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In-Depth Analysis: Mobile Gaming in Asia: Room for Improvement

Product Type: Market Research Report
Published by: In-Stat
Published: November 2006
Product Code: R97-2618
Description
Mobile gaming has been touted as a killer mobile data application, and examples are often made of the success of mobile gaming in the Asia/Pacific region. Although mobile gaming in the region accounts for over half of worldwide mobile gaming revenues, future revenue growth cannot be taken for granted. In-Stat’s Mobile Content 2006 Survey, conducted in seven Asia/Pacific countries, reveals that mobile gaming, even among current mobile gamers, is not generating much interest and spending among mobile users.

While the market for mobile games in Asia/Pacific is growing, with both more mobile users and more gaming-capable handsets, the needs and requirements of mobile users with regards to mobile gaming are still not sufficiently satisfied. For mobile gaming to push into the mass market segment of mobile users, issues such as the poor user experience need to be addressed.

The survey reveals the viewpoint of the mobile user towards mobile gaming, the factors leading to these results, as well as possible solutions. Usage levels and spending patterns of current Asia/Pacific mobile gamers are also covered. We have also profiled key mobile gaming developers in various countries.

Mobile Gaming in Asia: Room for Improvement covers the market for mobile gaming in the Asia/Pacific region. It contains forecasts for mobile gaming revenues through 2010, and takes a close look at major mobile gaming markets.
Table of Contents

Executive Summary
Methodology
Introduction
Game Technology
Types of Mobile Games
Mobile Game Platforms
Java 2 Micro Edition (J2ME)
Binary Runtime Environment for Wireless (BREW)
Symbian
Other Mobile Game Platforms
Market Overview
Mobile Gaming Value Chain
Market Drivers and Constraints
Market Drivers
Growing Investment in Mobile Gaming
Increase in Mobile Gaming Capable
Handsets
Growing Asia/Pacific Mobile Market
Low Mobile Gaming Penetration Level
Market Constraints
Poor User Experience
Problems in Value Chain
Competition from Dedicated Handheld
Gaming Devices
Mobile Gaming Piracy
Mobile Content Survey
Type of Mobile Network
Type of Mobile Plan
Wireless Internet Connectivity of Mobile
Phone
Downloading and Playing of Games
Likelihood of Playing/Downloading Mobile Games
Source of Game Download
Mobile Game Users
Reasons for Downloading Mobile Games
Mobile Game Download Levels
Mobile Online Games Usage Levels
Spending Pattern
Non-mobile Game Users
Reasons for Not Downloading Mobile Games
Interest in Mobile Gaming
Market Projections
Japan
South Korea
China
India
Key Mobile Game Developer Profiles: Japan/South Korea/Taiwan
Japan
GaiaX Co. Ltd.
Square-Enix
Sony Online Entertainment
Daito Giken
South Korea
WEBZEN
NCsoft, Inc
Gamevil
ZIO Interactive
Taiwan
Softstar Entertainment Inc
Soft-World International
Chinese Gamer
Conclusion
Related In-Stat Reports
Offices



List of Tables



Table 1. Mobile Gaming Revenues in Asia/Pacific, 2004-2010 (US$ Millions)

Table 2. Mobile Gaming Revenues in Japan, 2004-2010 (US$ Millions)

Table 3. Mobile Gaming Revenues in South Korea, 2004-2010 (US$ Millions)

Table 4. Mobile Gaming Revenues in China, 2004-2010 (US$ Millions)

Table 5. Mobile Gaming Revenues in India, 2004-2010 (US$ Millions)




List of Figures



Figure 1. Asia/Pacific Mobile Music Forecast, 2004-2010 (US$ Millions)

Figure 2. Mobile Gaming Value Chain

Figure 3. Age Breakdown of Survey Respondents

Figure 4. Type of Mobile Phone Network-2G vs. 3G

Figure 5. Type of Mobile Plan-Post-paid vs. Pre-paid

Figure 6. Wireless Internet Connectivity Available on Mobile Phone

Figure 7. Downloading and Playing of Games by Phone Network Type-2G vs. 3G

Figure 8. Likelihood of Utilizing Mobile Games in Next Six Months-2G vs. 3G

Figure 9. Mobile Content Medium of Download

Figure 10. Reasons for Downloading Mobile Games

Figure 11. Mobile Game Download Levels per Month-2G vs. 3G

Figure 12. Playing Mobile Online Games, Usage per Month-2G vs. 3G

Figure 13. Amount Spent per Month on Mobile Gaming per User

Figure 14. Amount Spent per Month on Mobile Gaming per User-2G vs. 3G

Figure 15. Reasons for Not Downloading Mobile Games

Figure 16. Non-mobile Game Users' Interest in Downloading and Playing Mobile Games

Figure 17. Japan Mobile Gaming Forecast, 2004-2010 (US$ Millions)

Figure 18. South Korea Mobile Gaming Forecast, 2004-2010 (US$ Millions)

Figure 19. China Mobile Gaming Forecast, 2004-2010 (US$ Millions)

Figure 20. India Mobile Gaming Forecast, 2004-2010 (US$ Millions)


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