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SUMMARY
This Frost & Sullivan research service titled European Mobile Gaming Markets
provides an analysis of the penetration of mobile gaming in Europe and
subscriber adoption, along with countrywise revenue forecasts.
TABLE OF CONTENTS
1. Executive Summary
- 1. Introduction
- 1. The Rise of Mobile Consumer Data Applications
- 2. Importance of Mobile Gaming
- 2. Market Segmentation
- 1. Mobile Deck/Console Gaming
- 2. OTA Mobile Gaming
- 3. Methodology
- 1. Forecast Modelling Methodology
- 4. Summary of Findings & Conclusions
- 1. Findings and Conclusions
2. Market Definitions and Overview
- 1. Mobile Technology Overview
- 1. Network Level Technology
- 2. Access Level Services and Technology
- 2. Market Segmentation
- 1. Mobile Gaming Market Segmentation
- 2. Target Market
- 3. Market Topology
3. European Mobile Gaming Markets
- 1. Background - Gaming and its Impact on Society
- 1. The Gaming Industry
- 2. Gaming - Morality and Regulation
- 3. Gaming - Gender Biased?
- 2. Mobile Gaming Value Chain
- 1. Introduction
- 2. Device Manufacturers
- 3. Mobile Gaming Platforms
- 4. Mobile Decks/Consoles
- 5. Publishers and Content Aggregators
- 6. Mobile Operators
- 7. Independent Portals
- 8. Other Channels
- 3. Mobile Gaming Models
- 1. Mobile Gaming Business Models - An Operators' Perspective
- 2. Mobile Gaming Revenue Models
4. European OTA Mobile Gaming Markets - Total Forecasts
- 1. European Mobile Gaming Market Forecasts
5. European Mobile Deck / Console Gaming Markets
- 1. Examining Trends & Issues
- 1. Trends and Issues in the Mobile Gaming Deck / Console Markets
6. European OTA Mobile Gaming Markets
- 1. OTA Mobile Gaming Analysis
- 1. Demand Analysis - Message-based Gaming
- 2. Demand Analysis - Browser-based Gaming
- 3. Demand Analysis - Downloadable Gaming
- 4. Demand Analysis - Embedded Gaming
- 2. Challenges to OTA Mobile Gaming
- 3. Drivers to OTA Mobile Gaming
7. European OTA Mobile Gaming Markets - Country Revenue Forecasts
- 1. Country Revenue Forecasts
8. Conclusions and Recommendations
- 1. Highlights and Recommendations for the Mobile Gaming Industry
- 1. Recommendations for the Mobile Gaming Industry
- 2. Recommendation for Different Key Stakeholders
- 1. Recommendations for Mobile Operators
- 2. Recommendations for Publishers/Aggregators
- 3. Recommendations for the Handset Manufacturers
List of Figures
Chapter 1
- Mobile Gaming Markets: Video Gamers across different Age-Group, (Europe
and North America), 2005
Chapter 3
- Mobile Gaming Markets: Mobile Console Gaming Device, Comparative Feature
Study (Europe), 2006
- Mobile Gaming Markets: Development and Porting Costs for Mobile Gaming
Handsets and Home Console Gaming Handsets (Europe), 2006
- Mobile Gaming Markets: Comparison of Average Premium Mobile Handset Gaming
and Home Console, Costs (Europe), 2006
- Mobile Gaming Markets: Mobile Game Price Break-up On Portal v/s Off Portal
Pricing (Europe), 2006
- Mobile Gaming Markets: Mobile Game Price Break-up Operator Portal v/s Non
Operator Portal (Europe), 2006
Chapter 4
- Mobile Gaming Markets: Total OTA Revenue Forecasts (Europe), 2003-2012
- Mobile Gaming Markets: Revenue Forecasts By Game Type (Europe), 2003-2012
- Mobile Gaming Markets: Number of Active Subscribers By Game Type (Europe),
2003-2012
- Mobile Gaming Markets: Subscribers with Types of Gaming Enabled Handsets
(Europe), 2003-2012
- Mobile Gaming Markets: Per cent of Subscribers with Types of
Gaming-enabled Handsets (Europe), 2003-2012
Chapter 6
- Mobile Gaming Markets: Revenue Forecasts for Messaging-based Games
(Europe), 2003-2012
- Mobile Gaming Markets: Revenue Forecasts for Browser-based Games (Europe),
2003-2012
- Mobile Gaming Markets: Revenue Forecasts for Downloadable Games (Europe),
2003-2012
Chapter 7
- Mobile Gaming Markets: Revenue Forecasts by Country (Europe), 2003-2012
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