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Gaming ARPU: Games & the Service Provider

This report assesses the market potential and challenges of integrating gaming applications with televisions and pay-TV services. It answers three key questions. Will game consoles become a pay-TV platform that competes with or complements services

FOR IMMEDIATE RELEASE

PRLog (Press Release) - Jan 21, 2010 -
Summary

This report assesses the market potential and challenges of integrating gaming applications with televisions and pay-TV services. It answers three key questions. Will game consoles become a pay-TV platform that competes with or complements services from established pay-TV providers? How much can service providers benefit by integrating games? Can integrated gaming features and services boost demand for connected TVs?



Table of Contents

Bottom Line

Burning Questions

Findings

Data Points

1.0 Report Summary

1.1 Purpose of Report

1.2 Scope of Report

1.3 Research Approach

1.3.1 Sources

1.3.2 Definitions and Classifications

2.0 Market Examination

2.1 The Industry Value Chain

Game developers

Content aggregators

Console manufactures

Service providers

TV manufacturers

Technology & Technical support companies

Set-top-box companies

2.2 Business Models

2.3 Key Announcements and their Implications

2.4 Key Players

Game developers

Oberon Media I-Play/Pixel Play

Content aggregators

Oberon Media/Pixel Play

Yahoo!

Console manufactures

Microsoft

Sony

Nintendo

Service providers

Verizon

AT&T

DirecTV, Dish Network

Cable Companies

BSkyB

Portugal Telecom

PCCW

TV manufacturers

Samsung

Sony

Panasonic

Toshiba

Philips

HP

LG

Technology & Technical Support companies

Oberon Media/Pixel Play

Accedo Broadband

Corpus Media

G-Cluster

Iacta (Net4TV/Games4TV)

NDS

Yahoo!

Synacor

Set-top-Box companies

Motorola

S-A/Cisco

Entone

Digeo

TiVo

2.3.1 Market shares

2.4 Important Products and Features

2.4.1 Examples of products in important category classes

2.4.2 Table of products/companies and where they fit by segments

2.5 Distribution Path

2.5.1  Current and evolving distribution patterns

2.5.2  Change agents

3.0 Technology

3.1 Technology Trends

3.2 Major Standards

4.0 Forecasts

4.1 Forecast flow chart

4.2 Sources

4.3 Total Market Size and Revenue

4.4 5 year Unit Sales and Revenues

4.4.1  Replacement vs. First-time buyer or Multiple product buyer

4.5 Remaining market

5.0 Implications and Recommendations

5.1 Summary statement of market conditions

5.2 Activities that will move industry or products forward

5.2.1 Recommendations based on type of company (hardware, software, service)

# # #

ChinaCCM.com is China's leading industry consultancy expert offering industry intelligence and research solution, ChinaCCM Market Research Centre is a research division focusing on professional market survey and industry research.

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State/Province:Beijing
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Industry:Games, Electronics, Internet
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Last Updated:Jan 21, 2010
Shortcut:http://prlog.org/10497792
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