China Mobile Game Industry Report, 2009-2010

ResearchInChina announces the release of a new report- China Mobile Game Industry Report, 2009-2010. For more information, please contact us at report@researchinchina.com or at 86-10-82600893.
 
April 13, 2010 - PRLog -- According to the statistics released by the Ministry of Industry and Information Technology of the People's Republic of China in December, 2009, China's total mobile phone users reached 750 million, and 3G users 15 million in 2009. Almost all of the mobile phone users can be considered as potential users of mobile games.

In the entire mobile game industry, mobile online game characterizes great potentials. By the end of 2008, China had boasted of 117 million mobile netizens, and this figure increased to 233 million at the end of 2009, a 60.8% share of all Internet users.

19.3% of mobile netizens, a total of about 45 million people, plays mobile online games. But the number was only 23 million in June, 2009, which saw an increase of 96% in only half a year. With the popularization of 3G mobile phones and the increasing network access rate, mobile online games will win more users.

Early mobile games are mostly produced by Content Providers (CP) and then sold to value-added business service providers (SP) or mobile phone manufacturers (built-in). With the expansion of market scale and the brightening of market prospects, SP is growing aware of the importance of mobile game business and began to deepen co-operation with the CP. We believe that the inrush of SP in this market, the revenue from mobile games will increase by folds since SP’s strong channel capability, thus facilitating the overall development of mobile game market.  

Through years of development, it is acknowledged in the industry that mobile games have huge market potential. A great number of new entrants marched into this field, and acquisition has come the key way to achieve rapid growth. They buyers, with great strength in capital and channel, will quickly improve the chain structure of mobile game industry.

Mobile game market is also risky. Numerous mobile phone models, functional differentiation, restrictions of mobile operators and high traffic charges, are all obstacles to the attempt of the users at mobile game.

The report gives an overview of mobile games and analyzes China’s mobile game industry structure, mobile game marketing, profit models, the development of mobile online games in 3G era, and the key mobile game makers in China, and so forth.

Table of contents
1. Mobile Game
1.1 Concept
1.2 Types
1.3 Development
1.4 Industry Scale

2. Japan Mobile Game Industry
2.1 A Panorama
2.2 Development Course
2.3 Market Characteristics  
2.4 Profit Model
2.5 Experience & Significance

3. China Mobile Game Industry Structure
3.1 Mobile Operators
3.2 Mobile Game Service Provider
3.3 Mobile Game Developers  
3.4 Mobile Game Users
3.5 Mobile Phone Manufacturers
3.6 Channels of Distribution
3.7 Mobile Game Related Technology Providers  

4. Marketing of China's Mobile Phone Game
4.1 Channel Marketing
4.1.1 Operators
4.1.2 Mobile Terminal Built-in
4.2 Network Marketing
4.2.1 Game Online Marketing
4.2.2 Wap Station
4.2.3 CPS Marketing
4.3 Ground Marketing
4.3.1 Marketing in Internet Cafes
4.3.2 Promotion in Cinemas
4.3.3 Advertising in Subways and Bus Stations

5. Profit Modes of Mobile Phone Game
5.1 Mobile Phone Charging Mode
5.1.1 Stand-alone Download Charging Mode
5.1.2 Online Game Charging Mode
5.1.3 Direct Charging of Game Developers
5.2 In-game Advertising

6. Mobile Game Development Driven by 3G
6.1 Concept of Mobile Game
6.2 Market Development
6.2.1 Increasing Network Speed of 3G Phones is Attracting More Users
6.2.2 The Decreasing Cost is Attracting More Users.
6.3 Mobile Game Users
6.3.1 Major Channels for Users to Get the Information of Mobile Games
6.3.2 Most Favored Types of Mobile Game by Users
6.3.3 Reasons for Some Users Not to Play Mobile Games
6.3.4 Websites for Downloading Mobile Games
6.4 Advantages of Mobile Game

7. Key Mobile Game Makers in China
7.1 kong.net
7.1.1 Profile
7.1.2 Revenue Structure
7.1.3 Main Products
7.2 Giant Interactive Group, Inc.
7.2.1 Profile
7.2.2 Revenue Structure
7.2.3 Main Products
7.2.4 Development Strategy
7.3 d.cn
7.3.1 Profile
7.3.2 Revenue Structure
7.3.3 Main Products
7.4 Tencent
7.4.1 Profile
7.4.2 Revenue Structure
7.4.3 Main Products
7.5 NetEase
7.5.1 Profile
7.5.2 Revenue Structure
7.5.3 Main Products
7.6 Sina
7.7 MIG
7.8 Troodo
7.9 Lakoo
7.10 Moloon
7.11 Hurray
7.12 WiSTONE
7.13 Gojoy

8. Opportunities & Risks in China Mobile Game Market
8.1 Investment Opportunities
8.1.1 Upcoming 3G Era Facilitates Explosive Growth of Mobile Games
8.1.2 Popularization and User Experence of Large-inch Smart Phones
8.1.3 Rapid Development of Internet Games Favors the Cultivation of Potential Mobile Game Users
8.1.4 Clearer Proft Model against Internet Games
8.1.5 Increasing Integration of SP and CP, and the Expanding Market Size
8.1.6 Surging Newcomers and Acquisition Still Being the Main Growth Pattern
8.2 Risks in China Mobile Game Market
8.3 Research Findings

# # #

Established in 1999, ResearchInChina is the vertical portal for Chinese business intelligence. Our services are used in a variety of ways, including strategic planning, research report, and as investment research.
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