table 27: Catalogue of mobile video games published by Digital Chocolate
  • Table 28: Digital Chocolate' s main game distributors
  • Table 29: EA Mobile' s online game service for the United States
  • Table 30: EA Mobile' s main game distributors
  • Table 31: Catalogue of mobile games featured on THQ Wireless' s website
  • Figure 1: Revenue increases from leisure on mobile phones
  • Figure 2: Mobile phone market
  • Figure 3: Distribution of mobile phones, by category
  • Figure 4: Price breakdown for a mid-range mobile phone, ex-factory
  • Figure 5: Examples of Internet Ping between European cities
  • Figure 6: Operating systems, development environment and mobile handsets
  • Figure 7: Organisation of the mobile gaming industry
  • Figure 8: Comparison between the mobile gaming and console/PC game value chains
  • Figure 9: Sales percentages, per category - France
  • Figure 10: IOM: The World of Magic
  • Figure 11: Changes in the number of active mobile gamers, 2007-2012
  • Figure 12: Revenues from mobile video games, 2007-2012
  • Figure 13: Video game software market - Japan, United States and Europe - 2007-2012
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