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Wireless Gaming: Operator strategies, global market outlook & opportunities for the games industry
Available
- for individual purchase
- to FULL subscribers of:
format: Print & PDF
published:
14-Oct-04
pages: 86
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tables & charts: 110
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This new report from Screen Digest outlines mobile phone network operator strategies for wireless gaming across Europe, North America and the Asia Pacific region.
After years of anticipation, in 2003 the wireless gaming market finally began in earnest outside of Korea and Japan. Virtually all operators in North America and Europe have now launched fully-fledged mobile gaming platforms in an effort to emulate the phenomenal success of much more established services being offered in the Far East. This year, the market will become a billion dollar industry, driven by the increasing penetration of sophisticated handsets and the emergence of simple, billable games downloading platforms.
This new report from Screen Digest is a comprehensive review of the wireless gaming service deployments and strategies of all the mobile phone operators throughout Europe, North America and the Asia Pacific region. It is also a complete overview of current business models, pricing strategies, and mobile games downloading technologies such as Java, BREW, ExEn and Mophun. The report includes forecasts to 2010 of worldwide games downloading revenues, penetration of games-enabled handsets, and monthly gaming APRUs for enabled handsets.
The report includes: - Profile of all existing wireless game service deployments worldwide
- Comprehensive region-by-region forecasts for games download revenues through to 2010
- Actual games download figures for selected operators
- Overview of all existing games downloading technologies and platforms
- Forecasts for installed base of games-enabled handsets through to 2010
- Forecast monthly mobile gaming ARPU per games-enabled subscriber
- Launch dates, numbers of games offered and pricing points for all European and American operators
Key findings:- Total worldwide games download revenue is expected to reach $1 billion this year, although future growth will not be as strong as many other analysts are forecasting
- Wireless gaming is unlikely to take off in Europe and North America until operators introduce flat-rate pricing structure
- Korea and Japan accounted for nearly 80 per cent of total worldwide mobile gaming revenues last year – this year they will still account for over half
- Penetration of games-enabled handsets in Western Europe and North America is currently around 2-3 years behind the Far Eastern markets
- Per-download pricing of games in Korea is considerably lower than in the Western European markets, but download rates are substantially higher
Key questions answered in the report:- What can European and American operators do in order to achieve the same kind of success that has been achieved in Asia?
- What are the key issues that network operators must beware of to ensure their position as market drivers?
- How significant will revenues from emerging markets like China and India be in the coming years?
- Which operators have the biggest offering of mobile games, and which the smallest?
- What are the core technologies adopted by different network operators?
- Which operators are offering the cheapest pricing for games downloads and which the most expensive?
- Which operators are adopting 'walled garden' or 'open access' mobile gaming strategies?
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