Reprinted - China Mobile Game Market Focus Analysis Report

zhaozj2021-02-16  85

Reprinted - China Mobile Game Market Focus Analysis Report Report Abstract 2003 Mobile phone users reached 269 million households, mobile phone penetration rate exceeded 20%. Although mobile phones grow more than 60 million at an annual increase of more than 60 million, in 2002, the ARPU value was continued at 20% to 30% in 2003. At the same time, easy-to-face data also shows that due to the growth of SMS and other mobile data value-added services, the decline in ARPU values ​​in 2003 will be gentle. According to the easy-to-face data, the 2003 mobile data value-added business SP overall market size is approximately 3733 million yuan, and it is expected that the SP overall market scale will reach RMB 5 billion in 2004. The mobile games discussed in this report are an important trend and vision of the future development of the game industry. It is also an important value-added business in the communication entertainment trends in telecom mobile data value-added services. In recent years, the tour industry in the IT industry has attracted attention, from traditional PC stand-alone games, to today's online games, the game industry shows a strong trend, its successful experience and the booming of the relevant industries make the merchants To the vision and business opportunities. The mobile game market is in its infancy, and the future may become a new growth point of the game industry. Although the current mobile game is only a business in the telecom mobile data value-added business, with China Mobile GPRS and China Unicom CDMA1x data business, mobile game business is considered an important application area of ​​2.5G data business, Become the game battle of China Mobile Java and China Unicom Brew, with a mobile terminal as an accessed port, service platform, application software download and a wide range of service battle on various service competitions. Yi Guan advisers as the earliest intervention and focusing on China Mobile Data Value-added business, based on their own interviews and second-hand data analysis of industry professionals based on their own rewards of the telecom market, especially mobile communication markets, and completed this report. I hope to give a good reference to the operator and SP. This report is mainly discussed by the following issues: the definition of mobile games and the number of waps, Java, BREW users, market size status and prediction SMS, WAP, Java, BREW mobile game market current market size and forecast mobile game industry and tradition A Comparative Analysis of Value Chain Structure in PC Game Industry. At the same time, it analyzes the current charging mode of mobile games. The promotion factors affecting the mobile game industry and the obstruction factors. Analyze the market expectation model of the mobile game industry and the opportunity to enter. An industrial environment in the development and development process of mobile game market in the next 4 to 5 years is analyzed, and the entry of new capital and the development and opportunities of different types of SP provide recommendations. Analysis of SP and its products that are primarily involved in mobile games in the market. User needs analysis of mobile games. Through the big sample research, the current mobile game users are used, age, income, acceptance of new things, etc., I hope to develop new products to mobile games SP and operators, report summary 2003 mobile phone users reached 269 million Household, mobile phone penetration rate exceeds 20%. Although mobile phones grow more than 60 million at an annual increase of more than 60 million, in 2002, the ARPU value was continued at 20% to 30% in 2003. At the same time, easy-to-face data also shows that due to the growth of SMS and other mobile data value-added services, the decline in ARPU values ​​in 2003 will be gentle. According to the easy-to-face data, the 2003 mobile data value-added business SP overall market size is approximately 3733 million yuan, and it is expected that the SP overall market scale will reach RMB 5 billion in 2004. The mobile games discussed in this report are an important trend and vision of the future development of the game industry. It is also an important value-added business in the communication entertainment trends in telecom mobile data value-added services. In recent years, the tour industry in the IT industry has attracted attention, from traditional PC stand-alone games, to today's online games, the game industry shows a strong trend, its successful experience and the booming of the relevant industries make the merchants To the vision and business opportunities. The mobile game market is in its infancy, and the future may become a new growth point of the game industry.

Although the current mobile game is only a business in the telecom mobile data value-added business, with China Mobile GPRS and China Unicom CDMA1x data business, mobile game business is considered an important application area of ​​2.5G data business, Become the game battle of China Mobile Java and China Unicom Brew, with a mobile terminal as an accessed port, service platform, application software download and a wide range of service battle on various service competitions. Yi Guan advisers as the earliest intervention and focusing on China Mobile Data Value-added business, based on their own interviews and second-hand data analysis of industry professionals based on their own rewards of the telecom market, especially mobile communication markets, and completed this report. I hope to give a good reference to the operator and SP. This report is mainly discussed by the following issues: the definition of mobile games and the number of waps, Java, BREW users, market size status and prediction SMS, WAP, Java, BREW mobile game market current market size and forecast mobile game industry and tradition A Comparative Analysis of Value Chain Structure in PC Game Industry. At the same time, it analyzes the current charging mode of mobile games. The promotion factors affecting the mobile game industry and the obstruction factors. N analyze the market expectation model of the mobile game industry and the entry time. An industrial environment in the development and development process of mobile game market in the next 4 to 5 years is analyzed, and the entry of new capital and the development and opportunities of different types of SP provide recommendations. Analysis of SP and its products that are primarily involved in mobile games in the market. User needs analysis of mobile games. Through the large sample research, the current mobile game users are used, age, income, the acceptance of new things, etc., I hope to develop new products to mobile games SP and operators, explore reasonable reference, etc. . Easy to see the following is the main discovery of this study: the potential of mobile game market is high, and there is less investment. It has attracted many market entrants, but the small and medium SP needs to solve the growth in fierce competition. At present, game developers, game applications and service providers do not pay attention to market propaganda and promotion work. It is considered that "the wine is not afraid of the alley". As long as the game is fun, there will be a market, and it is ignored the importance of the game products, users' experience and habits. . The mobile game market is competitive, and this competition involves domestic and related foreign game developers. Some companies have actively introduced gaming products that have been successful and mature, which is beneficial to quickly improve the quality of domestic mobile game products, attracting users, increasing the number of users, but at the same time make the domestic mobile game market competition more intense. According to the technical platform relying on mobile games, the current SMS game market is far greater than WAP games and Java / Brew games. However, from the growth trend of market size, the SMS game has limited development space, and the Java / Brew game will maintain a high growth rate. Mobile game product target users and mobile phone terminal users contradictory entertainment game markets are mostly young people, and the income level is not high. At present, mobile games in Java Treasure Chests in the mobile game, becomes low-end entertainment games, but can support the number of mobile phones used in Java programs, and most of the high-end products of more than 3,000 yuan. This makes the current mobile game product target user and mobile phone terminal users have contradictory, like to play the user's terminal product consumption ability; the terminal supports downloading the game function is not high to the game's acceptance and usage. Mobile game product tariff standard is single, the price is diversified. The pricing of the treasure chest is not competitive. Currently downloaded a Java program through the mobile dream network Java Treasure to pay 5 yuan, which has a major restrictive factor for only a low payable youth user, such as a M-Zone. Pursue low cost and short-term benefits, the quality of the game products is rough. At present, the investment and cost of mobile game products are relatively small, and there are many SPs that enter the market.

However, due to the impact of technology, cost input, product design is defective from the game program process to task design, the quality of the game is rough, and there is relatively small workmanship in product quality. The life cycle of mobile game products is usually around 3 months, so how to understand user needs, developed by users is important, but how to keep the game product viscosity, continuous users have become a more urgent issue. Yi Guan suggested that the portal SP, professional Senior SP, and other small and medium-sized SPs entered the capital, technical barriers of the mobile game market, and select the appropriate timing to enter. 2005 and 2007 were the two industrial disc renormalities in the development of mobile game market, whether it is an opportunity for which type SP. In 2004, the opportunity for small and medium SPs and is suitable for entering the market. Yi Guan believes that the mobile game business is characterized by the large number of users, the overall market is potentially large; the product life cycle is short, the product can be replaced; the degree of dependence on the level of the terminal is strong; mobile game development and promotion funds The investment is relatively small, and the entry barrier is relatively low. Easy to think is that some small and medium SP seize the opportunity and consider the timely intervention of mobile game market. At present, WAP, Java mobile game is in an advantageous development period, and it is recommended that small SP is highly considered. Browsing classes such as WAP, Java, Brew, download mobile games are the development direction of the future game market, and the market is huge. Since the SMS business has entered the development of maturity, SMS revenue is mainly concentrated in several major door classes and strong SPs, so it is not recommended that new entrants in mobile game markets enters the market. After 1 to 2 years, after 2005, the mobile game market has certain market size. It is recommended that the strong portal SP increases the investment of mobile game market, in the first industrial discharging in the favorable market position. Traditional online game operators face opportunities, and the communication and cooperation with telecom operators is important. Easy to see, facing the huge market potential of mobile games, 2004 traditional PC online game operators, such as grand network, will actively invest in mobile game market, and develop into powerful sp. And force the mobile game application development end strength resources, occupying advantage in technology and application content. Operators' policies and support have a very important impact on its development of mobile game market. In 2005, the first industrial cointer in the mobile game market, in the large environment of capital integration, the opportunities and challenges facing the SMEs. In terms of mobile game products, focus on enhance the quality of game products. The user needs and preferences will be analyzed, how to attract users to accept and like to play mobile games, while maintaining the viscosity of mobile game products as the focus of product development. For mobile game markets, technology and funds have low, SP advantage is mainly reflected in products, brands, users, so it is recommended that mobile game software developers, applications and service providers pay attention to market propaganda and promotion while paying attention to product research and development. Work, attach importance to the cultivation of brands and users. Considering the product characteristics and use characteristics of mobile games, explore more diverse mobile game tariff standards, such as monthly, single download, single download, single-time game, etc., increase users to choose the diversity of prices. Terminal is still one of the main constraints to limit mobile games. It is recommended that mobile terminal products manufacturers, operators, SP strengthen cooperation, improve the popularity of mobile terminal products such as color screen, GPRS, Java, Brew.

Reporting Directory 1 Mobile Game Definition and Classification 1 1.1 Refinition and Features of Mobile Games 1 1.1.1 Mobile Games Business Definition 1 1.1.2 Mobile Game Business Characteristics 1 1.2 Mobile Game Category 2 1.2.1 Classification by User Way Type 2 1.2.2 TECHNICAL INDUSTRY 3 1.2.3 Analysis of the Development of China Game Industry 4 2 China Game Industry Development Status 5 2.1.1 Traditional Computer Game Industry Overview 5 2.1.2 Mobile Game Industry Overview 6 2.2 Current Situation and Prediction of China Mobile Game Market 7 2.2.1 Domestic SMS, WAP, Java, BREW Business Market User Current Situation and Forecast 7 2.2.2 Domestic SMS, WAP, Java, BREW Business Market Size Status and Prediction 8 2.2.3 Domestic mobile game market size status and forecast 9 2.2.42004-2006 mobile game market scale forecast 10 2.3 Mobile game market industrial chain structure analysis 11 2. The business model and tariff division pattern of domestic mobile games 12 2.5 affect mobile game market development Factors 13 2.5.1 Of the promotion factors affecting mobile game market Development 13 2.5.2 Impact Factors affecting mobile game market development 14 3 mobile game business development stage and technical platform research 15 3.1 Mobile game technology platform definition 15 3.2 mobile game business technology Platform characteristics and market expectations 16 4 domestic mobile game market SP and its product analysis 19 4.1 Main SP market share and income of mobile games 20 4.1.1 SMS mobile game market Main SP market share 20 4.1.2 SMS mobile game market main SP Revenue 21 4.1.3WAP Mobile Game Market Main SP Market Share 22 4.1.4WAP Mobile Game Market Main SP Revenue 23 4.1.5JAVA Mobile Game Market Main SP Market Share 24 4.1.6JAVA Mobile Game Main SP Revenue 25 4.2 Main Mobile Games SP and Product analysis (no rankings) 26 4.2.1 Palm 26 4.2.2 Air Network 27 4.2.3 Pocket Songtual 28 4.2.4 Digital Fish 30 4.2.5 Tsinghua News 31 4.2.6 Trouble Network 32 4.2.7 Beijing Qingsheng Net (I play online)

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