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Published by: In-Stat
Published: Oct. 13, 2008 - 29 Pages
Table of Contents
- Executive Summary
- Introduction and Definitions
- Market Overview
- Value Chain and Business Model Analysis
- Game Developers
- Mobile Carriers
- Game Publishers
- Business Models
- Consumer Survey
- Demographics
- Survey Results (Current Users)
- Preferred Game Types
- User Concerns
- Payment Methods
- Monthly Spending
- Handset Preferences
- Survey Results (Potential Users)
- Interest Level
- Reasons for Lack of Interest
- Reasons for Not Playing
- Attitude to New Technology
- Drivers and Barriers
- Drivers
- Business Model Approaching Maturity
- Payment Channels Evolving Rapidly
- 3G Licenses Issued/Improved Mobile Bandwidth
- Barriers
- Handset Platform Needs Standardization
- Slow Development Hindering Market
- Market Forecasts
- Revenue
- Subscribers
- Company Profiles
- Game Developers
- DigiRed
- Moloon
- Game Publishers
- Downjoy
- Kongzhong
- Methodology
- Related In-Stat Reports
- List of Tables
- Table 1. China Mobile GRPS Packages (US$)
- Table 2. Respondent Demographics
- Table 3. Revenue and Subscriber Forecasts, 2008-2012 (US$ and Subscribers in Millions)
- List of Figures
- Figure 1. Revenue Forecast for China’s Mobile Online Gaming Market, 2008-2012 (US$ in Millions)
- Figure 2. Revenue and Growth of China’s Mobile Online Gaming Market, 2005-2007 (US$ in Millions)
- Figure 3. Mobile Online Gaming Value Chain
- Figure 4. Preferred Game Types (Current Users)
- Figure 5. Concerns (Current Users)
- Figure 6. Payment Methods (Current Users)
- Figure 7. Monthly Spending (Current Users)
- Figure 8. Preferred Handset Screen Size (Current Users)
- Figure 9. Preferred Handset Price (Current Users)
- Figure 10. Interest Level (Potential Users)
- Figure 11. Reasons for Lack of Interest (Potential Users)
- Figure 12. Reasons for Not Playing (Potential Users)
- Figure 13. Attitude to New Technology (Potential Users)
- Figure 14. Revenue Forecast, 2008-2012 (US$ in Millions)
- Figure 15. China Subscriber Forecast, 2008-2012 (in Millions)
AbstractMobile online games are played on a mobile phone, smartphone, PDA, or a handheld computer. Usually, a wireless network is required to download the game, exchange data between server and client, or interact with other players. Mobile online gaming uses various technologies including short messaging service (SMS), multimedia messaging (MMS), and WAP.
Mobile online gaming has a more complex value chain than PC online gaming. In addition to developers, operators, and carriers, the chain includes game publishers, handset vendors, operating system vendors, and application platform vendors. In 2008, each party in the value chain has begun to experience significant growth.
As of May 2008, there were 592 million mobile users in China, indicating that there is room for enormous growth in the mobile online gaming industry. This report presents the following:
- An overview of China's mobile online gaming market
- Profiles of the main game companies
- An analysis of the mobile online gaming market value chain
- An analysis of the business models used, including time-based, item-billing, and IGA
- A behavior analysis of current and potential users
- Revenue and subscriber forecasts
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