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  China Mobile Phone Game Market Report, 2007 PDF Print E-mail
Name of report
China Mobile Phone Game Market Report, 2007
Publishing date
Nov-2007
Pages (Approx)
98
Price
USD 2200.00 or AUD (inc GST) 2590.00
Delivery
Email (PDF format)
Delivery time
Up to10 working days on receipt of payment, depending on your specific orders
LIST OF CONTENTS
The conception of Mobile Phone Game is defined to distinguish from the traditional computer game. Generally speaking, mobile phone game refers to game applications in mobile phones.
 
Nokia installed the earliest mobile phone game Snake in its handset in 1997. With the development of handset terminal and mobile communication network, mobile phone game is becoming increasingly complicated.
 
As charging system of Mobile Java formally started in Sep, 2003, domestic mobile phone game was started up too. Several months later, mobile phone game users increased to 2 million. The number of users developed even faster after this, in 2005 it hit 15 million.
 
The amount of the cell phone users in China had exceeded 500 million up to Oct 2007, and it is forecasted that China mobile phone game users would exceed 20 million in 2007, amounting to 24.43 million.
 
With the rapid growth of the cell phone users and mobile communication industry, the mobile phone game has gone through from the simple pre-installed games, the download games to the color-screen Java game, large-scale network game and multi-player network game currently, and it would continue developing towards the trans-platform network game in the future. It can be forecasted that the mobile network game would be the future development trend for mobile phone game.
 
1 Mobile Phone Game
1.1 Definition
1.2 Classification
1.2.1 by Use Mode of Consumers
1.2.2 by Technology Platform
1.2.3 by Representation Mode
1.3 Characteristics
 
2 Global Level of Mobile Phone Game Operation
2.1 SK Operation
2.1.1 Development History
2.1.2 Development of Business
2.2 NTT DOCOMO
2.2.1 Development History
2.2.2 Development of Business
 
3 Development of Mobile Phone Game Market in China
3.1 User Scale
3.2 Market Scale
 
4 Structure of Mobile Phone Game Industry in China
4.1 Structure of Industry Value Chain
4.1.1 Mobile Operator
4.1.2 Provider
4.1.3 Developer
4.1.4 Users
4.1.5 Cell Phone Manufacturer
4.1.6 Distribution Channels
4.1.7 Provider of Relevant Technologies
4.2 Business Mode of Mobile Phone Game in China
4.2.1 Main Profitability Modes
4.2.2 Main Dividend Modes
 
5 Content Providers of Mobile Phone Game in China
5.1 Famous Mobile Phone Game CP in China
5.2 Main Mobile Phone Games of CP
5.2.1 Digital-Red
5.2.1.1 Background
5.2.1.2 Business
5.2.1.3 Market Strategies
5.2.1.4 Finance
5.2.2 Feather Snake
5.2.2.1 Background
5.2.2.2 Business
5.2.2.3 Market Strategies
5.2.3 Magma Digital
5.2.3.1 Background
5.2.3.2 Business
5.2.3.3 Market Strategies
5.2.3.4 Finance
5.2.4 Asion Sky
5.2.4.1 Background
5.2.4.2 Business
5.2.4.3 Market Strategies
5.2.5 Beijing Joyfun
5.2.5.1 Background
5.2.5.2 Business
5.2.5.3 Market Strategies
5.2.6 Unite Ideals
5.2.6.1 Background
5.2.6.2 Business
5.2.6.3 Market Strategies
5.2.7 Shanghai Mobile Embedded Technology
5.2.7.1 Background
5.2.7.2 Business
5.2.7.3 Market Strategies
5.2.8 Grandao
5.2.8.1 Background
5.2.8.2 Business
5.2.8.3 Market Strategies
 
6 Mobile Phone Game Business Providers in China
6.1 Famous Mobile Phone Games of SP in China
6.2 Main Mobile Phone Games of SP
6.2.1 Kongzhong
6.2.1.1 Background
6.2.1.2 Business
6.2.1.3 Market Strategies
6.2.1.4 Finance
6.2.2 Tencent
6.2.2.1 Background
6.2.2.2 Business
6.2.2.3 Market Strategies
6.2.2.4 Finance
6.2.3 Sina
6.2.3.1 Background
6.2.3.2 Business
6.2.3.3 Market Strategies
6.2.3.4 Finance
6.2.5 Sohu
6.2.5.1 Background
6.2.5.2 Business
6.2.5.3 Market Strategies
6.2.5.4 Finance
6.2.6 Tom
6.2.6.1 Background
6.2.6.2 Business
6.2.6.3 Market Strategies
6.2.6.4 Finance
 
7. Mobile Phone Game Operation in China
7.1 China Mobile
7.1.1 Mobile Phone Game Product Line
7.1.2 Market Strategies
7.2 China Unicom
7.2.1 Mobile Phone Game Product Line
7.2.2 Market Strategies
7.3 Opportunity
7.4 Risk
7.5 Strategies
Conclusion
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