Product Type: Market Research Report
Published by: Visiongain
Published: November 2005
Product Code: R155-147Description 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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