Table of Contents
The Bottom Line
1.0 Notes on Methodology
2.0 Mobile Gaming: Market Overview
- 2.1 Key Industry Trends
- 2.2 Drivers and Inhibitors
- 2.3 Future Outlook
3.0 Mobile Carriers
- 3.1 Data Revenue Growth and Mobile Entertainment
- 3.2 Carriers and Mobile Gaming
- 3.3 Merchandising, Marketing, and Distribution
- 3.4 Mobile Gaming Business Models
- 3.5 The “Three-Screen” Strategy
- 3.6 International Case Studies
- 3.6.1 South Korea
- 3.6.2 Japan
- 3.6.3 Europe
4.0 Mobile Game Developers and Publishers
- 4.1 Competitive Landscape
- 4.2 The Danger of Market Stagnation
- 4.3 New Market Entrants
- 4.4 To License or Not To License
- 4.5 Industry Consolidation
- 4.6 The Casual Focus
- 4.7 Off-Deck Channels
- 4.8 Porting as a Core Competency
5.0 Innovation: Technology, Content, and Business Model
- 5.1 Connected and Multiplayer Mobile Gaming
- 5.2 Pervasive (Cross Platform) Gaming
- 5.3 BREW, N-Gage, and Xbox Live Anywhere
- 5.4 Mobile In-Game Advertising
- 5.5 Putting “Mobile” Back Into “Mobile Gaming”
- 5.6 3D Mobile Gaming
- 5.7 Other Relevant Technology Developments
- 5.7.1 IMS
- 5.7.2 Flash Lite
- 5.7.3 Location-based Gaming
6.0 Portable Gaming
- 6.1 Key Market Trends
- 6.2 Potential for a New Market Entrant
- 6.3 Convergence or Collision: Mobile and Portable Gaming
7.0 Market Forecasts
8.0 Key Recommendations
Resource Book
1.0 Mobile Phone as a Gaming Platform
- 1.1 Mobile Gaming vs. Other Mobile Applications
- 1.2 Mobile Gaming vs. Other Gaming Platforms
2.0 Profile of a Mobile Gamer
- 2.1 Adoption of Mobile Gaming
- 2.2 Mobile Gaming and Carriers
- 2.3 Mobile Gaming and Smart Phone Ownership
- 2.4 Perceived Importance of Mobile Gaming
- 2.5 Expected Change in Gaming Expenditure
- 2.6 Perspectives on Mobile Game Advertising
- 2.7 Dominant Mobile Gaming Genres
- 2.8 Multiplayer and Cross-Platform Mobile Gaming
3.0 Portable Game Players
- 3.1 Adoption and Purchase Intention
- 3.2 Portable Game Software
- 3.3 Potential for a New Market Entrant
- 3.4 Portable Gaming vs. Mobile Gaming
4.0 Global Consumer Data
- 4.1 Mobile Gaming
- 4.2 Portable Gaming
5.0 Profiles of Mobile Carriers
- 5.1 AT&T Wireless
- 5.2 Sprint
- 5.3 Verizon Wireless
6.0 Profiles of Portable and Mobile Game Publishers
- 6.1 Capcom Interactive, Inc.
- 6.2 Digital Chocolate
- 6.3 EA Mobile
- 6.4 Gameloft
- 6.5 Glu Mobile
- 6.6 Hands-On Mobile
- 6.7 Jamster, LLC
- 6.8 NAMCO Networks America, Inc.
- 6.9 Oberon Media / I-Play
- 6.10 Nintendo Entertainment America
- 6.11 PopCap Games
- 6.12 RealNetworks
- 6.13 Sony Pictures Mobile / Sony Ericsson & Sony Computer Entertainment
America
- 6.14 THQ Wireless
- 6.15 Vivendi Games Mobile
7.0 Profiles of Technology Companies
- 7.1 Amobee Media Systems
- 7.2 Exit Games
- 7.3 Greystripe, Inc.
- 7.4 Hovr
- 7.5 Microsoft
- 7.6 Motricity, Inc.
- 7.7 Nokia
- 7.8 Qualcomm, Inc.
- 7.9 Sun Microsystems / Java
- 7.10 Tira Wireless
Figures
The Bottom Line
- Key Drivers and Inhibitors for Mobile Gaming
- Percentage of Data ARPU: U.S. Carriers
- Mobile Phone: Features Never Used (Q2/07)
- Important Influencers for Choosing a Mobile Service Provider
- Carrier Deck Size & Top Sellers
- Competitive Analysis: Key Mobile Game Publishers
- Growth of Leading Mobile Gaming Companies
- Percentage of Mobile Phone Users (among Internet Households) That Have
Paid to Download Games in the Past 12 Months
- Leading Media Companies: Mobile Gaming Initiatives
- Key Licensing Partnerships
- Recent Mergers and Acquisitions in the Mobile Gaming Industry
- Consumer Interest in On-the-go Gaming
- Social Network/Avatar-based Mobile Games
- Interest in Multiplayer, Connected, and Community Gaming Applications
- Multiplayer Mobile Gaming Platforms
- Interest in Pervasive Gaming Very High among Core Gamers
- Mobile Game Advertising Solution Providers
- Innovative Mobile Games
- Unit Sales of Nintendo DS and Sony PSP (Fiscal Year 2006-2008)
- Sales of Nintendo Portable Game Players in Different Regions (Fiscal Year
2003-2007)
- Portable Game Players: Brand Mindshare (Q2/07)
- Top Desired Features on a New PGP among PGP Owners and Intenders
- Correlation between Portable Console and Mobile Phone Gaming
- Forecast of Mobile Service Subscribers and Paying Mobile Gamers (2007-2012)
- Forecast of U.S. Mobile Gaming Revenue (2007-2012)
- U.S. Households with at Least One Portable Game Player
- Unit Sales of Portable Game Players
Resource Book
- Mobile Phone: Entertainment Features
- Usage of Various Mobile Applications
- Mobile Phone: Features Never Used
- Devices Used for Gaming
- Number of Hours Spent on Various Gaming Devices
- Comparison of Gaming Time across Platforms
- Gaming Time by Platform: Percentile Analysis
- Average Gaming Session Length by Platform
- Gaming Hour Allocation by Platform: by Age Groups
- How Do Different Gamer Groups Allocate Gaming Time
- Percentage of Gamers Planning to Increase Mobile Game Spending in the Next
12 Months
- Adoption of Paid Mobile Game Downloads
- Frequent Mobile Gamers Are More Likely to Download
- Number of Mobile Games Downloaded in the Last 12 Months
- Mobile Gaming Adoption by Gender
- Mobile Gaming Adoption by Age
- Mobile Gaming Adoption by Gender: Q2 2005 vs. Q2 2007
- Mobile Gaming Adoption by Age: Q2 2005 vs. Q2 2007
- Number of Gaming Sessions on Portable Players: by Age and Gender
- Number of Gaming Sessions on a Mobile Phone: by Age and Gender
- Gaming Outside of the Home: by Gender and Age
- Important Influencers for Choosing a Mobile Service Provider
- Percentage of Mobile Game Downloaders and Mean Number of Games Downloaded
by Carrier Brands
- Mobile Gaming Behavior among Smart Phone Owners vs. Regular Mobile Phone
Owners
- Satisfaction with Internet Browsing Experience on a Mobile Phone: Smart
Phone vs. Regular Phone
- Perceived Importance of Different Capabilities on a Mobile/Portable Device
- Perceived Importance of Mobile and Portable Gaming by Age
- Expected Change in Mobile Gaming Expenditure
- Expected Change in Mobile Gaming Expenditure: by Age
- Mobile Phone: Service Subscription Intention
- Consumer Sentiment about Mobile Advertising
- Consumer Perspectives on Mobile Advertising
- Ad-Supported Mobile Applications Boost Consumer Interest
- Interest in Ad-Supported Mobile Services by Gender
- Interest in Ad-Supported Mobile Services by Age
- Interest in Ad-Supported Mobile Gaming by Perceived Importance of Mobile
Gaming
- Interest in Ad-Supported Mobile Gaming: Paying vs. Non-Paying Downloaders
- Interest in Ad-Supported Mobile Gaming by Downloading Frequency
- Interest in Various Game Genres on Different Portable Devices
- Interest in Multiplayer, Connected, and Community Gaming Applications
- Interest in Mobile Gaming Features by Gender
- Interest in Pervasive Gaming Very High among Core Gamers
- Interest in New MMOG Game Services
- Ownership of Different Portable Game Players
- Purchase Intention for Different Portable Game Players
- Interest in a New Portable Game Player by Gender
- Monthly Expenditure on Gaming
- Time Spent on Playing New vs. Old Games
- Number of Games Owned Personally
- Average Number of Games Played Personally
- Portable Game Players: Brand Mindshare
- Preferred Brand for New Portable Game Player by Current Ownership
- Preferred Brand for a Portable Game Player by Gender
- Portable Game Player Ownership by Game Console Ownership
- Gamers with Both Fixed and Portable Consoles Spend More Money on Software
- Top Desired Features for a New PGP among PGP Owners and Intenders
- Important Features on a PSP and Portable Multimedia Player
- Correlation between Portable Console and Mobile Phone Gaming
- Mobile Gamers More Likely to Own Portable Game Players
- Mobile Gaming Frequency among Owners of Portable Game Players (Q2/07)
- Adoption of Mobile Gaming in 13 Countries
- Weekly Mobile Gaming Activities
- Mobile Gaming Adoption in 13 Countries: by Age and Gender
- Ownership of Portable Game Players in 13 Countries
- Portable Game Player Ownership in 13 Countries: by Age and Gender
- Adoption of Portable Gaming among 13 Countries
- High Intender for Portable Game Players in 13 Countries
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