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【 英文市場調査報告書 】

アジアにおけるモバイルゲーム市場

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

商品コード : 46940 In-Stat
出版日 : 2006/11
発行 : In-Stat
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概要 原文目次
※この商品は英文にてご提供いたします。

Abstract

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)
概要 原文目次
※この商品は英文にてご提供いたします。
【 英文市場調査報告書 】
アジアにおけるモバイルゲーム市場
In-Depth Analysis: Mobile Gaming in Asia: Room for Improvement
出版日 : 2006/11
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US $ 2,995 換算 -> ¥ 283,596 (税抜) PDF By E-mail (Single User License)
商品コード : 46940