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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