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[Report]

Mobile Games: End-user opinion

Published: 2006/12

Contact 24 hrs/day
Description

Table of Contents

CHAPTER 1

  • EXECUTIVE SUMMARY
  • Usability issues hinder mobile games growth
  • Users love great games, but overall quality needs improvement
  • Broad range of problems hinders users
  • Mobile games lag behind dedicated portable
  • gaming devices

CHAPTER 2

  • BACKGROUND AND SCOPE
  • Discussion classification scheme
  • Categorisation definitions
  • Content definition
    • Customer care definition
    • Ease of use definition
    • Marketing definition
    • Quality definition
    • Restrictions definition
    • Use cases definition
    • Value for money definition
    • Other definition

CHAPTER 3

  • SUMMARY METHODOLOGY AND TERMINOLOGY

CHAPTER 4

  • OVERALL ANALYSIS OF BUZZ : WHAT DO END USERS TALK ABOUT ?
  • Buzz by topic: games and ease of use
  • dominate discussion
    • Figure 4.1: Overall buzz by topic of discussion
  • Buzz comparison 2005/6: mobile gaming
  • buzz grows by nearly 40%
    • Figure 4.2: Buzz comparison 2005/06
  • Sentiment comparison 2005/6: levels of
  • negative buzz show sharp increase
    • Figure 4.3: Sentiment comparison 2005/6

CHAPTER 5

  • CONTENT
  • Content: overall sentiment - users like
  • good mobile games
    • Figure 5.1: Content: buzz by sentiment
  • Content: comparison to 2005 - sentiment remains static
    • Figure 5.2: Content: buzz sentiment comparison 2005/6 (%)
  • Content: buzz by topic - specific titles attract all the buzz
    • Figure 5.3: Content buzz by sub-topic of discussion
  • Content: sentiment by sub-topic - users talk about games they love
    • Figure 5.4: Content: buzz sentiment by sub-topic of discussion
  • Content: sub-topics of discussion
  • Content: ' specific content' - good individual titles the focus of positive buzz
    • Figure 5.5: Content: specific titles sentiment
  • Content: general quality - end users say general quality is not good enough
    • Figure 5.6: Content: general quality sentiment
  • Content: range/choice - users like the range of games available, but handset limitations frustrate
    • Figure 5.7: Content: range/choice sentiment

CHAPTER 6

  • EASE OF USE
  • Ease of use: overall sentiment - users frustrated by usability
    • Figure 6.1: Ease of use, overall sentiment
  • Ease of use: comparison 2005/6 - usability fails to improve
    • Figure 6.2: Ease of use: buzz sentiment comparison 2005/6 (%)
  • Ease of use: buzz by topic - problems and errors dominate usability buzz
    • Figure 6.3: Ease of use: buzz by sub-topic
  • Ease of use: sentiment by sub-topic - gamers struggle with problems and errors
    • Figure 6.4: Ease of use: sentiment by sub-topic
  • Ease of use: sub-topics of discussion
  • Ease of use: problems and errors dominate usability discussion
    • Figure 6.5: Ease of use: problems and errors sentiment
  • Ease of use: mobile form factor - difficult controls and small screen limit appeal
    • Figure 6.6: Ease of use: mobile form factor sentiment
  • Ease of use: comfort - little discussed, but a potential future issue
    • Figure 6.7: Ease of use: comfort sentiment
  • Ease of use: battery life not a major issue of concern

CHAPTER 7

  • RESTRICTIONS
  • Restrictions: overall sentiment - gamers resent any barriers to gaming
    • Figure 7.1: Restrictions: overall sentiment
  • Restrictions: comparison 2005/6
  • Restrictions: buzz by topic - all about sideloading
    • Figure 7.2: Restrictions: buzz by sub-topic
  • Restrictions: sentiment by sub-topic; restrictions cause problems for gamers
    • Figure 7.3: Restrictions: sentiment by sub-topic
  • Restrictions: sub-topics of discussion
  • Restrictions: sideloading restrictions frustrate and confuse end users
    • Figure 7.4: Restrictions: side-loading sentiment
  • Restrictions: format-users confused by Java format restrictions

CHAPTER 8

  • VALUE FOR MONEY
  • Value for money: overall sentiment - attitudes to game pricing mixed
    • Figure 8.1: Value for money: overall sentiment
  • Value for money: comparison 2005/6 - end users becoming more sensitive to price
    • Figure 8.2: Value for money: buzz sentiment comparison 2005/6 (%)
  • Value for money: buzz by topic - value buzz focuses on cost per game
    • Figure 8.3: Value for money: buzz by sub-topic
  • Value for money: sub-topics of discussion - users value good games
  • Value for money: one-off fee - users
    • Figure 8.4: Value for money: one-off fee sentiment
  • Value for money: other - additional data charges annoy end users

CHAPTER 9

  • USE CASES
  • Use cases: overall sentiment - users love games on the move
    • Figure 9.1: Use cases: overall sentiment
  • Use cases: comparison 2005/6 - end users becoming more positive about the concept of mobile games
    • Figure 9.2: Use cases: buzz sentiment comparison 2005/6 (%)
  • Use cases: buzz by topic - portability of gaming experience fascinates end users
    • Figure 9.3: Use case: buzz by sub-topic of discussion
  • Use cases sentiment by sub-topic: users love the freedom of mobile gaming
    • Figure 9.4: Use case: sentiment by topic
  • Use cases: sub-topics of discussion
  • Use cases: ' where' - end users love gaming while travelling
  • Use cases: ' why' - ' killing dead time'
  • Use cases: ' when' - end users reach for mobile
  • games when bored
  • Use cases: ' how long'

CHAPTER 10

  • ANALYSIS BY COUNTRY
  • France
  • France: buzz by topic - French gamers focus on the games themselves
  • Figure 10.1: France: buzz by topic in comparison to average (%)
  • French sentiment by topic: focus on content improves value perceptions
    • Figure 10.2: France: sentiment by topic
  • Germany
  • Germany: buzz by topic - focus on value for money
    • Figure 10.3: Germany: buzz by topic versus average (%)
  • Germany: sentiment by topic - negative sentiment to value affects content perceptions
    • Figure 10.4: Germany: sentiment by topic
  • UK
  • UK: buzz by topic - usability the key topic
    • Figure 10.5: UK: buzz by topic in comparison with average (%)
    • Figure 10.6: UK: sentiment by topic of discussion
  • UK: sentiment by topic - usability issues lead negative sentiment
  • US
  • US: buzz by topic - restrictions the focus of US gamer discussion
    • Figure 10.7: US: buzz by topic in comparison to average (%)
  • US: sentiment by topic - sideloading restrictions frustrate gamers
    • Figure 10.8: US: sentiment by topic

CHAPTER 11

  • NINTENDO DS
  • Nintendo DS: buzz by topic
    • Figure 11.1: Nintendo DS; buzz by topic of discussion
  • Nintendo DS/mobile games comparison: ease of use
    • Figure 11.2: Ease of use buzz sentiment comparison: Nintendo DS and mobile games (%)
  • Nintendo DS/mobile games comparison: content
    • Figure 11.3: Content buzz sentiment comparison: Nintendo DS and mobile games (%)
  • Nintendo DS/mobile games comparison: use cases
    • Figure 11.4: Use case buzz sentiment comparison: Nintendo DS and mobile games (%)
  • Nintendo DS/mobile games comparison: value for money
    • Figure 11.5: Value for money buzz comparison: Nintendo DS and mobile games (%)

CHAPTER 12

  • SUMMARY : THE MOST IMPORTANT AREAS TO END USERS
    • Figure 12.1: Key sub-topics of mobile games discussion
    • Figure 12.2: Summary of key end-user issues by overall sentiment
Description

[Report]
Mobile Games: End-user opinion
Published: 2006/12
Published by : Informa Telecoms & Media Informa Telecoms & Media

Price:
US $ 1,798.00 Hard Copy
US $ 2,696.00 PDF via Web Access (Single User License)
US $ 3,596.00 Hard Copy & PDF via Web Access (Single User License)
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Product Code : ITM46628
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