I am a valuable commodity. I go across the middle. I see a dude coming at me...trying to kill me! I say 'Get killed...catch the ball' Boo-yah! Touchdown! I make miracles happen!


Your position:Home->telecom market research reports for sale-> Research Report on Global mobile Video Service’ Development
Contentindex
Chapter1FindingandSuggestion
1.1 summary
1.2 findingofCNIIC
1.3 suggestionofCNIIC
1.3.1 formobiletelecommunicationoperator
1.3.2 formobilegameoperator
1.3.3 formobilegamedeveloper
1.3.4 forotherpartsofthechain
Chapter2Aspectsofmobilegame
2.1definition
2.1.1anotherregionofelectricgame
2.1.2theimportantapplicationofmobilehandset
2.1.3entertainmentformobiledataopration
2.2multipesortsofmobilegame
Chapter3overviewthedevelopmentangtrendofglobal
mobilegame
3.1Japan
3.2Korea
3.3Europe
3.4America
3.5experienceanddirection
Chapter4Chinamobilegamein2004and2005
4.1environment
4.1.1Chinagovernmentsupport,policyisstable
4.1.2wirelessapplicationincrease
4.2theconditionofChinamobilegame
4.2.1theamountofmobilegameconsumerincreasingslowly
4.2.2capitalinjectintothisfield,companymergedfrequently
4.2.3thelargeinteractivemobilenetgameappeared
4.2.4theindustrychainshaped,butcollaborationshouldbestrengthened
Chapter5mobilegameindustrychainanalysis
5.1thepartofthechain
5.2introductionofthematurechain
5.2.1Japan
5.2.2othermode
5.3thetrendofthechain
Chapter6Chinamobilegameindustrychainanalysisandsuggestions
6.1theattenderofthechain
6.2matterofChinamobilegame
6.3suggestions
Chapter7ResearchonChinamobilegameproductcharacteristics

7.1thetrendofproduct
7.2consumersanalysis
7.3marketshareofmobilegame
7.4price
7.4.1theattitudeofconsumers
7.4.2unreasonableprice
7.4.3suggestions
7.5Difficultiesandlimitationsofthemobilenetgame
Chapter8ProspectsofChinamobilegameindustry
8.1criticalfaces
8.1.1mobilehandsets
8.1.2wirelessapplication
8.1.3neteffect
8.2forcasts
8.2.1diffirentstageofindustrydevelopment
8.2.2Chinamobilegamemarketscale

GraphIndex
Graph2-1funcitonofmobilehandset
Graph2-1distributionofJapanesei-modeconsumebill
Graph2-3gamemarketinKorea
Graph2-4SMSgamemarketshare
Graph3-12004globalmobilegamemarket
Graph3-22004globalonlinemobilegamemarket
Graph3-4kindsofmobilegamemarketshareinKorea
Graph3-5forcastofKoreamobilegame
Graph3-6Americamobilegamemarket
Graph4-12001-2006Chinawirelessusers
Graph5-1mobilegameindustrychain
Graph5-2thetrendofmobilegameindustry
Graph6-1therealisticachainofmobilegameindustry
Graph6-2chioceofgamedeveloper
Graph6-3thepricedistributionofmobilephonesupportingJAVA
Graph7-1mobilegameconsumers’yeardistribution
Graph7-2mobilegameconsumers’educationdistribution
Graph7-3mobilegameconsumers’incomedistribution
Graph7-4mobilegameconsumers’likesdistribution
Graph7-5diffienrentmobilegamemarketsharedistribution
Graph7-6mobilegameconsumerspayoutmonthlydistribution
Graph8-1stageofmobilegameindustry
Graph8-22005-2009Chinamobilegameconsumersforcasting
Graph8-32005-2009Chinamobilegamemarketscaleforcasting

TableIndex
Table2-1classesofmobilegame
Table3-12004Koreamobilegameincome
Table4-1ChinaMobileandChinaUnicommobilegamedevelopment
Table6-1mainmobilegameopreator
Table6-22004mobilephoneamountssupportingJAVAandWAP
Table7-1mobilegameprice
Table7-2ChinaMobile“TreasureBOX“price
Report's synopsisExecutive Summary
Electric game running on mobile handset is called mobile game. It is reported that the global sales of mobile game in 2004 is 105 million dollars,one more than in 2003.In Japan,sales of mobile game contributes nearly twenty percent to mobile data incomes.,and about 25 persons in 100 moblie phone users play mobile game.but The mobile game users in China is developing slowly.,not reaching 20 million including little payers.China now have 325 million mobile phone users, arracting more and more investors.Mobile game industry is a huge cheese in 3G time.
In July 2003,China Mobile applied “Treasure BOX”,special box for mobile game.And several months later,users amounted to 2 million.But in 2004,mobile game industry is not so hot like some experts saying. It could not slow down the step of the mobile game industry chain attender integrating resources.They strengthened the collaboration between the provider and operator to gain the lagest profit.
Through the accumulation in 2004,China mobile game industry is going to get a eruption in 2005.
Viewpoint of CNIIC:
China mobile game consumer will get a rapidly increase in year-end of 2005 or the beginning of 2006
The income of Downloading mobile game is still the main source of profit
Consumers’ habit is to be inducted nearly
The lager interactive mobile net game will burst out to have a large amout consumers in the year-end of 2006,bringing high profits.
Operators of China mobile telecommunication is the dominant part of mobile game industry chain.
In the report, the following issues will be discussed:
The operating of China mobile game in 2004 and 2005
The Overview of global mobile game,
The analyzing of mobile game industry chain
The product characteristic of mobile game
Difficulties and limitations of the large interactive mobile net game
Some resultsof mobie game consumer investigation
Some suggestions of China mobile game industry
Prospects of China mobile game industry 
Send us a message

Contact Us-------------------------------------ddpcn.com
* Required information

*
*



Your Position:Home ->telecom market research reports for sale-> Research Report on Global mobile Video Service’ Development


Director of Online Content Development: 4689777@gmail.com
Director of Online Sales and Chinese Product Procurement Service: shop@ddpcn.com