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Mobile Gambling: Identifying Winning Market Strategies

Product Type: Market Research Report
Published by: Visiongain
Published: November 2005
Product Code: R155-147
Description
The mobile gambling market is poised for rapid expansion as gamblingoperators develop their remote operations. Companies in the m-gambling valuechain are positioning themselves and visiongain believes mobile gamblingwill begin in earnest in Q2 2006. Find out the potential of this market bybuying this latest visiongain report, "Mobile gambling: Identifying winningmarket strategies".

The number of gamblers who use mobile devices to gamble is currently small.This is because of the presence of a limited number of gambling operatorsoffering this particular channel to their customers, and also because of thesmall number of devices that are suited for mobile gambling activities. This is, however, expected to change as regulatory, technical and otherchallenges are gradually overcome. As these are resolved, gambling operatorsare expected to begin actively marketing mobile gambling to their customers,starting in the middle of 2006.

This report answers questions, such as:

What lessons can mobile gambling learn from online gambling?
Which types of mobile gambling will be most popular in the future?
How will the market evolve and develop by 2010?
What issues affect the success and take-up of mobile gambling and how will they be resolved?
What is the mobile gambling value chain and business model?
What are operators and end-user attitudes to mobile gambling?

This report also:

Identifies and analyses the main segments of the mobile gambling market
Analyses legal attitudes towards mobile gambling by region
Outlines the main market players and evaluates their solutions and strategies
Provides detailed forecasts for mobile gambling revenues worldwide, by region, as well as by type, including low-stakes gambling, sport betting and casino type gambling

Based on extensive interviews with players across the value chain, this 100+page report examines the significance and impact that mobile gambling willhave on the gambling and cellular industries. It outlines and examines thevarious solutions offered by leading vendors on the market and offers acomprehensive assessment of the attitudes and expectations of end-users.Advice on pricing and pricing levels are also discussed for differentsegments of the market.

Why you should buy this report:

Mobile network operators: Understand how mobile gambling services willfunction, how they can affect your business and which vendors are prominentin the market

Vendors and gambling operators: Find out the potential size of the marketand the expectation end-users have of the services and products beingdeveloped

Investors: Identify the leading market players and understand the revenue potential of the mobile gambling market by segment.

Please Note: Reports are sold based on the user licenses indicated. The Publisher delivers the report in Flash format via the publisher website, allowing viewing and printing capabilities only. Within one to two business days after placing the order, the Publisher will email the client with information on accessing their purchase. Prior to initiating fulfillment of an order, the client will be required to sign a document detailing the purchase terms for a publication from this publisher.
Table of Contents
Chapter 1 Executive Summary

1.1 Evolution of the gambling industry

1.2 Market opportunities

1.3 Major Market Trends


1.3.1 Significant growth in mobile subscribers

1.3.2 Virgin mobile gambling market


1.4 Legal issues

1.5 Market Opportunities


1.5.1 Rich picking looms ahead


1.6 Conclusions




Chapter 2 Introduction

2.1 Methodology


2.1.1 Organisation of the Report

2.1.2 Aims and Focus of the Report




Chapter 3 M-gambling market analysis

3.1 Market evolution


3.1.1 M-gambling is ready for mass-market

3.1.2 Structure of the remote gambling market


Table 3.1: Mobile gambling market structure


3.1.3 Well-known Bookies adopt mobile gambling

3.1.4 Success of mobile gambling depends on user experience

3.1.5 Issues around age verification

3.1.6 False negative

3.1.7 Age verification and the cash economy

3.1.8 Factors affecting gambling site deployment


3.2 Market assessment


3.2.1 Not such a global market


Table 3.2: Principal markets for mobile gambling, 2004-2010


3.2.2 GDP & Disposable Income


Table 3.3: GDP per capita ($), 2004-2010

Table 3.4: Disposable income ($), 2004-2010

Table 3.5: GDP year-on-year growth (%), 2004-2010

Figure 3.1: Propensity to gamble on mobile by country and region



3.3 Regional Trends


3.3.1 North America


3.3.1.1 The US - 'Dark horse' of mobile gambling

3.3.1.2 Native Indian casinos

3.3.1.3 Potential players are positioning themselves



3.4 Europe


3.4.1 The eyes of the world are on the UK


3.5 Asia-Pacific


3.5.1 An untapped market


3.6 Rest of the World


3.6.1 Flexible offerings will pay-up

3.6.2 Latin America: a market to watch

3.6.3 Africa by-passes the Internet


3.7 Legal Review


3.7.1 Current status


3.7.1.1 Europe

3.7.1.2 United States

3.7.1.3 Asia-Pacific

3.7.1.4 Rest-of-World


3.7.2 Remote gambling jurisdictions




Chapter 4 Terminals and market dynamics

4.1 Terminals and end-user evolution


4.1.1 Mobile phone end-users


Table 4.1: Mobile subscribers, 2004-2010



4.2 Smarthphones forecast


4.2.1 End-users forecast


Table 4.2: Smartphone Base end-users, 2004-2010


4.2.2 Shipments forecast


Table 4.3: Smartphone shipments, 2004-2010



4.3 Technological evolution


4.3.1 Geographical changes


4.3.1.1 Europe


Table 4.4: Handsets sales in Europe by type (units), 2004-2010


4.3.1.2 North America


Table 4.5: Handsets sales in North America by type (units), 2004-2010




4.4 Technology shift


4.4.1 EDGE worldwide positioning


Table 4.6: World EDGE handset sales, 2004-2010


4.4.2 W-CDMA worldwide positioning


Table 4.7: Global W-CDMA handset sales, 2004-2010


4.4.3 W-CDMA world end-users base


Table 4.8: W-CDMA global end-users (m), 2004-2010



4.5 PDA end-users base


Table 4.9 PDA end-users, 2004-2010

4.5.1 PDAs Forecast


Table 4.10 PDA shipments, 2004-2010



4.6 Telecoms environment


4.6.1 Mobile phone penetration


Table 4.11 Mobile penetration by region, 2003

Table 4.12: Top 10 economies ranked by mobile penetration, 2003



4.7 Competitive Market


4.7.1 Cellular telephony


Table 4.13: Cellular mobile services competition (%), 2004

Table 4.14: Internet service competition, 2003

Table 4.15: Internet users, 2004

Image 1: Access to Betfair with O2

Table 4.16: Top ten nations by % of population using mobile phones to access the Internet, 2003

Table 4.17 Top 10 mobile operators by proportionate subscribers, 2004


4.7.2 Internet Penetration


4.7.2.1 Global perspective


Table 4.18: Internet penetration rate by global regions, 2003


4.7.2.2 European perspective


Table 4.19: Internet penetration, Europe & CIS, 2003




4.8 Broadband and remote gambling


4.8.1 Global perspective


Table 4.20: Broadband penetration by economies worldwide, 2004


4.8.2 European perspective


Table 4.21: European top 10 broadband countries, 2004





Chapter 5 Competitive landscape

5.1 Mobile gambling industry participants


Table 5.1: Mobile gambling games developers by type


5.2 Games developers


5.2.1 Boss Media


5.2.1.1 Boss Media's Gaming Platform

5.2.1.2 Gambling Site Customers

5.2.1.3 Boss Media's strategy


5.2.2 Cellectivity


5.2.2.1 Cellectivity's Partners


5.2.3 Chartwell


5.2.3.1 Chartwell's Platforms and services


5.2.4 Cometa


5.2.4.1 Cometa Games


5.2.5 EGET


5.2.5.1 EGET's Gaming Solution

5.2.5.2 EGET's Customers

5.2.5.3 Mobile Gaming Strategy


5.2.6 Mfuse


5.2.6.1 Mfuse's Customers

5.2.6.2 Characteristics of Mfuse's Solution


5.2.7 Microgaming -Spin3


5.2.7.1 GameWire Technology


5.2.8 Phantom Fiber


5.2.8.1 Phantom Fiber's Solutions

5.2.8.2 Customers

5.2.8.3 Aggressive channel strategy


5.2.9 Probability Games

5.2.10 Scaraboo


5.2.10.1 Gambling Platform overview

5.2.10.3 Scaraboo Customers


5.2.11 Virtue Fusion

5.2.12 vsGaming


5.2.12.1 Clients

5.2.12.2 Platforms


5.2.13 weComm


5.2.13.1 Solutions and customers

5.2.13.2 Partners


5.2.14 Zone4Play


5.2.14.1 Diverse customer base

5.2.14.2 Partners

5.2.14.3 Strategy


Table 5.2: Zone 4 Play's customer base by region




5.3 Technical requirement for successful mobile gambling

5.4 Current state of the industry




Chapter 6 Remote Gambling

6.1 Interactive Gambling


6.1.1 Mobile Gambling


6.1.1.1 Mobile Gambling: An extension of online gambling



6.2 Gambling segments analysis


6.2.1 Low stakes gambling

6.2.2 Sport betting

6.2.3 Casino type gambling


6.3 Multiple payment methods exist


6.3.1 Primary Payment Methods


6.3.1.1 myCitadel

6.3.1.2 NETELLER

6.3.1.3 P2P Cash


6.3.1.3.1 P2P service

6.3.1.3.2 P2P gambling markets


6.3.1.4 paysafecard

6.3.1.5 Global Pay and Play

6.3.1.6 G-PAP's product



6.4 Profiling the mobile gambler


Table 6.1: Attitude towards mobile gambling by age-group

Table 6.2: Perceived Benefits of Wireless Gambling

Table 6.3. Percentage of men and women who would consider mobile gambling

Table 6.4 Number of remote gamblers, 2004-2010


6.5 Mobile Gambling Business Model


Figure 6.1: Mobile gambling business model


6.6.1 Total market


Table 6.6: Total mobile gambling revenues, 2004-2010

6.6.1.1 Low stakes gambling revenue


Table 6.7: Low stakes mobile gambling revenues, 2004-2010


6.6.1.2 Sport betting gambling revenue


Table 6.8: Mobile gambling sport betting revenues, 2004-2010


6.6.1.3 Casino gambling revenue


Table 6.8: Mobile gambling casino revenues, 2004-2010



6.7 Geographical distribution of revenue


6.7.1 North America


Table 6.10: Americas mobile gambling revenue forecast, 2004-2010


6.7.2 Europe


Table 6.11: European mobile gambling revenue forecast, 2004-2010


6.7.3 Rest-of-World


Table 6.12: Rest-of-world mobile gambling revenue Forecast, 2004-2010



6.8 Alternatives to Mobile gambling


Table 6.13: Revenue forecast by type: all forms of gambling, 2004-2010




Chapter 7 Strategies for success

7.1 Overview

7.2 Strategies based on Pricing

7.3 Strategy Based on Services Packaging


7.3.1 Software vendors

7.3.2 Gambling operators


7.4 Strategies based on Strategic Alliances

7.5 Strategies based on Selected Targeting of Markets


7.5.1 Software vendors

7.5.2 Gambling operators




Chapter 8 Recommendations

8.1 Overview

8.2 Marketing Department

8.3 Sales Department

8.4 Product Development Department




Appendix A Author's biography

Appendix B About visiongain

Appendix C Report evaluation form




Companies mentioned

3

AT&T

Benchmark Capital

Bet Euro

Betdaq

Blue Square

Boss Media

Boyd Gaming Corporation

BSkyB

Cablevision

Caesars Entertainment

Cameron Thomson Group

Carib Sports

Catania Consulting Group

Cellectivity

Chartwell

Citadel Commerce

Coast Casinos

Cometa

Coral

DrHo888

EGET

Elite Club Management

Ericsson

European Union

Fintoto

GamblingLicenses.com

Giza Venture Capital

Global Pay and Play (G-PAP)

GoldenPalace.com

Harrah's Entertainment

IGC

Intralot

IQ-Ludorum

iTouch

Jockey Club

JV8 Casino

Ladbrokes

Littlewoods

Lodgenet

Mandalay Resort Group

Mecca Games

mfuse

MGM Mirage

Microgaming

Microsoft

Mobile Broadband Group

Monstermob Group

Motorola

NETELLER

News Media Lottery Services (NMLS)

Nokia

NTL

O2

Orange

P2P Cash

Paddy Poker

PAF

Parlay Entertainment Group

paysafecard

Phantom Fiber

PokerRoom

Probability Games Corporation (UK)

Rapid-Mobile

Remote Gambling Association

RIM

Samsung

Sanyo

Scaraboo/Best Gaming Technology (BGT)

Sharp

Siemens

Sony Ericsson

Spero

Spin3

Spordiennustus

Sporting Odds.com

Telewest

T-Mobile

Totalbet.com

UK betting

Verizon

Victor Chandler

Virgin Mobile

Virtue Fusion

Vodafone

vsGaming

WeComm

William Hill

Wind Telecomunicazioni

Winward Casino

WTO

Zone4Play

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