Product Type: Market Research Report
Published by: Juniper Research Limited
Published: November 2007
Product Code: R399-206Description This fourth edition of the mobile games report provides an all-encompassing view of the fast-developing mobile games market. Focusing on downloadable and subscription-based games, the report outlines the strategies that operators, vendors and publishers should employ in order to maximise their respective returns in the mobile games sector. Through a combination of one-to-one interviews with leading company executives and in-depth primary research, this extensive study offers detailed analysis of the major hurdles towards customer adoption and retention. The strategic report also provides company profiles for more than 20 games publishers and developers , together with an examination of gaming business models and a discussion of how the mobile games value chain is likely to evolve. Furthermore, it also provides a consistent five year forecasting suite up until 2012.
Key Questions the report answers:
- What strategies should operators, vendors and publishers employ to maximise their respective returns in the mobile gaming sector?
- What is the current and future size of the mobile games market?
- What are the key drivers in the mobile games market?
- What impact has 3G had on the mobile games market?
- What are the major hurdles to greater adoption of mobile games?
- How has the mobile games value chain developed?
- Who are the major players in the mobile games market?
- How much revenue will be generated from advertising in mobile games?
Table of Contents - Glossary
- Executive Summary
- Introduction
- Types of Mobile Games
- The Market for Mobile Games
- Figure ES.1: Total End-User Generated Revenues ($m) from Mobile Games (One
Time Downloads and Subscriptions). Regional Forecast 2007-2012.
- Table ES.1: Total End-User Generated Revenues ($m) from Mobile Games (One
Time Downloads and Subscriptions). Regional Forecast 2007-2012.
- Figure ES.2: Total End-User Generated Revenues ($m) from Mobile Games
Payment Type, 2007-2012.
- Table ES.2: Total End-User Generated Revenues ($m) from Mobile Games
Payment Type, 2007-2012.
- Figure ES3: Total Revenues ($m) from Mobile Games 2007-2012.
- Table ES3: Total Revenues ($m) from Mobile Games 2007-2012.
- The Hurdles to Mobile Games Adoption
- Table ES4: The Hurdles for Mobile Gambling
- 1. Technology
- 1.1 Introduction
- 1.2 2G
- 1.2.1 Communication Technologies of 2G
- i. GSM
- ii. TDMA
- iii. CDMA
- iv. D-AMPS
- 1.2.2 Data Services
- i. SMS
- a. The Working of SMS
- Figure 1.1: SMS Message Flow
- b. Types of Messaging Services
- - Mobile-originated SMS
- - Mobile-terminated SMS
- c. Premium-rate SMS (PRSMS)
- 1.3 2.5 & 2.75G
- 1.3.1 Communication Technologies of 2.5/2.75G
- i. GPRS
- ii. EDGE
- iii. CDMA2000
- 1.3.2 Data Services
- i. MMS
- a. How Does MMS Work?
- Figure 1.2: MMS Application Services
- b. MMS Services
- - MMS Entertainment and Information Services
- Figure 1.3: Nokia’s 6280 3G Handset Supporting Video Streaming
- c. Personalisation
- 1.3.3 The SMS/MMS Value Chain
- Figure 1.4: SMS/MMS Value Chain
- 1.4 3G
- Figure 1.5 3G Access Technologies
- Figure 1.6: Growth in 3G Subscriber Base by Technology, 2002 - Q1 2007
- Figure 1.7: Percentage of Mobile Users Who Own 3G Devices, December 2006
(Selected Countries)
- Figure 1.8: Global 3G Subscriber Base, December 2006
- 1.4.1 UMTS
- Figure 1.9: Evolution of UMTS
- i. WCDMA
- ii. EV-DO
- iii. TD-SCDMA
- 1.5 Beyond 3G
- 1.5.1 HSPA
- 1.5.2 3GLTE
- 1.5.3 CDMA2000 1x EV-DO Revisions A and B
- 1.5.4 UMB
- 1.5.5 Mobile WiMAX 802.16e-2005
- Figure 1.10: WiMAX Timeline
- 1.6 Mobile Technologies Compared
- Table 1.1: Comparative Chart of Mobile Technologies
- 1.7 Other Enabling Technologies
- 1.7.1 Wireless Internet Technologies
- i. WAP
- a. The Development of WAP
- b. The Future of WAP - Where is WAP Heading?
- Figure 1.11: Future Path of WAP
- ii. The i-mode Alternative
- Figure 1.12: NTT DoCoMo, i-mode Subscriber Growth (m) and i-mode
- Penetration of Total User Base (%) 2000-Q2 2007
- 1.7.2 Languages, Platforms and Operating Systems
- i. Languages
- a. Java
- ii. Platforms
- a. J2ME
- b. BREW
- iii. Operating Systems
- a. Palm OS
- b. Symbian
- c. Windows Mobile
- 1.7.3 Other Relevant Technologies and Standards
- i. MP3
- Figure 1.13: MP3 Phones: Nokia N91 and Sony Ericsson K800
- ii. MP4
- iii. MIDI
- iv. Bluetooth
- 2. Cellular Market Growth
- 2.1 Introduction
- 2.2 Growth of the Cellular Market
- 2.2.1 Global Cellular Subscriber Market
- Figure 2.1: Cellular Subscriber Growth (m) by Region, 2005-2012
- Table 2.1: Cellular Subscriber Growth (m) by Region, 2005-2012
- Figure 2.2: Cellular Subscriber Base, Market Share by Region (%), 2005-2012
- Figure 2.3: Cellular Subscribers Penetration (%) by Region
- 2.2.2 Leading Mobile Operator Groups by Subscriber Base
- Table 2.2: Leading Mobile Operator Groups by Subscriber Base (m) Q1 2007
- 2.2.3 Growth of 3G
- Table 2.3: Global Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Figure 2.4: Global Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3 Regional Cellular Market Growth
- 2.3.1 North America
- Figure 2.5: North American Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.4: North American Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3.2 South America
- Figure 2.6: South American Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.5: South American Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3.3 Western Europe
- Figure 2.7: Western Europe Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.6: Western Europe Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3.4 Eastern Europe
- Figure 2.8: Eastern Europe Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.7: Eastern Europe Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3.5 Far East & China
- Figure 2.9: Far East & China Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.8: Far East & China Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3.6 Indian Sub Continent
- Figure 2.10: Indian Sub Continent Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.9: Indian Sub Continent Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3.7 Rest of Asia Pacific
- Figure 2.11: Rest of Asia Pacific Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.10: Far East & China Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.3.8 Middle East & Africa
- Figure 2.12: Middle East & Africa Cellular Subscriber Forecasts (m) by Technology 2007-2012
- Table 2.11: Middle East & Africa Cellular Subscriber Forecasts (m) by Technology 2007-2012
- 2.4 The Opportunity for Mobile Entertainment
- Figure 2.13: Percentage of Operator-billed ARPU Attributable to Mobile
Entertainment Services, Selected Markets in 2006
- Figure 2.14: Value of Operator-billed ARPU ($) Attributable to Mobile
Entertainment Services, Selected Markets in 2006
- Figure 2.15: Monthly Voice ARPU ($), UK, Germany, Italy and US, 2003-2006
- 2.5 The Opportunity for Mobile Games
- 2.5.1 Universality
- Figure 2.16: Global User Base (m), Mobile Handsets, Consoles and Handhelds, June 2007
- 2.5.2 Low Level of Mobile Games Penetration
- 2.5.3 Technological Advances
- 2.5.4 Gaming Demographics
- 2.5.5 Rise in Casual Gaming
- 2.5.6 Increased Activity from Leading Brands
- 3. The Mobile Games Industry
- 3.1 Introduction
- 3.2 Classification of Games
- 3.2.1 Technology Requirements
- i. Embedded Games
- ii. SMS/MMS Games
- iii. Browsing Games
- iv. J2ME Games
- v. BREW Games
- vi. Native OS Games:
- 3.2.2 Number of Players
- i. Soloplay Games:
- ii. Multiplayer Games:
- 3.2.3 Genre
- Table 3.1: Games Genre
- i. Action Games
- ii. Logic/Puzzle/Skill Games
- iii. Sports and Racing Games
- iv. Arcade Games
- v. Role Playing Games
- vi. Card and Casino Games
- vii. Movie Games
- viii. Adult Games
- ix. Lifestyle Games
- 3.3 Demographics of Gamers
- 3.3.1 Youth Market
- 3.3.2 Teens and Tweens
- 3.3.3 Core Games Players
- 3.3.4 Adult Gamers
- 3.4 Recent Trends in Mobile Games
- Figure 3.1: Trends in the Mobile Games Industry
- 3.4.1 Technological Trends
- i. Deployment of Improved Networks
- ii. Handset Evolution
- Figure 3.2: Cycle of Technology Factors
- 3.4.2 Social and Demographic Trends
- i. Change in Demographic Patterns
- 3.4.3 Market Trends
- i. Consolidation and Expansion
- ii. In-game Advertising
- iii. Availability of Games Titles
- iv. Enhanced Quality of Games
- v. Outsourcing Development and Porting
- 3.6 Value-Web of Mobile Games
- Figure 3.3: Value-chain of Mobile Games
- 3.6.1 Rights Holders
- 3.6.2 Games Developers
- 3.6.3 Games Publisher
- 3.6.4 Aggregators
- 3.6.5 Network Operators
- 3.6.6 Handset Vendors
- 3.6.7 Users
- 3.6.8 Other Value Web Members
- 3.7 Business Models
- 3.7.1 Embedded Games
- 3.7.2 Pay-Per-Download
- Table 3.2: Standard and Premium Mobile Game Download Prices ($), Selected Markets
- 3.7.3 Pay-Per-Play
- 3.7.4 Subscription/Rental
- 3.7.5 Advertising
- i. Strengths
- ii. Weaknesses
- iii. Opportunities
- iv. Threats
- 3.7.6 Play for Money
- 4. Players in Mobile Games Development and Publication
- 4.1 Big Blue Bubble
- 4.2 Digital Chocolate
- Figure 4.1: Screenshots of Cafe Solitaire and Cafe Sudoku
- 4.3 Electronic Arts (EA)
- Figure 4.2: Screenshots of Popular EA Games: Harry Potter and the Order of the Phoenix, Medal of Honor Airborne, SKATE
- 4.4 Finblade
- 4.5 fugumobile
- Figure 4.3: Screenshots of fugumobile Games: Chicken Lethal, Marijuana Bush - The Tijuana Takedown
- 4.6 funmobile
- Figure 4.4: Screenshots of funmobile Titles: Heart of Mechanics, Pirate’s Chest
- 4.7 Gameloft
- Figure 4.5: Screenshots of Popular Gameloft Titles: Desperate Housewives, Shrek the Third, Lost
- 4.8 Glu Mobile
- Figure 4.6: Screenshots of Popular Glu Mobile Games: Asteroids, Project Gotham Racing Mobile, White House Rumble
- 4.9 Hands-On Mobile
- Figure 4.7: Screenshots of Popular Games from Hands-On Mobile: Call of Duty 2, LEGO Bricks, Silver Surfer
- 4.10 Hudson Soft
- Figure 4.8: Screenshots of Popular Hudson Games: 6 Shooter: Most Wanted, Gravity Blast, Advanced Karpov 3D Chess
- 4.11 I-play
- Figure 4.9: Screenshots of Popular I-play Games: 4 Wheel Xtreme, ER Rush, Sexy Pillowfight
- 4.12 In-Fusio
- Figure 4.10: Screenshots of Popular In-fusio Games: Asterix and Cleopatra, Line Rider, Penguin Fever
- 4.13 Indiagames/IG FUN
- Figure 4.11: Screenshots of Recent Indiagames/IG FUN Titles: Battle Chess, Bruce Lee - Iron Fist, Rush Hour 3
- 4.14 Mobliss
- 4.15 Namco Bandai
- 4.16 Ozura Mobile
- Figure 4.12: Screenshots of Popular Ozura Mobile Games: Come On Baby, The Lake Monster, Zombie Zapster
- 4.17 Square Enix
- 4.18 THQ Wireless
- Figure 4.13: Screenshots of Popular THQ Wireless Games: NFL Gridiron, Worms 07, MotoGP Manager
- 4.19 Telcogames
- Figure 4.14: Screenshots of Popular Telcogames Titles: Another World Deluxe, Flexis Extreme, SiL
- 4.20 Vivendi Games Mobile
- Figure 4.15: Screenshots of Popular Vivendi Games Mobile Titles: Leisure Suit Larry: Love for Sail, Surviving Hollywood, The Incredible Machine
- 4.21 Walt Disney Internet Group
- Figure 4.16: Screenshots of Popular Disney Games
- 5. Hurdles and Regulations
- 5.1 Hurdles to Customer Adoption and Retention
- 5.1.1 Expanding the Demographic
- Figure 5:1: Petz Screenshot
- 5.1.2 The User Interface
- i. Difficulty in Discovering Services and Content
- Figure 5.2: Optimised for the Mobile Internet: Nokia N95 and Samsung i520V
- ii. Difficulty In Accessing Services and Content
- iii. Difficulty in Navigating Services and Content
- iv. Difficulty in Utilising Multiple Applications Simultaneously
- 5.1.3 Network Speed and Coverage
- 5.1.4 Service Pricing and Development Costs
- 5.1.4 Cost of Data Services
- Table 5.1: UK Operator Data Prices ($), June 2007
- 5.1.6 Handset Form, Capacity and Battery Life
- Figure 5.3: Touchscreen Handsets: iPhone and the LG Prada
- 5.1.7 Industry Structure
- 5.2 Regulation
- 5.2.1 PEGI Games Ratings
- Figure 5.4: Icons Showing Content Descriptors and Age Ratings of Mobile Games
- 5.2.2 OMA Standards
- 5.2.3 Government Regulatory Organisations
- Table 5.2: Mobile Game Regulatory Authorities
- 5.2.4 Other Regulations - Mobile Content
- i. Self Regulation - The Operators’ Approach
- a. Independent Mobile Classification Body (IMCB)
- b. Internet Content Rating Association (ICRA)
- ii. ICSTIS/PhonepayPlus
- iii. OFCOM
- iv. CTIA
- v. Pan-European Legislation
- a. Directive 95/46/EC: Processing Personal Data and the Protection of Privacy
- b. The E-Commerce Sector Data Protection Directive (2002/58/EC)
- c. The Distance Selling Directive (97/7/EC)
- d. The E-money Directive
- 6. The Market for Mobile Games
- 6.1 Introduction
- Table 6.1: Top 10 Mobile Games 12 Months to October 2007, GameZone
- Figure: 6.1 Categories of Leading Games 12 Months to October 2007, GameZone
- 6.2 Forecast Definitions and Methodology
- 6.2.1 Forecast Definitions
- 6.2.2 Forecast Methodology
- Figure 6.2 Forecast Methodology.
- 6.3 The Market for One Time Download Mobile Games
- 6.3.1 One Time Download Mobile Games Users and Usage
- Table 6.2: % Mobile Phone Users Who Download Games. Regional Forecast 2006-2011.
- Figure 6.3: Mobile Phone Users (m) Who Download Games. Regional Forecast 2007-2012.
- Table 6.3: Mobile Phone Users (m) Who Download Games. Regional Forecast 2007-2012.
- Figure 6.4: Average Number of One Time Game Downloads by “Games” Mobile Users per Year. Regional Forecast 2007-2012.
- Table 6.4: Average Number of One Time Game Downloads by “Games” Mobile Users per Year. Regional Forecast 2007-2012.
- Figure 6.5: Total Number of One Time Game Downloads by Games Mobile Users per Year (m). Regional Forecast 2007-2012.
- Table 6.5: Total Number of One Time Game Downloads by Games Mobile Users per Year (m). Regional Forecast 2007-2012.
- 6.3.2 Mobile Games One Time Download Revenues
- Table 6.6: Average Price ($) Paid per One Time Game Download. Regional Forecast 2007-2012.
- Table 6.7: Percentage of One Time Game Downloads Funded by Advertising. Regional Forecast 2007-2012.
- Figure 6.6: Total Revenues ($m) from One Time Mobile Games Downloads. Regional Forecast 2007-2012.
- Table 6.8: Total Revenues ($m) from One Time Mobile Games Downloads. Regional Forecast 2007-2012.
- 6.3.3 One Time Mobile Game Download ARPU
- Figure 6.7: Monthly ARPU ($) for Mobile Game One Time Downloads ($). Regional Forecast 2007-2012.
- Table 6.9: Monthly ARPU for Mobile Game One Time Downloads ($). Regional Forecast 2007-2012.
- 6.4 The Market for Subscription and Rental Mobile Games
- 6.4.1 Mobile Games Subscription and Rental Users and Usage
- Table 6.10: % Mobile Phone Users Who Subscribe to, or Rent, Mobile Games. Regional Forecast 2007-2012.
- Figure 6.8: Mobile Phone Users (m) Who Subscribe to, or Rent, Mobile Games. Regional Forecast 2007-2012.
- Table 6.11: Mobile Phone Users (m) Who Subscribe to, or Rent, Mobile Games. Regional Forecast 2007-2012.
- Figure 6.9: Average Number of Game Subscriptions, or Rentals by “Games” Mobile Users per Year. Regional Forecast 2007-2012.
- Table 6.12: Average Number of Game Subscriptions, or Rentals by “Games” Mobile Users per Year - Regional Forecast 2007-2012.
- Figure 6.10: Total Mobile Game Subscriptions/Rentals (m). Regional Forecast 2007-2012.
- Table 6.13: Total Mobile Game Subscriptions/Rentals (m). Regional Forecast 2007-2012.
- 6.4.2 Mobile Game Subscription and Rental Revenues
- Table 6.14: Average Price ($) Paid per Mobile Game Rental/Subscription. Regional Forecast 2007-2012.
- Figure 6.11: Total Revenues ($m) from Mobile Game Subscriptions and Rentals. Regional Forecast 2007-2012.
- Table 6.15: Total Revenues ($m) from Mobile Game Subscriptions and Rentals. Regional Forecast 2007-2012.
- 6.4.3 Mobile Games Subscription and Rental Monthly ARPU
- Figure 6.12: Monthly ARPU ($) for Mobile Game Subscriptions and Rentals. Regional Forecast 2007-2012.
- Table 6.16: Monthly ARPU ($) for Mobile Game Rentals/Subscriptions. Regional Forecast 2007-2012.
- 6.5 Total Mobile Games Revenues
- 6.5.1 End-User Generated Revenues
- Figure 6.13: Total End-User Generated Revenues ($m) from Mobile Games 2007- 2012.
- Table 6.17: Total End-User Generated Revenues from Mobile Games ($million) 2007-2012.
- 6.5.2 Advertising Revenues
- Figure 6.14 Total Revenues ($m) from Advertising in Mobile Games. Regional Forecast 2007-2012.
- Table 6.18 Total Revenues ($m) from Advertising in Mobile Games. Regional Forecast 2007-2012.
- 6.5.3 Total Revenues (End-User Generated and Advertising)
- Figure 6.15: Total Revenues ($m) from Mobile Games 2007-2012.
- Table 6.19: Total Revenues ($m) from Mobile Games 2007-2012.
- 7. Recommendations
- 7.1 Recommendations for Operators
- 7.2 Recommendations for Operators and Publishers
- 7.3 Recommendations for Publishers
- 7.4 Recommendations for Publishers and Developers
- 7.5 Recommendations for Vendors
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