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[Report]

In-Depth Analysis: Mobile Gaming in Asia: Room for Improvement

Published: 2006/11

Contact 24 hrs/day
Description

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)
Description

[Report]
In-Depth Analysis: Mobile Gaming in Asia: Room for Improvement
Published: 2006/11
Published by : In-Stat In-Stat

Price:
US $ 2,995.00 PDF By E-mail (Single User License)
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Product Code : CG46940
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