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Mobile Online Gaming in China: A Booming and Promising Market

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)

Abstract

Mobile 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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