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November 2005

Wireless Gaming Business Models: Opportunities for publishers, developers and network operators



51 Tables & Charts / 82 pages
Available formats: Print & PDF & HTML
Electronic: £1990.00, $4090.00, 2990.00 Print: £995.00, $2045.00, 1495.00

Wireless Gaming Business Models: Opportunities for publishers, developers and network operators

Wireless Gaming Business Models: Opportunities for publishers, developers and network operators is the second in a series of must-have mobile gaming reports from Screen Digest. This report is essential for companies within the wireless gaming value chain and includes detailed analysis of all the main industry players. Profiles of mobile specialist content providers, other content providers and they main developers are provided.

By 2010, worldwide games download revenues will have reached almost €7bn and there will be more than 2bn games enabled mobile handsets in the marketplace. More recently, Japan and Korea, traditionally the powerhouses of the mobile games industry, have now been overtaken by Europe and America in terms of mobile games revenues. This year, Europe and America will account for more than 50% of global revenues.

In this report:

  • Top 10 Western mobile games publishers ranked by 2004 revenues and profitability
  • Profiles of these publishers and developers (and more), including historical financial data
  • M&A and investment activity, including data on where the half a billion dollars of investment capital has been spent in the mobile games sector
  • Market predictions including specific numbers for the market for content providers
  • Analysis of business models and revenues shares for mobile games publishers and developers in different territories
  • Commentary of challenges facing the industry and emerging trends
  • A directory of over 200 mobile games developers and publishers

Table of Contents

List of tables and charts

Introduction
The history of mobile gaming 1997-1999: Embedded games sow the seeds
1999-2001: Early growth pruned back
1999-present: Japan blossoms
2002: Growth in the western market
2003 - 2004: The buds appear

Platforms
SMS
  • Premium priced SMS
  • Developing for SMS

WAP
Downloadable mobile games
platforms
  • Java
  • BREW
  • ExEn
  • Mophun
  • Symbian

Value chain
The evolving market
  • Downloadable games take over
  • Major players are emerging
  • Publishing model dominates
Defining roles in the value chain
  • Operators
  • Aggregators and publishers
  • Developers
  • Brand owners
  • Third parties
The value chains
  • Operator distribution value chains
  • Publishing versus aggregation
Portal distribution value chains
The i-mode value chain
Retail distribution
Handset distribution

Mobile specialist content providers
Publishers
Mobile specialist publishers
Video game publishers
Mobile portals
Financial overviews
Selected company profiles
  • JAMDAT
  • Gameloft
Gameloft and JAMDAT compared
  • Mforma
  • In-fusio
  • Ifone
  • I-Play
  • Kuju Wireless
  • Player X
  • Superscape
  • Glu Mobile
  • THQ Wireless
  • Electronic Arts
Other content providers
Infospace
Disney Mobile
AOL and Yahoo

Developers
Selected company profiles
  • Distinctive Developments
  • DC Studios
  • Morpheme
  • Rockpool Games
  • Frontier

Challenges and trends
Growing investment
Marketing
The 'walled garden'
Revenue sharing
Subscription channels
Provisioning systems
Fragmentation and porting
Gaming trends
3D games
Multiplayer games
3G gaming

Mobile gaming markets
Worldwide
Europe
The Americas

Appendix 1: Content provider profiles - company by company analysis (56 companies)

Appendix 2: Developer profiles - company by company analysis 8Bit Games (85 companies)




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