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Will Users 'Pay to Play'? The Wireless Gaming Market.

Product Type: Market Research Report
Published by: In-Stat
Published: February 2002
Product Code: R97-890
Description

This report discloses Cahners In-Stat/MDR projections for the worldwide wireless gaming market. It includes forecasts for the various gaming formats, including SIM/embedded, SMS, WAP, and downloadable. Additionally, revenue forecasts and models by format are provided.

Cahners In-Stat/MDR expects the wireless gaming market to grow more rapidly in the future, based on the deployment new devices, 2.5G and 3G services such as GPRS and CDMA 1xrtt, which will allow faster transmission speeds, and better pricing. Additionally, new gaming development will be spurred by new revenue models.

Table of Contents
Executive Summary
Methodology
Introduction
History of Games
Console
PC
Online
Handheld Gaming
Game Boy's Success
PDA's
Mobile Platforms
Types of Games
Wireless Game Types
Embedded Games
SMS Games
WAP Games
Downloadable Games
Game Development and Characteristics
Life of a Game
Cost of Development and ROI (Return-on-Investment)
Devices
Wireless Gaming Drivers
Wireless Gaming Inhibitors
Pros and Cons of Partnerships
The Users
Who Will Play Mobile Games and What are they Interested in?
Value chain
Forums
Mobile Games Interoperability Forum
Mobile Entertainment Forum
Proprietary Clubs
Club Nokia
Business models
The Opportunity
Worldwide Wireless Game User Forecast
Worldwide Revenue
Revenue Models
Billing
Revenue Distribution
Characteristics of Wireless Gaming Success
Profiles
Airborne Entertainment
Buzztime
Cash-U
Digital Bridges
JAMDAT
Magus Soft
Mforma
MobileStage
nGame
Sega
Unplugged Games
Wireless Entertainment Services
Conclusion
Reference List



List of Tables
Table 1: Examples of Game types
Table 2: Wireless and Wireline Gaming Usage Comparison
Table 3: Selected Geographical Wireless Game User Profiles
Table 4: Worldwide Wireless Gaming Users, By Format (000's)
Table 5: Worldwide Revenue by Format (000's)
Table 6: Revenue Distribution



List of Figures
Figure 1: Worldwide Wireless Gaming Revenue Forecast
Figure 2: Game Boy Player Demographics
Figure 3: i-mode Category Access Percentage
Figure 4: Downloadable Gaming Experience
Figure 5: Wireless Gaming Value Chain
Figure 6: Worldwide Wireless Game User Forecast, By Game Type
Figure 7: Worldwide Wireless Gaming Revenues by Technology (000's)
Figure 8: Gaming Revenue by Percentage
Figure 9: Pictorial Game Development and Revenue Distribution Path
Ordering and More Information
Price and Delivery Options



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