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28th August 2008
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Home » Maximising Wireless Profit Program » 2005 » New Service & Revenue Opportunities » Important Lessons from the Japanese Mobile Games MarketJune 2005 (46 pages)
Mobile Market Development estimates that Japanese mobile operators generate 5-10 times as much revenue per customer from mobile games as their European counterparts. This report quantifies the revenue gap in detail. It identifies the factors which have contributed to the success of mobile games in Japan. It describes how the Japanese market structure together with operator strategies in respect of business/revenue share models, mobile data plan pricing, and market development initiatives have contributed to its success. The report also provides readers with an analysis of what is required in terms of customer education, brand building, technology streamlining and the lowering of entry barriers for games developers.
Additionally this report reveals new market developments which will further boost mobile game consumption in Japan, helping to compensate for downward pressures on data transport pricing.
Price: EUR 2,500.00 / GBP 2,000.00 if you would like learn more about this report, or our other work in this topic area and how to subscribe, please contact us
| 1 | Overview | 1 |
| 2 | Understanding the Japanese Mobile Games Market | 2 |
| 2.1 | Japan and Gaming | 2 |
| 2.1.1 | Introduction | 2 |
| 2.1.2 | Mobile gaming in Japan | 3 |
| 2.2 | Mobile Gaming Market | 4 |
| 2.2.1 | Market and Download Figure Estimates | 4 |
| 2.2.2 | Pricing and Revenue | 4 |
| 2.2.3 | Statistics | 6 |
| 2.3 | Value Chain | 9 |
| 2.3.1 | Operator Role and Positioning | 9 |
| 2.3.2 | Business models | 10 |
| 2.3.3 | Content line up | 10 |
| 2.3.4 | Games lifecycle | 12 |
| 2.3.5 | 3G and gaming | 12 |
| 2.4 | Mobile Game Value Chain Barriers | 12 |
| 2.4.1 | Barriers for content providers | 12 |
| 2.4.2 | Barriers for users | 14 |
| 2.4.3 | Barriers for operators | 14 |
| 3 | 3D games | 16 |
| 3.1 | The "Ridge Racer" case | 16 |
| 3.2 | Advantages and Drawbacks of 3D Technologies | 16 |
| 4 | Casual Games Market | 18 |
| 4.1 | G-mode | 18 |
| 4.2 | Flash Games | 20 |
| 4.3 | Creating a New Market | 21 |
| 5 | Innovative games | 22 |
| 5.1 | Multiplayer Games | 22 |
| 5.1.1 | G-mode's multiplayer games | 22 |
| 5.1.2 | Sega's "Castle Jack" for NTT DoCoMo's FOMA | 23 |
| 5.2 | KDDI's 'supersized' Games | 23 |
| 5.3 | Location-based Games | 24 |
| 5.4 | Mobile Games Curioso | 28 |
| 5.4.1 | Camera | 28 |
| 5.4.2 | Motion control sensor | 29 |
| 5.4.3 | Music | 29 |
| 6 | Stimulating Developers | 30 |
| 6.1 | Spicy Soft, Japan's Leading Independent Games Aggregator | 30 |
| 6.1.1 | "Appli Get" portal overview | 30 |
| 6.1.2 | Revenue share for independent developers | 31 |
| 6.2 | Developers' Contests | 32 |
| 6.2.1 | Example of NTT DoCoMo Shikoku | 32 |
| 6.2.2 | Example of talent sourcing | 33 |
| 7 | Operator Initiatives | 35 |
| 7.1 | KDDI's EZ Game Street | 35 |
| 7.2 | Vodafone live! BB: | 36 |
| 8 | Summary | 38 |
| 8.1 | The Gap Between Japan and Europe | 38 |
| 8.2 | Differences between Japan and Europe | 38 |
| 8.3 | Creating a Game Market | 38 |
| 8.4 | Games as a Self-Teaching Aid | 39 |
| 8.5 | Making It Simple, Not Simplistic | 40 |
| 8.6 | Killer Content or Killer Users? | 40 |
| 8.7 | Set Realistic Revenue Targets | 41 |
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