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Research Report on Global mobile Video Service’ Development

完成日期:2005年1月
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Report Type Price($) rebate($)  
Paper Report
3000
Words
70000
PDF Email
3500
pages
120
PDF CD
Charts
0
All price
4000
Some Sections
Report's Content
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 synopsis
  Executive 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
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