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[Report]
In-Depth Analysis: Mobile Gaming in Asia: Room for Improvement
Published: 2006/11
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Table of Contents
- Executive Summary
- Methodology
- Introduction
- Game Technology
- Types of Mobile Games
- Mobile Game Platforms
- Java 2 Micro Edition (J2ME)
- Binary Runtime Environment for Wireless (BREW)
- Symbian
- Other Mobile Game Platforms
- Market Overview
- Mobile Gaming Value Chain
- Market Drivers and Constraints
- Market Drivers
- Growing Investment in Mobile Gaming
- Increase in Mobile Gaming Capable
- Handsets
- Growing Asia/Pacific Mobile Market
- Low Mobile Gaming Penetration Level
- Market Constraints
- Poor User Experience
- Problems in Value Chain
- Competition from Dedicated Handheld
- Gaming Devices
- Mobile Gaming Piracy
- Mobile Content Survey
- Type of Mobile Network
- Type of Mobile Plan
- Wireless Internet Connectivity of Mobile
- Phone
- Downloading and Playing of Games
- Likelihood of Playing/Downloading Mobile Games
- Source of Game Download
- Mobile Game Users
- Reasons for Downloading Mobile Games
- Mobile Game Download Levels
- Mobile Online Games Usage Levels
- Spending Pattern
- Non-mobile Game Users
- Reasons for Not Downloading Mobile Games
- Interest in Mobile Gaming
- Market Projections
- Japan
- South Korea
- China
- India
- Key Mobile Game Developer Profiles:
- Japan/South Korea/Taiwan
- Japan
- GaiaX Co. Ltd.
- Square-Enix
- Sony Online Entertainment
- Daito Giken
- South Korea
- WEBZEN
- NCsoft, Inc
- Gamevil
- ZIO Interactive
- Taiwan
- Softstar Entertainment Inc
- Soft-World International
- Chinese Gamer
- Conclusion
- Related In-Stat Reports
- Offices
List of Tables
- Table 1. Mobile Gaming Revenues in Asia/Pacific, 2004-2010 (US$ Millions)
- Table 2. Mobile Gaming Revenues in Japan, 2004-2010 (US$ Millions)
- Table 3. Mobile Gaming Revenues in South Korea, 2004-2010 (US$ Millions)
- Table 4. Mobile Gaming Revenues in China, 2004-2010 (US$ Millions)
- Table 5. Mobile Gaming Revenues in India, 2004-2010 (US$ Millions)
List of Figures
- Figure 1. Asia/Pacific Mobile Music Forecast, 2004-2010 (US$ Millions)
- Figure 2. Mobile Gaming Value Chain
- Figure 3. Age Breakdown of Survey Respondents
- Figure 4. Type of Mobile Phone Network-2G vs. 3G
- Figure 5. Type of Mobile Plan-Post-paid vs. Pre-paid
- Figure 6. Wireless Internet Connectivity Available on Mobile Phone
- Figure 7. Downloading and Playing of Games by Phone Network Type-2G vs. 3G
- Figure 8. Likelihood of Utilizing Mobile Games in Next Six Months-2G vs.
3G
- Figure 9. Mobile Content Medium of Download
- Figure 10. Reasons for Downloading Mobile Games
- Figure 11. Mobile Game Download Levels per Month-2G vs. 3G
- Figure 12. Playing Mobile Online Games, Usage per Month-2G vs. 3G
- Figure 13. Amount Spent per Month on Mobile Gaming per User
- Figure 14. Amount Spent per Month on Mobile Gaming per User-2G vs. 3G
- Figure 15. Reasons for Not Downloading Mobile Games
- Figure 16. Non-mobile Game Users' Interest in Downloading and Playing
Mobile Games
- Figure 17. Japan Mobile Gaming Forecast, 2004-2010 (US$ Millions)
- Figure 18. South Korea Mobile Gaming Forecast, 2004-2010 (US$ Millions)
- Figure 19. China Mobile Gaming Forecast, 2004-2010 (US$ Millions)
- Figure 20. India Mobile Gaming Forecast, 2004-2010 (US$ Millions)
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[Report]
In-Depth Analysis: Mobile Gaming in Asia: Room for Improvement
Published: 2006/11
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Published by : In-Stat  |
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Price:
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Product Code : CG46940 |
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