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Mobile Games

Mobile Games

Subscription & Download, 2008-2013 (Fifth Edition)

Publisher: Juniper Research
Date Published: 17/11/2008
Category: Mobile Content & Applications
No of Pages: 173
Coverage: Global - 8 Key Regions - N. America, S. America, W. Europe, E. Europe, Far East & China, Indian Sub Continent, Africa & Middle East, Rest of Asia Pacific
 

Overview

This mobile games report looks at the current and future market for both one-off downloads and rental/subscription -based mobile games.  It analyses the invigorating impact that the iPhone has had on the mobile games market and at the same time investigates the reasons behind the downturn in sales of Java games in Western Europe.

Six year mobile games forecasts include total download volumes, average download and subscription costs, the proportion of downloads that are ad-funded, CPM (cost per mille) rates and the total value of the mobile games market.

Furthermore, this strategic mobile games report discusses the different business models for the retail of mobile games employed by network operators, publishers and developers including pay per download, rental, subscription, micro billing, and advertising and considers both on portal and direct to- consumer approaches.

Table of Contents

Executive Summary
1. Cellular Market Growth

1.1 Introduction
1.2 Growth of the Cellular Market
1.2.1 Global Cellular Subscriber Market
Figure 1.1: Cellular Subscriber Growth (m) by Region, 2006-2013
Table 1.1: Cellular Subscriber Growth (m) by Region, 2006-2013
Figure 1.2: Cellular Subscriber Base, Market Share (%) by Region 2006-2013
Figure 1.3: Cellular Subscribers Penetration (%) by Region 2006-2013
1.2.2 Leading Mobile Operator Groups by Subscriber Base
Table 1.2: Leading Mobile Operator Groups by Subscriber Base (m) Q2 2008
1.2.3 Growth of 3G
Table 1.3: Global Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
Figure 1.4: Global Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
1.3 Regional Cellular Market Growth
1.3.1 North America
i. Mobile Phone Penetration
ii. US Market Structure
iii. 3G Adoption
Figure 1.5: North American Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
Table 1.4: North American Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
1.3.2 South America
i. Diverse Region
ii. Mobile Penetration Rates
iii. Dominant Technology
iv. Players in Region
Figure 1.6: South American Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
v. 3G Deployments
Table 1.5: South American Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
1.3.3 Western Europe
i. Mobile Penetration
Figure 1.7: Western Europe Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
ii. Market Structure
iii. 3G Penetration
Table 1.6: Western Europe Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
1.3.4 Eastern Europe
i. Mobile Penetration
Figure 1.8: Eastern Europe Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
Table 1.7: Eastern Europe Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
ii. 3G Penetration
1.3.5 Far East & China
i. Mobile Penetration
ii. 3G Services
Figure 1.9: Far East & China Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
Table 1.8: Far East & China Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
1.3.6 Indian Sub Continent
i. Mobile Penetration
Figure 1.10: Indian Sub Continent Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
ii. 3G Services
Table 1.9: Indian Sub Continent Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
1.3.7 Rest of Asia Pacific
i. Mobile Penetration
Figure 1.11: Rest of Asia Pacific Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
ii. 3G Adoption
Table 1.10: Rest of Asia Pacific Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
1.3.8 Africa & Middle East
i. Market Background
ii. Mobile Penetration
Figure 1.12: Africa & Middle East Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
iii. Players
iv. ARPU
Table 1.11: Africa & Middle East Cellular Subscriber Forecasts (m) by Technology (2G, 2.5G, 3G, 3.5G/3.9G) 2008-2013
v. 3G Adoption
1.4 The Opportunity for Mobile Entertainment
Figure 1.13: Monthly Voice ARPU ($), Selected Countries (France, Germany, Italy, Netherlands, Spain, UK, US), 2003-2007
1.5 The Opportunity for Mobile Games
1.5.1 Universality
Figure 1.14: Global User Base (m), Mobile Handsets, Consoles and Handhelds, June 2008
1.5.2 Low Level of Mobile Games Penetration
1.5.3 Technological Advances
1.5.4 Gaming Demographics
1.5.5 Rise in Casual Gaming
1.5.6 Increased Activity From Leading Brands
1.5.7 Launch of High Quality, Ad-funded Games
1.5.8 Data Charges Are Being Reduced
1.5.9 The iPhone Has Arrived

2. The Mobile Games Industry

2.1 Introduction
2.2 Classification of Games
2.2.1 Technology Requirements
i. Embedded Games
ii. SMS/MMS Games
iii. Browsing Games
iv. J2ME Games
v. BREW Games
vi. Native OS Games:
2.2.2 Number of Players
i. Soloplay Games:
ii. Multiplayer Games:
2.2.3 Genre
Table 2.1: Games Genre
i. Action Games
ii. Logic/Puzzle/Skill Games
iii. Sports and Racing Games
iv. Arcade Games
v. Role Playing Games
vi. Card and Casino Games
vii. Movie Games
viii. Adult Games
ix. Lifestyle Games
2.3 Demographics of Gamers
2.3.1 Youth Market
2.3.2 Teens and Tweens
2.3.3 Core Games Players
2.3.4 Adult Gamers
2.4 Recent Trends in Mobile Games
Figure 2.1: Trends in the Mobile Games Industry
2.4.1 Technological Trends
i. Deployment of Improved Networks
ii. Handset Evolution
Figure 2.2: Cycle of Technology Factors
2.4.2 Social and Demographic Trends
i. Change in Demographic Patterns
2.4.3 Market Trends
i. Consolidation and Expansion
ii. In-game Advertising
iii. Availability of Games Titles
iv. Enhanced Quality of Games
v. Outsourcing Development and Porting
vi. Opportunities for Cross Platform Games
2.5 Value-Web of Mobile Games
Figure 2.3: Value-chain of Mobile Games
2.5.1 Rights Holders
2.5.2 Games Developers
2.5.3 Games Publisher
2.5.4 Aggregators
2.5.5 Network Operators
2.5.6 Handset Vendors
2.5.7 Users
2.5.8 Other Value Web Members
2.6 Business Models
2.6.1 Embedded Games
2.6.2 Pay-Per-Download
Table 2.2: Standard and Premium Mobile Game Download Prices ($), Selected Markets
2.6.3 Micro-Payments
2.6.4 Pay-Per-Play
2.6.5 Subscription/Rental
2.6.6 Advertising
i. Strengths
ii. Weaknesses
iii. Opportunities
iv. Threat

3. Players in Mobile Games Development, Distribution and Publication

3. Players in Mobile Games Development, Distribution and Publication
3.1 Publishers and Developers
3.1.1 Com2uS
i. Company Background
ii. Products and Services
Figure3.1: Super Action Hero 2 Screenshots
3.1.2 Connect2Media (Hands-On Mobile)
i. Company Background
ii. Products and Services
Figure 3.2: Screenshots of Popular Games from Hands-On Mobile: Guitar Hero III Mobile, Iron Man, The Incredible Hulk
3.1.3 Digital Chocolate
i. Company Background
ii. Products and Services
Figure 3.3: Screenshots of Digital Chocolate Games: AvaPeeps: Flirt Nation, Chocolate Shop Frenzy, PictoPlay Plus
iii. Corporate Strategy
3.1.4 Electronic Arts (EA)
i. Company Background
ii. Products and Services
Figure 3.4: Screenshots of Popular EA Games: BOOM BLOX, Scrabble, Spore
iii. Corporate Strategy
3.1.5 Finblade
Figure 3.5: Screenshots of Selected Finblade iPhone titles: Movie Quiz, Tennis Slam, Ernie Els Golf 2008
3.1.6 Fishlabs
i. Company Background
ii. Products and Services
Figure 3.6: Screenshots of Popular Fishlabs Games: Blades & Magic, Powerboat Challenge, Rally Master Pro
iii. Corporate Strategy
3.1.7  fugumobile
Figure 3.7: Screenshots of fugumobile Games: Rock Paper Scissors, Toilet Bowlin’, Paradise City – 24KT City
3.1.8 Gameloft
i. Company Background
ii. Products and Services
iii. Corporate Strategy
Figure 3.8: Screenshots of Popular Gameloft Titles: Castle of Magic, Asphalt 4: Elite Racing, Soul of Darkness
3.1.9 Gamevil
i. Company Background
ii. Products and Services
Figure 3.9: Screenshots of Popular Gamevil Titles: The Shroud, Path of a Warrior: Imperial Blood, Baseball Superstars 2008
3.1.10 Glu Mobile
i. Company Background
ii. Products and Services
Figure 3.10: Screenshots of Popular Glu Mobile Games: Get Cookin’, Super Breakout, Wedding Dash
iii. Corporate Strategy
a. Content Rights
b. Other Strategic Partnerships
3.1.11 Hudson Soft
i. Company Background
ii. Products and Services
Figure 3.11: Screenshots of Bomberman Touch – The Legend of Mystic Bomb
3.1.12  I-play
i. Company Background
ii. Products and Services
Figure 3.12: Screenshots of Popular I-play Games: Dream day Wedding, Super Jewel Quest, World Championship Pool 09
3.1.13 In-Fusio
i. Company Background
ii. Products and Services
Figure 3.13: Tower Wars screenshot
3.1.14 Indiagames/IG FUN
i. Company Background
ii. Products and Services
Figure 3.14: Screenshots of Recent Indiagames/IG FUN titles: 20:20 Cricket, Flavor of Love, Journey to the Center of the Earth 3D
3.1.15 Namco Bandai
i. Company Background
ii. Products and Services
Figure 3.15: Screenshots of Recent Namco titles: USA Today Txtpert, Pac-Man Arcade Golf, Scene It? TV Edition
3.1.16 Ozura Mobile
i. Company Background
ii. Products and Services
iii. Corporate Strategy
Figure 3.16: Screenshots of Popular Ozura Mobile Games: Counter Smash, Music Revolution, Beijing Dreams
3.1.17 Press OK Entertainment
3.1.18 Punch Entertainment
Figure 3.17: Mobile Battles: Reign of Swords Screenshot
3.1.19 Square Enix
i. Company Background
ii. Products and Services
3.1.20 THQ Wireless
i. Company Background
ii. Products and Services
Figure 3.18: Screenshots of Popular THQ Wireless Games: WALL/E, Playboy Games: Pool Party, Star Wars: The Force Unleashed
3.1.21 Telcogames/Mobile Entertainment Distribution
3.1.22 Vivendi Games Mobile
i. Company Background
ii. Products and Services
Figure 3.19: Screenshots of Popular Vivendi Games Mobile Titles: Prison Break, Virtual Villagers, The Bourne Conspiracy
3.1.23 Walt Disney Internet Group
Figure 3.20: Screenshots of Disney Mobile Titles: The Chronicles of Narnia: Prince Caspian, Pure, PK: Phantom Duck
3.2 Aggregators
3.2.1 Buongiorno/Blinko!
i. Company Background
ii. Products and Services
3.2.2 Greystripe
i. Company Background
ii. Products and Services
3.2.3 Jamba/Jamster
3.2.4 Mobile Advertising Solution
3.3 Key Distributers: iPhone, N-Gage, Android
3.3.1 Apple
i. Company Background
a. Recent Financial Performance
Table 3.1: Apple Revenue and Net Income Growth 2003-2008 ($m, FYE September 30)
ii. Products and Services
a. iPhone
Figure 3.21: Apple iPhone
b. iPhone 3G
iii. Partners and Clients
iv. Corporate Strategy
3.3.2 Nokia
i. Company Background
ii. Corporate Structure
iii. Products and Services
a. N-Gage – From Device to Platform
3.3.3 Google
i. Google Mobile
Figure 3.22: Google Mobile Search Initial Screen
ii. Google AdSense
iii. Android
3.3.4 iPhone, N-Gage, Android: Industry Reaction

4. Hurdles and Regulations

4.1 Hurdles to Customer Adoption and Retention
4.1.1 Expanding the Demographic
Figure 4.1: Petz Screenshot
4.1.2 The User Interface
i. Difficulty in Discovering Services and Content
ii. Difficulty In Accessing Services and Content
iii. Difficulty in Navigating Services and Content
iv. Difficulty in Utilising Multiple Applications Simultaneously
4.1.3 Network Speed and Coverage
4.1.4 Service Pricing and Development Costs
4.1.5 Cost of Data Services
Table 4.1: UK Operator Data Prices ($), June 2008
4.1.6 Handset Form, Capacity and Battery Life
4.1.7 Industry Structure
4.1.8 Limitations of Java
4.2 Regulation
4.2.1 PEGI Games Ratings
Figure 4.2: Icons Showing Content Descriptors and Age Ratings of Mobile Games
4.2.2 OMA Standards
4.2.3 Government Regulatory Organisations
Table 4.2: Mobile Game Regulatory Authorities
4.2.4 Other Regulations – Mobile Content
i. Self Regulation – The Operators’ Approach
a. Independent Mobile Classification Body (IMCB)
b. Internet Content Rating Association (ICRA)
ii.  PhonepayPlus
iii. OFCOM
iv. CTIA
a. Other US Mobile Content Regulation
v. Pan-European Legislation
a. Directive 95/46/EC: Processing Personal Data and the Protection of Privacy
b. The E-Commerce Sector Data Protection Directive (2002/58/EC)
c. The Distance Selling Directive (97/7/EC)
d. The E-money Directive
e. The EU Mobile Sweep

5. The Market for Mobile Games

5.1 Introduction
Table 5.1: Top 10 Mobile Games 12 months to November 2008, GameZone
Figure: 5.1 Categories of Leading Games 12 months to November 2008, GameZone
5.2 Forecast Definitions and Methodology
5.2.1 Forecast Definitions
5.2.2 Forecast Methodology
Figure 5.2 Forecast Methodology.
5.3 The Market for One Time Download Mobile Games
5.3.1 One Time Download Mobile Games Users and Usage
Table 5.2: % Mobile Phone Users Who Download Games. By Region 2006-2013.
Figure 5.3: Mobile Phone Users (m) Who Download Games By Region 2007-2013.
Table 5.3: Mobile Phone Users (m) Who Download Games By Region 2006-2013.
Figure 5.4: Average Number of One Time Game Downloads by “Games” Mobile Users per Year By Region 2007-2013.
Table 5.4: Average Number of One Time Game Downloads by “Games” Mobile Users per Year. Regional Forecast 2007-2013.
Figure 5.5: Total Number of One Time Game Downloads by Games Mobile Users per Year (million) By Region 2007-2013.
Table 5.5: Total Number of One Time Game Downloads by Games Mobile Users per Year (million) By Region 2007-2013.
5.3.2 Mobile Games One Time Download Revenues
Table 5.6: Average Price ($) Paid per One Time Game Download By Region 2007-2013.
Table 5.7: Percentage of One Time Game Downloads Funded by Advertising By Region 2007-2013.
Figure 5.6: Number of Paid-For Mobile Game Downloads. By Region 2007-2013
Table 5.8: Number of Paid-for Mobile Game Downloads. By Region 2007-2013
Figure 5.7: Total Revenues ($m) from One Time Mobile Games Downloads By Region 2007-2013.
Table 5.9: Total Revenues ($m) from One Time Mobile Games Downloads By Region 2007-2013.
5.3.3 One Time Mobile Game Download ARPU
Figure 5.8: Monthly ARPU ($) for Mobile Game One Time Downloads ($) By Region 2007-2013.
Table 5.10: Monthly ARPU for Mobile Game One Time Downloads ($) By Region 2007-2013.
5.3.4 AdSpend on Mobile Game One-Time Downloads
Figure 5.9 Total Downloads of Ad-funded Mobile Games. By Region 2007-2013
Table 5.11: Total Downloads of Ad-funded Mobile Games. By Region 2007-2013
Figure 5.10: Ad-Funded Games, Average Plays Per Title By Region 2007-2013
Table 5.12: Ad-Funded Games, Average Plays Per Title By Region 2007-2013
Table 5.13: Ad-Funded Games, Cost Per Mille ($) By Region 2007-2103
Figure 5.11: Total Adspend ($m) on Mobile Game Downloads By Region 2007-2013
Table 5.14: Total Adspend ($m) on Mobile Game Downloads By Region 2007-2013
5.4 The Market for Subscription and Rental Mobile Games
5.4.1 Mobile Games Subscription and Rental Users and Usage
Table 5.15: % Mobile Phone Users Who Subscribe to, or Rent, Mobile Games By Region 2006-2013.
Figure 5.12: Mobile Phone Users (m) Who Subscribe to, or Rent, Mobile Games By Region 2007-2013.
Table 5.16: Mobile Phone Users (m) Who Subscribe to, or Rent, Mobile Games By Region 2006-2013.
Figure 5.13: Average Number of Game Subscriptions, or Rentals by “Games” Mobile Users per Year - By Region 2007-2013.
Table 5.17: Average Number of Game Subscriptions, or Rentals by “Games” Mobile Users per Year – By Region 2007-2013.
Figure 5.14: Total Mobile Game Subscriptions/Rentals (m) By Region 2007-2013.
Table 5.18: Total Mobile Game Subscriptions/Rentals (m) By Region 2007-2013
5.4.2 Mobile Game Subscription and Rental Revenues
Table 5.19: Average Price ($) Paid per Mobile Game Rental/Subscription By Region 2007-2013.
Figure 5.15: Total Revenues ($m) from Mobile Game Subscriptions and Rentals By Region 2007-2013.
Table 5.20: Total Revenues ($m) from Mobile Game Subscriptions and Rentals By Region 2007-2013.
5.4.3 Mobile Games Subscription and Rental Monthly ARPU
Figure 5.16: Monthly ARPU ($) for Mobile Game Subscriptions and Rentals.                  By Region 2007-2013
Table 5.21: Monthly ARPU ($) for Mobile Game Rentals/Subscriptions By Region 2007-2013.
5.5 Total Mobile Games Revenues
End-User Revenues
Figure 5.17: Total End-User Revenues ($m) from Mobile Games. By Region 2007-2013.
Table 5.22: Total End-User Revenues ($m) from Mobile Games. By Region 2007-2013.
Figure 5.18: Total End-User Revenues ($m) from Mobile Games. Downloads and Subscriptions. 2007-2013.
Table 5.23: Total End-User Revenues ($m) from Mobile Games. Downloads and Subscriptions. 2007-2013.
Total Revenues (End-User Generated and Advertising)
Figure 5.19: Total Revenues ($m) from Mobile Games 2007-2013.
Table 5.24: Total Revenues ($m) from Mobile Games 2007-2013.

 

 

 

 

 

6. Recommendations

6.1 Recommendations for Operators
6.1.1 Operators Must Reduce Their Share of Mobile Games Revenues
6.1.2 Operators Need to Increase Public Awareness, and Visibility, of Mobile Games
6.1.3 Operators Should Consider Upping Fair Usage Limits and Continue to Reduce Data Charges
6.1.4 Operators Should Leverage Their 3G Networks to Promote Connected Games
6.2 Recommendations for Operators and Publishers
6.2.1 Operators/Publishers Should Offer Free Trials of Mobile Games
6.3 Recommendations for Publishers and Developers
6.3.1 Publishers and Developers Should Consider Outsourcing Porting
6.3.2 Publishers and Developers Should Consider Partnering With Mobile Advertising Networks…
6.3.3 ...but Should be Wary of Relying on Advertising as a Primary Revenue stream
6.4 Recommendations for Vendors
6.4.1 Vendors Should Continue to Deploy Gaming-friendly Devices
6.4.2 Vendors Should Seek to Improve Ease of Use of/Transfer Between Multiple Mobile Applications
6.4.3 Vendors Need to Engage to a Greater Extent With Operators and Service Providers Over Forthcoming Product Launches
6.5 Recommendation for Regulators
6.5.1 Regulators Should Introduce Consumer Protection Legislation in The Mobile Premium Services Market

7. Technology

7.1 Introduction
7.2 2G
7.2.1 Communication Technologies of 2G
i. GSM
ii. TDMA
iii. CDMA
iv. D-AMPS
7.2.2 Data Services
i. SMS
a. The Working of SMS
Figure 7.1: SMS Message Flow
b. Types of Messaging Services
- Mobile-originated SMS
- Mobile-terminated SMS
c. Premium-rate SMS (PRSMS)
7.3 2.5 & 2.75G
7.3.1 Communication Technologies of 2.5/2.75G
i. GPRS
ii. EDGE
iii. CDMA2000
7.3.2 Data Services
i. MMS
a. How Does MMS Work?
Figure 7.2: MMS Application Services
b. MMS Services
- MMS Entertainment and Information Services
Figure 7.3: Nokia’s 6280 3G Handset Supporting Video Streaming
c. Personalisation
7.3.3 The SMS/MMS Value Chain
Figure 7.4: SMS/MMS Value Chain
7.4 3G
Figure 7.5: 3G Access Technologies
Figure 7.6: Percentage of Mobile Users Who Own 3G Devices, December 2007 (Selected Countries)
Figure 7.7: Global 3G Subscriber Base, December 2007 (255.7 million users)
7.4.1 UMTS
Figure 7.8: Evolution of UMTS
i. WCDMA
ii. EV-DO
iii. TD-SCDMA
7.5 Beyond 3G
7.5.1 HSPA
7.5.2 3GLTE
7.5.3 CDMA2000 1x EV-DO Revisions A and B
7.5.4 UMB
7.5.5 Mobile WiMAX 802.16e-2005
Figure 7.9: WiMAX Timeline
7.6 Mobile Technologies Compared
Table 7.1: Comparative Chart of Mobile Technologies
7.7 Other Enabling Technologies
7.7.1 Wireless Internet Technologies
i. WAP
a. The Development of WAP
b. The Future of WAP – Where is WAP Heading?
Figure 7.10: Future Path of WAP
ii. The i-mode Alternative
Figure 7.11: NTT DoCoMo, i-mode Subscriber Growth (m) and i-mode Penetration of Total User Base (%) 2000-Q2 2008
iii. Dotmobi
7.7.2 Languages, Platforms and Operating Systems
i. Languages
a. Java
ii. Platforms
a. J2ME
b. BREW
iii. Operating Systems
a. Palm OS
b. Symbian
c. Windows Mobile
d. Android
7.7.3 Other Relevant Technologies and Standards
i. MP3
Figure 7.12: MP3 Phones: Nokia N91 and Sony Ericsson K800
ii. MP4
iii. MIDI
iv. Bluetooth

 

Companies Referenced

2waytraffic International, ABC Studios, Activision, Airtel, America Movil, Apple, AT & T Wireless, Bango, BBC, Bell Canada, Buongiorno/Blinko!, Capcom, Celltick, Com2uS, Connect2Media, Dialog Telecom, Digital Chocolate, DreamWorks Animation, Electronic Arts, Finblade, Fishlabs, Fox Mobile Entertainment, Freemantle Media Enterprises, fugumobile, Gameloft, Gamevil, Glu Mobile, Google, Greystripe, Handygames, Hasbro, Hudson Soft, Indiagames/IGFUN, In-Fusio, I-play, Jamba/Jamster, KDDI, Konami, Lucasfilm, Mobile Advertising Solution, Mojos Mobile, MTS, MySpace, Namco Bandai, Nokia, NTT DoCoMo, O2, Orange, Ozura Mobile, Paramount, Press OK Entertainment, Punch Entertainment, Rogers Wireless, Samsung Electronics, Sega Mobile, Sony Pictures, Square Enix, Sprint Nextel, T-Mobile, Telcogames/Mobile Entertainment Distribution, Telefonica, THQ Wireless, Universal Pictures, Verizon Wireless, Vivendi Games Mobile, Vodafone, Walt Disney Internet Group, Warner Bros.

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Key Questions

• What impact has the iPhone had on the mobile games market?
• Why have paid-for game download volumes flatlined in a number of markets?
• What are the prospects for ad-funded mobile games?
• Which business models should publishers and developers employ?
• How much will the mobile games sector be worth by 2013?
• What developments have been made in mobile mass multiplayer online roleplaying games (MMORPGs)?
• Who are the leading players in the mobile games market today?

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