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Form of report: PDF file, around 15,000 English words
Author: Internet Industry Research Center, CCID Consulting
Price: USD1,700 for hardcopy version and USD1,900 for digital version
Research fields: single mobile games, mobile phone online games
Enterprises involved: DigiRed, Digifun, Kongzhong, TOM, Nokia, Motorola, Sony-Ericsson, China Mobile, China Unicom. Etc.
Report Highlights
As mobile phones provide more and more functions, mobile value-added services get into the multimedia age. Thanks to improved network transmission speed, mobile games transit quickly from single games to mobile phone online games. Now, as a bright spot in mobile value-added services, mobile games draw great attention from foreign operators. Mobile phone online games are even taken as killer application for future mobile services. In the field of mobile games, Japanese and Korean mobile operators and mobile game vendors have accumulated a great deal of experience in the development and operation of games. Meanwhile, in Europe and North America, leading telecom operators are actively exploring suitable operation model. The global mobile game market has got into a new development stage.
China's mobile game market does not lag behind international advanced level. In 2006, mobile games got into the age of substantive market development in China, and the mobile game market entered the fast growth period. In 2006, the number of mobile subscribers increased 50 million, and the total number is expected to hit 440 million. In 2007, 3G application will further spur the development of this market.
In the face of market opportunities and challenges, CCID Consulting releases the 2006-2007 Annual Report on China's Mobile Game Market. It helps telecom operators, terminal equipment vendors, content providers, investors and government departments grasp more accurately the development laws of China's mobile phone market, to comb the development track of the market segments more deeply:
Backed by full and accurate market description data, it depicts development and changes in 2006 in market size, number of subscribers, investment size and market segments, to discern the market's development trend.
It elaborates on leading brands' competition performance in 2006, sums up enterprises' successes and losses in the dimension of market share, market situation, market strategy, and reviews the makings of leading players.
After presenting in-depth quantitative forecast of market size, it conducts modeling regression and expert verification for the entire market and market segments, and derives valuable trend analysis and quantitative results.
Moreover, the report examines impetuses and obstacles to the market segments, conducts multidimensional analysis of user demand.
Framework of the Report
Main Conclusions
Key Findings
I. Overview of the Global Mobile Game Market in 2006
(I) Market Size and Characteristics
1. Market Size and Growth in 2006
2. Market Characteristics in 2006
3. Application of Advanced Technology
(II) Major Countries & Regions
1. U.S.A.
2. Japan
3. Korea
II. Overview of China’s Mobile Game Market, 2005-2006
(I) Market Size and Characteristics
1. Market Size and Growth, 2004-2006
2. Market Characteristics in 2006
(II) Market Structure in 2006
1. Game Types
2. Structure of Technical Standards
3. Structure of Mobile Phone Terminals
(III) Shares of the Brand Market, 2005-2006
1. Shares of the Overall Market, 2005-2006
2. Market Share of Sales Revenues in 2006
3. Share of Users in 2006
III. Forecast of China’s Mobile Game Market, 2007-2011
(I) Trend of China’s Mobile Game Market, 2007-2011
1. Development Policies
2. Operation Models
3. Profit Models
(II) Forecast of the Size of China’s Mobile Game Market, 2007-2011
(III) Forecast of the Structure of China’s Mobile Game Market, 2007-2011
1. Game Types
2. Structure of Technical Standards
3. Structure of Mobile Phone Terminals
IV. Study of Market Segments/Analysis of Factors Affecting the Market
(I) Single Mobile Games
1. Competition Situation
2. Impetuses
3. Obstacles
(II) Mobile Phone Online Games
1. Competition Situation
2. Impetuses
3. Obstacles
V. Competition Situation in China’s Mobile Game Market
(I) Overall Competition Situation
1. Competition between Existing Vendors
2. Potential Entrants and Substitute Products
(II) Leading Vendors' Competition Strategies
1. DigiRed
2. Digifun
3. Kongzhong
4. TOM
5....
VI. Study of User Demand for Mobile Games in China
(I) Brand Inclination
(II) Use Habits
(III) Potential Demands
VII. Investment Opportunities in China’s Mobile Game Market, 2007-2011
(I) Indexes for Assessing the Industry's Investment Value
(II) Assessment of the Investment Value of Segments of the Industry Chain
VIII. Recommendations from CCID Consulting
List of Tables
DigiRed's Marketing Strategy in 2006
Kongzhong's Marketing Strategy in 2006
TOM's Marketing Strategy in 2006
Kongzhong's Marketing Strategy in 2006
Digifun's Marketing Strategy in 2006
...
List of Figures
Size of the Global Mobile Game Market, 2005-2006
Size of the US Mobile Game Market, 2005-2006
Size of Japan's Mobile Game Market, 2005-2006
Size of China's Mobile Game Market, 2005-2006
Structure of Technical Standards for Chinese Mobile Games in 2006
Competition Situation in China’s Mobile Game Market in 2006
Size of China’s Mobile Game Market, 2007-2011
Number of Chinese Mobile Game Users, 2007-2011
Preference of Chinese Mobile Game Users for Game Types in 2006
...
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