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Sep 04, 2008 16:00 ET

Get a Deep Insight into the World Wireless Gaming Market

LONDON, UNITED KINGDOM--(Marketwire - Sept. 4, 2008) - Reportlinker.com announces that a new market research report related to the Video games and Leisure software industry is available in its catalogue.

World Wireless Gaming Market

http://www.reportlinker.com/p092451/World-Wireless-Gaming-Market.html

This report analyzes the worldwide markets for Wireless Gaming in Millions of US$. The major Product Segments analyzed are Messaging Based Wireless Gaming, Browser/Web Based Wireless Gaming, and Downloadable Wireless Gaming. The report provides separate comprehensive analytics for the USA, Japan, Europe, and Rest of World. Annual forecasts are provided for each region for the period of 2001 through 2015. The report profiles 97 companies including many key and niche players worldwide such as Electronic Arts, Inc., Gameloft SA, Glu Mobile, Superscape Group Plc, Hands-On Mobile, Inc., HandyGames(TM), IN-FUSIO Group, I-play, Kuju Entertainment Ltd., KT Freetel Co., Ltd., Telefonica O2 Europe Plc, Player X, SEGA of America, Inc., and Sony Online Entertainment LLC. Market data and analytics are derived from primary and secondary research. Company profiles are mostly extracted from URL research and reported select online sources.


WIRELESS GAMING MCP-1822 
A GLOBAL STRATEGIC BUSINESS REPORT 

CONTENTS 

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS 
Study Reliability and Reporting Limitations I-1 
Disclaimers I-2 
Data Interpretation & Reporting Level I-2 
Quantitative Techniques & Analytics I-3 
Product Definitions and Scope of Study I-3 
Messaging Based I-3 
Browser/Web Based I-3 
Downloadable I-4 

II. EXECUTIVE SUMMARY 

1. Industry Overview and Outlook II-1 
Evolution of Wireless Gaming II-1 
Factors Influencing Wireless Gaming Market II-1 
Advancement in Technology II-1 
Brand Endorsement II-1 
Untapped Market II-2 
Rise in Disposable Income II-2 
Fashion and Attitudes II-2 
Growth Constraints II-2 
Pricing II-2 
Distribution Challenges II-2 
Fragmentation and Customization II-2 
Quality of User Experience II-2 
Trends & Issues II-3 
Puzzles Enthrall Mobile Gamers II-3 
Downloads Substitutes Subscription Fees for Handheld Games II-3 
Growth of Mobile Phone based Casino Games II-3 
Women: Major Contributors Towards Mobile Games' Revenues II-3 
Mobile Operators Targets Children II-3 
Consolidation of Mobile Game Publishers II-3 
Java-based Games II-3 
Mobile 3D Games' Surge II-4 
High Appeal of 3G Phones with Color Games II-4 
Branding and In-game Advertising II-4 
Incompetent Network Quality - Glitch for Multiplayer Games II-4 
Rapid Growth in the US and European Markets II-4 
Carriers Emphasize on Quality of Games II-4 
One-Time Downloads and Subscriptions II-4 
Table 1: Global Market for Mobile Games (One-time Downloads 
and Subscriptions) - (2006): Percentage Breakdown of 
Revenues by Region - Asia-Pacific, Europe, North America, 
and Rest of World (includes corresponding Graph/Chart) II-5 

Table 2: Global Mobile Games Market (2006): Percentage 
Breakdown of Revenues by Format - Downloads and 
Subscriptions II-5 

2. Product Overview II-6 
Wireless Games II-6 
Development of Mobile Games II-6 
Mobile Game Development Vs Conventional Game Development II-6 
Classification of Mobile Games II-6 
Over-the-Air (OTA) II-6 
Messaging Based II-6 
Browser/Web Based II-7 
Downloadable II-7 
Embedded Games II-7 
Deck or Mobile Console II-7 
Progress of Mobile Game Consoles II-7 
Nintendo Game Boy II-7 
Sega Game Gear II-8 
Neo-Geo Pocket II-8 
WonderSwan Color II-8 
Nokia N-Gage II-8 
Sony PlayStation Portable (PSP) II-8 
Technologies for Mobile Games II-8 
Java II-8 
BREW II-9 
C++ Applications II-9 
Classes of Mobile Games II-9 
Single-user Games II-9 
Multi-user Games II-9 
Online Games II-9 
Mobile Gaming - Genre Classification II-10 
Action/Combat II-10 
Adventure II-10 
Arcade/Parlor II-10 
Casino/Gambling II-10 
Puzzles II-10 
Sports II-10 
Trivia II-10 

3. End-Use Market Analysis II-11 
Distribution Dynamics II-11 
Profile of Value Chain II-11 
Mobile Gaming Value Chain II-11 
Mobile Gaming - Pricing II-11 
Technological Advancements II-12 
Mobile Multiplayer Gaming II-12 
Standardization II-12 
Types of Mobile Game Technology Standards II-12 

4. Product Innovations/Introductions II-13 
Gameloft Introduces Brain Challenge for Nokia N-Gage Platform II-13 
Gameloft(R) Unveils CSI: Crime Scene Investigation(TM) II-13 
Gameloft Releases Bubble Bash for iPod II-13 
Gameloft Releases Anatomy: The Mobile Game II-13 
Glu Mobile Releases SPEED RACER II-13 
Glu Mobile Releases Games for N-Gage platform II-14 
Hands-On Mobile(TM) Releases World Poker Tour(R) Texas Hold 'Em 2 
in Europe II-14 
Hands-On Mobile and Marvel Entertainment Release Iron Man on 
Mobile II-14 
Hands-On Mobile Brings Guitar Hero(R) III Mobile on BlackBerry(R) II-14 
Hands-On Mobile Launches Sushi Mania II-14 
Gameloft(R) Introduces Guitar Legend: Get On Stage! II-14 
Gameloft(R) Releases 3D Games for Sprint Customers II-15 
Gameloft(R) Belts Out Games for Touch Screen Handsets II-15 
Gameloft(R) Releases LOST(TM) II-15 
Gameloft(R) Introduces America's Army(R): Special Operations II-15 
Glu Mobile Introduces Age of Empires(R) III Mobile in North 
America II-15 
Glu Mobile Unveils Pasapalabra II-16 
Glu Mobile Releases Super Breakout(R) II-16 
Glu Mobile Releases New Line up of Mobile Games for Europe II-16 
Glu Mobile Releases Call of Duty(R)4: Modern Warfare(TM) II-16 
Glu Mobile Releases Diner Dash(R) 2 II-17 
Glu Mobile Reveals Mobile Game Line-Up for 2008 II-17 
Glu Mobile Releases White House Rumble for Mobile Phones II-17 
Glu Mobile Introduces Asteroids(TM) for Mobile Phones II-17 
Hands-On Mobile Releases Heroes Lore(R): Wind of Soltia II-18 
Guitar Hero(R) III Mobile Game Launched for Verizon Wireless 
Customers II-18 
Hands-On Mobile(TM) Unveils BEEzzz II-18 
Hands-On Mobile(TM) Introduces Japanese Puzzles in UK II-18 
Hands-On Mobile(TM) Launches Heroes Lore Zero in South Korea II-18 
Hands-On Mobile and WPT Enterprises Introduce WPT Texas Hold 
'Em 2 II-18 
Hands-On Mobile(TM) Introduces LEGO(R) Brick Breaker Mobile Game II-19 
Hands-On Mobile Releases Best of Korea in Europe II-19 
WPT(R) Texas Hold 'Em Introduced for BlackBerry Devices II-19 
Hands-On Mobile(TM) Releases LEGO(R) Racers II-19 
JoWooD and VeriSign to Introduce Gothic 3 - The Beginning for 
Mobile Devices II-19 
GAMEVIL USA to Launch Bulldozer Inc. in the US II-20 
Player X and Sky Launch Mind Aerobics II-20 
Player X to Launch LYRIC EMI II-20 
Player X to Introduce PrizePlayTM Element in Mobile Games II-20 
Sony Pictures Television and Verizon Wireless Release God of 
War: Betrayal II-20 
Glu Mobile Releases World Series of Poker(R) Pro Challenge II-21 
Glu Mobile Launches TRANSFORMERS Mobile Game II-21 
Glu Mobile Releases a Host of Mobile Games II-21 
Glu Mobile Releases Project Gotham Racing(R) Mobile II-21 
Glu Mobile To Publish Games on N-Gage Platform II-21 
EA Releases SCRABBLE(R) for Mobile Phones II-22 
EA Mobile(TM) Unveils Medal of Honor Airborne(TM) for Mobile Phones II-22 
EA Mobile Releases Skate II-22 
EA Unveils Tetris(R) Multiplayer II-22 
EA Offers Harry Potter and the Order of the Phoenix(TM) on 
Mobile Phones II-22 
Electronic Arts Inc. Releases NASCAR 07 for Mobile Phones II-22 
Motorola Introduces Mobile Gaming Phone in China II-22 
Motorola Unveils Virtual Hypermart for Mobile Games in China II-23 
Glu Mobile Unleashes 3D Alpha Wing II-23 
Qualcomm Launches BREW Signature Solution for Gaming II-23 
TIM and QUALCOMM Presents 3D Games II-23 
Spin3 Introduces SpinLite(TM) Mobile Games II-24 
Audi Presents Mobile Phone Game II-24 
Glu Mobile Releases Monopoly Here & Now II-24 
Glu Mobile Announces Sequel to Deer Hunter(R) Mobile II-24 
Glu Mobile Launches Poker(R) Texas Hold'em for Mobile Phones II-24 
Glu Mobile Releases Insaniquarium Deluxe in Europe II-24 
Gameloft to Release 12 Mobile Games II-25 
Gameloft Unveils Lumines(TM) Mobile II-25 
Hands-On Releases New Game in Marvel Mobile Line II-25 
HandyGames(TM) Unveils Spellboys II-25 
HandyGames(TM) Releases Mobile Version of Ravensburger's Puzzle Game II-25 
I-play Introduces My Dog II-25 
Superscape Games Available on Cellular South II-25 
Superscape and Vir2L Unveils Ducati(R) 3DExtreme II-26 
I-play Releases Slyder(TM) in Asia and Europe II-26 
Player X Rolls Out Miami Vice Mobile Game II-26 
Siemens and UFA Unveils Master of Maya on Mobile Phones II-26 
I-play Introduces 24(TM) Series on Mobile II-26 
Nintendo Unveils Dark Secret II-26 
Electronic Arts Introduces Air Hockey for Mobile Phones II-27 
Superscape Introduces No Brainer 3D Mobile Game II-27 
Electronic Arts Unveils Madden NFL 07 Mobile Game II-27 
Superscape's Callaway Golf Tour 06 for Rogers' Customers II-27 
Superscape Releases Games on nTELOS II-27 
Superscape Launches Mobile Games on Cricket Network II-27 
Superscape's Mobile Games on Vodafone Network II-27 
EA Mobile Romania Introduces Mobile Version of Tetris II-28 
Nostromo Introduces New Garfield Game II-28 
Superscape's Games on Amp'd Mobile II-28 
Guppy Games Releases Stick Fighter Fury on Hutch II-28 
Verizon Wireless Presents CubeTrix and Crazyball Games II-28 
Superscape Presents Mobile Games on Tata Network II-28 
Indiagames Introduces Novel Mobile Game II-28 
July Systems Introduces PlayOn! Subscription Service in the UK II-29 
JAMDAT Releases Mobile Games II-29 
I-play Releases Fall Line-up of Games II-29 
Fathammer Unveils 3D Games for BREW(R) Solution II-29 
Superscape Presents 3D Mobile Games on Taiwan Mobile Network II-29 
BBC One Releases Games on Spooks Series II-29 
Boost Mobile Launches GPS Games II-30 
Nokia Introduces 3D Pool Game on Java-based Phones II-30 
Buongiorno Presents Mobile Sahara Game to European Customers II-30 
Nokia and SmarTone Releases Pocket Kingdom II-30 
Nokia Builds Mobile Tycoon Game with Gamica II-30 
ThumbPlay Releases Mobile Poker Game II-30 
TV Commerce Unveils Mobile Phone Casino Games II-31 
Superscape Releases 3D Titles on Orange II-31 
Pixiem Launches Mobile Phone Tennis Game II-31 
iFone Introduces Mobile Version of Lemmings II-31 
Superscape Offers 3D Mobile Bowling Game for Telefonica Customers II-31 
Chakra and Cybermedia Releases Mobile Games in Packs II-31 
Glu Mobile Unveils Simulation Game - Blackjack Hustler II-31 
Inbox Digital Rolls Out Mobile Phone Games II-32 
Nokia Releases Multiplayer Casual Games II-32 
Superscape Releases Additional Titles on O2 Games Arcade II-32 
MobileGamingNow Introduces Gaming System II-32 
SEGA(R) of America Releases Sonic The Hedgehog(R) II-32 
Ladbrokes Introduces Mobile Casino Games II-33 
Electronic Arts Releases Need for Speed(TM) Most Wanted on Mobile II-33 
Superscape Launches Ivan Ironman Stewart on 3 Network II-33 
Superscape Games Available on Telstra Network II-33 
Artificial Life Introduces Virtual Girlfriend II-33 
ROK Brings in Mobile Lotto Game to China II-33 

5. Recent Industry Activity II-34 
Gameloft to Develop Mobile Games for Apple iPhone II-34 
Nokia Selects Gameloft Games for N-Gage Platform II-34 
Glu Mobile Enters into Agreement with FremantleMedia Enterprises II-34 
Glu Mobile Inks Deal with DreamWorks Animation SKG II-34 
Player X Inks Agreement with Endemol II-34 
Player X Signs Agreement with Virgin Mobile UK II-34 
Oberon Media Reveals New Brand Identity II-35 
Glu Mobile Acquires Superscape Group plc II-35 
Gameloft Inks Agreement with Paramount Pictures II-35 
Gameloft(R) Develops Games for BlackBerry(R) Smartphones II-35 
Glu Mobile Inc. Partners with Fox Mobile Entertainment II-35 
Glu Mobile Acquires MIG II-35 
Indiagames Collaborates with Glu Mobile II-35 
Glu Mobile Collaborates with Big Fish Games II-36 
Glu Mobile Offers Mobile Monopoly(R) Game as Prize II-36 
Glu Mobile Partners with Granada Ventures II-36 
Glu Mobile Extends Partnership with SEGA Europe II-36 
Hands-On Mobile Inks Deal with Breakpoint Games Sp z.o.o II-36 
Hands-On Mobile(TM) Launches Indie Developer Programme II-37 
Hands-On Mobile(TM) Inks Agreement with AT New Media II-37 
Hands-On Mobile Inks Deal with Activision, Inc. II-37 
Hands-On Mobile Extends Agreement with WPT Enterprises, Inc II-37 
KTF Collaborates with HanbitSoft II-37 
Turner Broadcasting Extends Agreement with Player X II-37 
Player X Collaborates with FreezeTag II-37 
Player X Partners with Amobee Media Systems II-38 
Player X Establishes Unit in India II-38 
Player X Partners with FISHLABS II-38 
Oberon Media Acquires I-Play II-38 
Wmode Inc Nets ProvisionX II-38 
Glu Mobile Extends Partnership with PopCap Games II-39 
Glu Mobile Partners with Konami Digital Entertainment II-39 
Glu Mobile Partners with Warner Bros. Digital Distribution II-39 
Glu Mobile Inks Agreement with Activision II-39 
Thumbplay Inc. Secures Deal with Glu Mobile Inc. II-39 
Player X Raises Funds for Global Expansion II-39 
Vivendi Universal Seals Pact with QUALCOMM II-40 
Glu Mobile Acquires iFone II-40 
Hurray! Strikes a Deal with Magma II-40 
Diamond I's Association with Real Video Gaming II-40 
Airtel's Strategic Tie-up with Walt Disney II-40 
ALONG Mobile Collaborates with Digital-Red II-41 
Namco Networks' Strategic Partnership with G-Mode II-41 
ALONG Mobile's Association with HI Corporation II-41 
Esmertec Invests in Javaground II-41 
Sennari Signs Partnership Agreement with Hasbro II-41 
JoWooD Surges into Mobile Phone Game Market II-42 
Pixiem Signs Licensing Agreement with Yamaha II-42 
Diamond I Acquires Touchdev II-42 
Capcom Takes Over Cosmic Infinity II-42 
Commodore Gaming Selects Telcogames as Distribution Partner II-42 
Telcogames Takes Over Fathammer II-43 
Glu Mobile's Association with Sony II-43 
Gameloft Signs Agreement with Viacom II-43 
Partnership Between Glu Mobile and Microsoft II-43 
Glu Mobile Collaborates with Encore II-43 
Distribution Agreement Between Gameloft and Hutch II-44 
Gameloft Seals Distribution Pact with NTT DoCoMo II-44 
Player X Distributes Codemasters' Games II-44 
Gameloft Signs Licensing Agreement with Sony Pictures Digital II-44 
IN-FUSIO Creates Two Separate Divisions II-44 
Mobile Scope Collaborates with Capcom II-45 
Ozura Mobile's Association with Media Gateway II-45 
Player X Collaborates with FremantleMedia II-45 
Electronic Art's Partnership with Indiagames II-45 
Alliance Between Nokia and Electronic Arts II-45 
Nokia's Relationship with Gameloft II-46 
Player X Acquires License for Scalextric II-46 
Electronic Arts Acquires JAMDAT Mobile II-46 
Proximus Extends Partnership with End2End II-46 
RealNetworks(R) Acquires Mr.Goodliving(TM) II-46 
Fathammer Signs Agreement with SK Telecom II-47 
IMImobile Signs Agreement with Terraplay II-47 
Summus and Mattel Collaborate to Offer Wireless Games II-47 
Glu Mobile Collaborates with PlayFirst(TM) II-47 
Interactive Games Establishes Cell Phone Gaming Division II-48 
Mobile Media Collaborates with SmarTone II-48 
Orange Expands its Line of Java Games in Romania II-48 
Alcatel Signs Agreement with TMN II-48 
Selatra Strikes Deal with Jumbuck II-48 
Sun Microsystems Associates with Bango II-48 
Blue Star Bags T-Mobile's Mobile Game Contract II-49 
Artificial Life Expands Operations II-49 
Player X's Licensing Agreement with FremantleMedia Licensing 
Worldwide II-49 
Fathammer's Agreement with KTF in Korea II-49 
eMax Alive Opens Mobile Division II-49 
Electronic Game Card Sets up Mobile Game Division II-49 
Mediaplazza Signs Distribution Contract with Mforma II-49 
Kiloo's Collaboration with LEGO II-50 
Partnership Between Gameloft and Boost Mobile II-50 
Carphone Warehouse Distributes Telcogames II-50 
Electronic Art's Association with Qualcomm II-50 
SK Telecom Invests in Creation of 3D Mobile Games II-50 
Twentieth Century Fox Signs Deal with Sorrent II-51 
Artificial Life Seals Pact with Sanrio Taiwan II-51 
JAMDAT Acquires Blue Lava II-51 
Oberon Media Takes Over Cmate II-51 
Walt Disney Takes Over Living Mobile II-51 
International Synergy Acquires Main Glory II-51 
FTS Wireless Attains Stake in Maxim Software II-52 
Motricity Takes Over M7 Networks II-52 
Mobile Media Acquires MindX II-52 
Superscape Acquires Penultimate II-52 
IN-FUSIO's Partnership with O2 II-52 
Win Win Takes Over Pixiem II-52 
Kayak Interactive Acquires Synergenix II-53 
Glu Mobile Signs Partnership Agreement with International 
Rights Management II-53 
Eurocom Divests EuroFun II-53 
IN-FUSIO Takes Over Thumbworks II-53 
I-play Takes Over Ditto II-53 
Finesse Acquires Kuju Wireless Publishing II-54 
IN-FUSIO Extends Partnership with Microsoft II-54 
THQ Wireless Signs Agreement with MLBAM II-54 
THQ Wireless' Publishing Agreement with Mikoishi II-54 
Superscape Signs Distribution Agreement with SmarTone II-54 
Electronic Art's Mobile Gaming Partnership with Vodafone II-54 
TOM Online Acquires Major Stake in Indiagames II-55 

6. Focus on Select Global Players II-56 
Electronic Arts, Inc. (USA) II-56 
Gameloft SA (France) II-56 
Glu Mobile Inc (USA) II-57 
Superscape Group Plc (UK) II-57 
Hands-On Mobile, Inc. (USA) II-57 
HandyGames(TM) (Germany) II-58 
IN-FUSIO Group (France) II-58 
I-play (The United Kingdom) II-59 
Kuju Entertainment Ltd. (The United Kingdom) II-59 
KT Freetel Co., Ltd. (Korea) II-59 
Telefonica O2 Europe Plc (UK) II-59 
Player X (The United Kingdom) II-60 
SEGA of America, Inc. (USA) II-60 
Sony Online Entertainment LLC (USA) II-60 

7. Global Market Perspective II-61 
Table 3: World Recent Past, Current & Future Analysis for 
Wireless Gaming by Geographic Region - USA, Japan, Europe, 
and Rest of World Markets Independently Analyzed with Annual 
Sales Figures in US$ Million for Years 2001 through 2010 
(includes corresponding Graph/Chart) II-61 

Table 4: World Long-term Projections for Wireless Gaming by 
Geographic Region - USA, Japan, Europe, and Rest of World 
Markets Independently Analyzed with Annual Sales Figures in 
US$ Million for Years 2011 through 2015 (includes 
corresponding Graph/Chart) II-62 

Table 5: World 10-Year Perspective for Wireless Gaming by 
Geographic Region - Percentage Breakdown of Dollar Sales for 
USA, Japan, Europe, and Rest of World Markets for Years 2003, 
2008, and 2012 (includes corresponding Graph/Chart) II-63 

Table 6: World Recent Past, Current & Future Analysis for 
Messaging Based Wireless Games by Geographic Region - USA, 
Japan, Europe, and Rest of World Markets Independently 
Analyzed with Annual Sales Figures in US$ Million for Years 
2001 through 2010 (includes corresponding Graph/Chart) II-64 

Table 7: World Long-term Projections for Messaging Based 
Wireless Games by Geographic Region - USA, Japan, Europe, and 
Rest of World Markets Independently Analyzed with Annual 
Sales Figures in US$ Million for Years 2011 through 2015 
(includes corresponding Graph/Chart) II-65 

Table 8: World 10-Year Perspective for Messaging Based 
Wireless Games by Geographic Region - Percentage Breakdown of 
Dollar Sales for USA, Japan, Europe, and Rest of World Markets 
for Years 2003, 2008, and 2012 (includes corresponding 
Graph/Chart) II-66 

Table 9: World Recent Past, Current & Future Analysis for 
Browser/Web Based Wireless Games by Geographic Region - USA, 
Japan, Europe, and Rest of World Markets Independently 
Analyzed with Annual Sales Figures in US$ Million for Years 
2001 through 2010 (includes corresponding Graph/Chart) II-67 

Table 10: World Long-term Projections for Browser/Web Based 
Wireless Games by Geographic Region - USA, Japan, Europe, and 
Rest of World Markets Independently Analyzed with Annual Sales 
Figures in US$ Million for Years 2011 through 2015 (includes 
corresponding Graph/Chart) II-68 

Table 11: World 10-Year Perspective for Browser/Web Based 
Wireless Games by Geographic Region - Percentage Breakdown of 
Dollar Sales for USA, Japan, Europe, and Rest of World Markets 
for Years 2003, 2008, and 2012 (includes corresponding 
Graph/Chart) II-69 

Table 12: World Recent Past, Current & Future Analysis for 
Downloadable Wireless Games by Geographic Region - USA, Japan, 
Europe, and Rest of World Markets Independently Analyzed with 
Annual Sales Figures in US$ Million for Years 2001 through 
2010 (includes corresponding Graph/Chart) II-70 

Table 13: World Long-term Projections for Downloadable 
Wireless Games by Geographic Region - USA, Japan, Europe, and 
Rest of World Markets Independently Analyzed with Annual Sales 
Figures in US$ Million for Years 2011 through 2015 (includes 
corresponding Graph/Chart) II-71 

Table 14: World 10-Year Perspective for Downloadable Wireless 
Games by Geographic Region - Percentage Breakdown of Dollar 
Sales for USA, Japan, Europe, and Rest of World Markets for 
Years 2003, 2008, and 2012 (includes corresponding 
Graph/Chart) II-72 

III. MARKET 

1. The United States III-1 
A.Market Analysis III-1 
Current & Future Analysis III-1 
Upsurge in Mobile Game Downloads III-1 
Table 15: US Mobile Games Market (Q1, 2006): Percentage 
Breakdown of Revenues for Major Mobile Game Publishers - EA 
Mobile, I-play, Gameloft, Namco, Hands-On Mobile, Glu 
Mobile, and Others (includes corresponding Graph/Chart) III-1 

Table 16: US Mobile Games Market (2005): Downloads as a 
Percentage Breakdown of Total Revenues for Select Mobile 
Game Publishers - JAMDAT, Glu Mobile, Mforma, Sony Pictures 
Mobile, and THQ Wireless (includes corresponding 
Graph/Chart) III-1 

Table 17: US Mobile Games Market (2005): Percentage 
Breakdown of Revenues by Mobile Game Genre - 
Puzzle/Strategy, Sports/Racing, Action / Adventure, 
Card/Casino, Classic/Arcade, and Others (includes 
corresponding Graph/Chart) III-2 
Women - Valuable Customers III-2 
Table 18: US Market for Mobile Games (Q1, 2006): Percentage 
Breakdown of Revenue Generated by Women and Men by Game 
Genre - Trivia, Puzzle, Casino, Action, Arcade, and Sports 
(includes corresponding Graph/Chart) III-2 
Product Launches/Developments III-3 
Strategic Corporate Developments III-12 
Key Players III-23 
B.Market Analytics III-25 
Table 19: US Recent Past, Current & Future Analysis for 
Wireless Gaming by Product Segment - Messaging Based, 
Browser/Web Based, and Downloadable Markets Independently 
Analyzed with Annual Sales Figures in US$ Million for Years 
2001 through 2010 (includes corresponding Graph/Chart) III-25 

Table 20: US Long-term Projections for Wireless Gaming by 
Product Segment - Messaging Based, Browser/Web Based, and 
Downloadable Markets Independently Analyzed with Annual 
Sales Figures in US$ Million for Years 2011 through 2015 
(includes corresponding Graph/Chart) III-25 

Table 21: US 10-Year Perspective for Wireless Gaming by 
Product Segment - Percentage Breakdown of Dollar Sales for 
Messaging Based, Browser/Web Based, and Downloadable Markets 
for Years 2003, 2008, and 2012 (includes corresponding 
Graph/Chart) III-26 

2. Japan III-27 
A.Market Analysis III-27 
Current & Future Analysis III-27 
Shift in Interests III-27 
Product Launch III-27 
Strategic Corporate Developments III-27 
Key Player III-28 
B.Market Analytics III-28 
Table 22: Japanese Recent Past, Current & Future Analysis 
for Wireless Gaming by Product Segment - Messaging Based, 
Browser/Web Based, and Downloadable Markets Independently 
Analyzed with Annual Sales Figures in US$ Million for Years 
2001 through 2010 (includes corresponding Graph/Chart) III-28 

Table 23: Japanese Long-term Projections for Wireless Gaming 
by Product Segment - Messaging Based, Browser/Web Based, and 
Downloadable Markets Independently Analyzed with Annual 
Sales Figures in US$ Million for Years 2011 through 2015 
(includes corresponding Graph/Chart) III-29 

Table 24: Japanese 10-Year Perspective for Wireless Gaming 
by Product Segment - Percentage Breakdown of Dollar Sales 
for Messaging Based, Browser/Web Based, and Downloadable 
Markets for Years 2003, 2008, and 2012 (includes 
corresponding Graph/Chart) III-29 

3. Europe III-30 
A.Market Analysis III-30 
Current & Future Analysis III-30 
Wireless Gaming Market - On Growth Path III-30 
Focus on Select Markets III-30 
France III-30 
Wireless Gaming Market III-30 
Russia III-30 
Mobile Gaming Market III-30 
The United Kingdom III-31 
A Potential Mobile Gaming Market III-31 
Table 25: Mobile Games Market in the UK (Q2, 2006): 
Percentage of Mobile Game Penetration Among 3G 
Subscribers by Game Genre - Puzzle/Strategy, 
Retro/Arcade, Action/Adventure, Card/Casino, Trivia/Word, 
and Sports/ Racing (includes corresponding Graph/Chart) III-31 
Product Launches/Developments III-31 
Strategic Corporate Developments III-41 
Key Players III-47 
B.Market Analytics III-50 
Table 26: European Recent Past, Current & Future Analysis 
for Wireless Gaming by Product Segment - Messaging Based, 
Browser/Web Based, and Downloadable Markets Independently 
Analyzed with Annual Sales Figures in US$ Million for Years 
2001 through 2010 (includes corresponding Graph/Chart) III-50 

Table 27: European Long-term Projections for Wireless Gaming 
by Product Segment - Messaging Based, Browser/Web Based, and 
Downloadable Markets Independently Analyzed with Annual 
Sales Figures in US$ Million for Years 2011 through 2015 
(includes corresponding Graph/Chart) III-51 

Table 28: European 10-Year Perspective for Wireless Gaming 
by Product Segment - Percentage Breakdown of Dollar Sales 
for Messaging Based, Browser/Web Based, and Downloadable 
Markets for 2003, 2008, and 2012 (includes corresponding 
Graph/Chart) III-51 

4. Rest of World III-52 
A.Market Analysis III-52 
Current & Future Analysis III-52 
Focus on Select Markets III-52 
China III-52 
Technology Drives Chinese Mobile Gaming Market III-52 
India III-52 
Growing Interest for Mobile Games III-52 
South Korea III-52 
One of the Major Global Markets III-52 
Product Launches/Developments III-53 
Strategic Corporate Developments III-55 
Key Player III-59 
B.Market Analytics III-60 
Table 29: Rest of World Recent Past, Current & Future 
Analysis for Wireless Gaming by Product Segment - Messaging 
Based, Browser/Web Based, and Downloadable Markets 
Independently Analyzed with Annual Sales Figures in US$ 
Million for Years 2001 through 2010 (includes corresponding 
Graph/Chart) III-60 

Table 30: Rest of World Long-term Projections for Wireless 
Gaming by Product Segment - Messaging Based, Browser/Web 
Based, and Downloadable Markets Independently Analyzed with 
Annual Sales Figures in US$ Million for Years 2011 through 
2015 (includes corresponding Graph/Chart) III-60 

Table 31: Rest of World 10-Year Perspective for Wireless 
Gaming by Product Segment - Percentage Breakdown of Dollar 
Sales for Messaging Based, Browser/Web Based, and 
Downloadable Markets for 2003, 2008, and 2012 (includes 
corresponding Graph/Chart) III-61 

IV. COMPETITIVE LANDSCAPE

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