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Analysis on Network Carrier's Cell Phone Gaming VAS Market

Posted on: Tuesday, 10 January 2006, 12:00 CST

Research and Markets (http://www.researchandmarkets.com/reports/c24864) has announced the addition of Mobile VAS--Focus Report on Development Trend of Mobile Game Industry 2005 to their offering.

Findings Include:

-- The value of the Chinese cell phone gaming market in 2004 was

over 0.8 billion RMB, up 150% compared with the same period of

the previous year. There was a tremendous increase in games

built on top of the WAP, JAVA and BREW technologies, while

those based on short messaging declined. The value of the

short messaging game market for 2004 was 0.49 billion RMB. Its

share decreased from 93.8% in 2003 to 60.9% in 2004. The scale

of the short messaging game market will slowly increase,

continuing to loose its ground in shares until it begins to

gradually decline after the stable commercial use of 3G

technology is realized.

-- Due to the overestimated potential of the market, the first

market adjustment will be in 2005. Although the cell phone

gaming market is increasing, the increase rate is not as high

as expected. This is due to several shortcomings in the

industry. One is 2.5G's low coverage rate. Another reason is

the large gap between the supply of game products and user

demands. Also, the industry failed to establish customer

habits of using services offered by a single company, which is

the old business model. In 2005, the market value of cell

phone gaming is expected to reach 1.441 billion RMB. This is

an expected increase of 79% over the 2004.

-- After 3G networks are deployed, the user's experience will be

drastically improved and the prices of services will go down.

These facts, combined with the popularization of the

intelligent cell phone, will make the online gaming over cell

phones skyrocket. This is expected in 2007, with a market

value of 0.7 billion RMB by 2008. Unlike the current model,

which is based on "Applications", the model after 3G

deployment will be similar to that of the "service model" used

in the Internet gaming industry. The habits of the user will

also change into that similar to the computer user, where they

will install and delete games of their choosing.

-- The drastic competition in the cell phone gaming market

affects both domestic and foreign developers, especially those

just entering the market based on intelligent cell phone

control systems. Small to Medium Service Providers have to

find solutions to survive in such fierce competition.

Currently, game developers and service providers are beginning

to implement promotional strategies, but they have, so far,

failed to find an effective means of approaching the users'

desires or fostering good habits.

-- There are several problems facing those wishing to develop the

gaming market over cell phones. The single tier pricing

structure fails to attract some users. The pursuit of low cost

solutions to gain short term benefits is beginning to wear on

the user base as they get tired of having unfulfilled desires.

The products have had serious flaws in design and production,

which has decreased the users' confidence. It is vital that

the industry seek to understand the users' desires. The

developers and service providers must create products that are

loved by the users and promote and maintain its popularity.

Contents are Entitled as:

1 Definition and Study Scope of Cellular Phone Gaming 2 Current Status of the Cellular Phone Gaming VAS Market 3 Anticipation of Development for the Cellular Phone Gaming VAS Market 4 Analysis on Influence of 3G Deployment on the Development of the Cell Phone Gaming Industry 5 Analysis on Network Carrier's Cell Phone Gaming VAS Market 6 Analysis on the Market Competition Among the Major Cell Phone Gaming Service Providers Appendix 2: Data Collection Process & Methodology

Graph Index

Table Index

For more information visit http://www.researchandmarkets.com/reports/c24864


Source: Business Wire

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