Industry Research Reports and Market Analysis at MindBranch.com
  

U.S. Premium Mobile Downloadable Content and Applications Markets

Product Type: Market Research Report
Published by: Frost & Sullivan
Published: January 2007
Product Code: R1-5567
Description
The Frost & Sullivan research service titled U.S. Premium Mobile Downloadable Content and Applications MarketsMarket provides analyzes the mobile consumer content space and presents the market potential as well as expected developments in the complex space. In this research, Frost & Sullivan's expert analysts thoroughly examine the following markets: mobile music, mobile games, mobile graphics, mobile video services and mobile informational services.

This analysis is available through our Mobile and Wireless Communications Growth Partnership Service program. With these programs, clients receive industry-leading market research such as this, along with technical and econometric data as well as many interactive features including Analyst Inquiry Time and Client Councils.

Market Sectors

Expert Frost & Sullivan analysts thoroughly examine the following market sectors in this research:

By Application:
  • Mobile Messaging
  • WAP
  • Mobile Video
  • Downloadable Applications
  • Mobile Search
By Technology:
  • SMS and MMS
  • Streaming Downloads and Multicasting
  • Mobile Internet
  • J2ME and BREW
  • Analytics
Market Overview

High-speed Networks and Capable Devices Drive Introduction and Usage of Next-Generation Mobile Content Services


High-speed networks, capable devices and entry of innovative companies with newer business models continue to drive uptake in the U.S. premium mobile downloadable content and applications markets. While almost all categories of premium mobile downloadable content and applications have evolved to offer an enhanced end-user experience, traditional, on-deck content offerings on tier-I mobile operators now has to compete with off-deck content services, as well as mobile virtual network operators(MVNOs). Clearly, wireless networks are becoming an extension of the online networks, and the combination of advanced networks and devices is ensuring that appropriate content is introduced on the networks and can be used in a suitable manner.

However, one of the biggest challenges in the U.S. premium content markets is to minimize the post-production processes required to ensure an acceptable performance of content on different mobile handsets. For example, available heap and stack memory can differ across handsets, thereby impacting the manner in which a particular Java application performs. "Screen resolution and screen sizes also presents a challenge to display-based content pieces such as graphics and video," notes the analyst of this research service. "Porting requirements have also placed considerable strain on mobile games with combined costs of processes such as application porting, quality assurance, operator certification and others exceeding the actual cost of application development by a factor of at least two."

Increased Usage of Third-party Premium Mobile Content Provides Growth

One important development in 2005 and 2006 has been the increased adoption of third-party premium mobile content by the U.S. mobile subscribers. Driven largely by the entry of new industry participants, service expansion by the existing industry participants and willingness of mobile operators to allow off-portal content to be downloaded, third-party premium mobile content markets are now responsible for over 30 percent of the total downloads in the industry. Moreover, popular application execution environments (AEE) such as Java and binary runtime environment for wireless (BREW) have undergone important changes in response to market demands and user expectations. For example, BREW, which was hitherto an end-to-end system with rigid rules and framework, has been modularized to allow flexible implementations. The net result of such changes is the increased participation by application developers due to ease of usage and cost implications and the subsequent introduction of more compelling applications and solutions.

In respect to the market segments, revenues from mobile music, mobile games, mobile video services, mobile graphics and mobile informational services were $214.4 million, $234.1 million, $25.1 million, $65.0 million and $80.0 million respectively in 2004. While mobile music and mobile games dominated revenues in 2004, mobile video services, followed by mobile games are expected to be the largest main revenue generators by the end of the forecast period. "Developing and introducing intelligent search and recommendation technologies can help in directing the mobile subscriber to the most suited content," says the analyst. "The ultimate objective would then be to extend this feature to off-deck premium mobile content and the Internet."
Table of Contents
1. Executive Summary
1. Scope of the Market

1. Introduction

2. Segmentation

3. Methodology

2. Summary of Findings and Key Conclusions

1. Findings and Key Conclusions


2. Total U.S. Premium Mobile Downloadable Content and Applications Market

1. Market Definitions and Overview

1. High-speed Network Technologies

2. Access-level Mobile Technologies

2. Market Topology

1. Types and Categories of Premium Mobile Content and Applications

3. U.S. Premium Mobile Downloadable Content and Applications Market Dynamics

1. Market Drivers

a. Declining Voice ARPU Drives Mobile Operators to Offer Mobile Data Services

b. High-speed Networks and Capable Devices Drive Introduction and Usage of Next-generation Mobile Content Services

c. Increased Usage of Third-party Premium Mobile Content in the United States provides Growth

d. MVNO’s Provide an Impetus to the Growth of the U.S. Premium Mobile Downloadable Content and Applications Market

e. Youth Segment Continues to Ensure Uptake

f. Increased Capabilities and Features of Application Execution Environments (AEE) spurs Participation and helps in Growth

g. Continuous Storefront Optimization and Easier Content Discovery and Purchase Simplifies the Purchase Experience and Drives Content Usage

h. Increased Cooperation between Device Vendors, Content Providers, and Digital Rights Management (DRM) Solution Providers would provide the necessary Impetus to the U.S. Premium Mobile Downloadable Content and Applications Industry

2. Industry Challenges

4. Strategic Evaluation and Analysis

1. Value Chain and Revenue Models

2. Market Strategies

5. Demand Analysis and Market Forecasts

1. Demand Analysis

2. Market Forecasts


3. Mobile Music Services

1. Market Definitions and Overview

1. Overview of Mobile Music

2. Market Forecasts

1. Mobile Music Forecasts


4. Mobile Games
1. Market Definitions and Overview

1. Overview of Mobile Games

2. Market Forecasts

1. Mobile Games Forecasts


5. Mobile Graphics

1. Market Definitions and Overview

1. Overview of Mobile Graphics

2. Market Forecasts

1. Mobile Graphics Forecasts


6. Mobile Video Services
1. Market Definitions and Overview

1. Overview of Mobile Video Services

2. Market Forecasts

1. Mobile Video Services Forecasts


7. Mobile Informational Services
1. Market Definitions and Overview

1. Overview of Mobile Informational Services

2. Market Forecasts

1. Mobile Informational Services Forecasts


8. Key Company Profiles
1. Mobile Operators

1. Cingular Wireless

2. Verizon Wireless

3. Sprint Nextel

4. Nextel Communications

5. T-Mobile USA

6. Amp'd Mobile

7. Helio

2. Other Value Chain Participants

1. QUALCOMM Inc.

2. Motricity Inc.

3. VeriSign

4. QPass (Amdocs Digital Commerce Division)

5. InfoSpace

6. July Systems

7. Cellmania




List of Figures




Chapter 1

U.S. Premium Mobile Downloadable Content & Applications: Market trends for Premium Mobile Downloadable Content and Applications (U.S): 2006-2010

Chapter 2

U.S. Premium Mobile Downloadable Content & Applications: Characteristics of Mobile Streaming, Mobile Downloads and Mobile Multicast Services (U.S.): 2006

U.S. Premium Mobile Downloadable Content & Applications: Industry Drivers Ranked by Order of Impact (U.S.): 2006-2010

U.S. Premium Mobile Downloadable Content & Applications: Industry Challenges Ranked by Order of Impact (U.S.): 2006-2010

Chapter 3

U.S. Premium Mobile Downloadable Content & Applications: Revenues from Different Mobile Music Applications in United States (U.S.): 2004-2010

Chapter 6

U.S. Premium Mobile Downloadable Content & Applications: Revenues from Different Categories of Mobile Video Services in United States (U.S.): 2004-2010

Chapter 7

U.S. Premium Mobile Downloadable Content & Applications: Revenues from Different Mobile Informational Applications in United States (U.S.): 2004-2010

Chapter 8

U.S. Premium Mobile Downloadable Content & Applications: Consumer Data Plans of Cingular Wireless (U.S.): 2006

U.S. Premium Mobile Downloadable Content & Applications: Details of ringtone offerings of Verizon Wireless for prepaid and postpaid subscribers as of November (U.S.): 2006

U.S. Premium Mobile Downloadable Content & Applications: Categories of mobile games offered by Verizon Wireless as of November (U.S.): 2006

U.S. Premium Mobile Downloadable Content & Applications: Popular mobile games on Verizon Wireless as of November (U.S.): 2006

U.S. Premium Mobile Downloadable Content & Applications: Popular mobile graphics applications offered by Verizon Wireless as of November (U.S.): 2006

U.S. Premium Mobile Downloadable Content & Applications: Pricing for T-Zones and T-Mobile Web (U.S.): 2006

Ordering and More Information
Price and Delivery Options



MindBranch has been the leading provider of industry and investment research from more than 550 independent research firms since 1992. With over 90,000 market research reports, MindBranch is your trusted source of competitive business intelligence.