the-infoshop.com - The vertical markets research portal
View CartView Cart
Global Information, Inc.
US: +1-860-674-8796
EU: +32-2-535-7543
SG: +65-6223-2436
  Home | Category | Publishers | Custom Research | E-mail Alert | About Us | Contact Us | Site Map |
 

* View All Categories
View Conferences
Japanese Korean Chinese

Market Research Report

Mobile Games Subscription & Download, 2008-2013 (Fifth Edition)

Published by Juniper Research Contact us : +1-860-674-8796
Published 2008/11 Content info 173 pages
Product code JP76982
Price From  US $ 2800 Order/Price list
US $ 2800 Hard Copy
US $ 2800 PDF by E-mail (Single User License)
US $ 4000 PDF by E-Mail (Multi User Network License (2-5 Users)
US $ 6000 PDF by E-Mail (Enterprise Wide License)
Delivery Time
PDF by E-Mail
Approx. 1-2 business days
Hard Copy/CD-ROM
Approx. 3-4 business days
If you need expedited delivery, please call us.
Description TOC

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
        • a. Java
      • ii. Platforms
        • a. J2ME
        • b. BREW
      • 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
Related Report
Back to Top
Please inform me when related publications are released
InfoWatch

US: 1-860-674-8796 EU: 32-2-535-7543 SG: 65-6223-2436
The vertical markets research portal
© 2009, the-infoshop.com by Global Information, Inc. All rights reserved.