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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