WirelessProfit Logo knowledge, inspiration and best practice for wireless industry professionals
Wireless Profit
Program Contact Us Search
Go to wirelessprofit.com home page  
25th July 2008
[Guest]
Clients, Sign in

Print this page...

Home » Maximising Wireless Profit Program » 2005 » New Service & Revenue Opportunities » 

Important Lessons from the Japanese Mobile Games Market

June 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

1Overview1
2Understanding the Japanese Mobile Games Market2
2.1Japan and Gaming2
2.1.1Introduction2
2.1.2Mobile gaming in Japan3
2.2Mobile Gaming Market4
2.2.1Market and Download Figure Estimates4
2.2.2Pricing and Revenue4
2.2.3Statistics6
2.3Value Chain9
2.3.1Operator Role and Positioning9
2.3.2Business models10
2.3.3Content line up10
2.3.4Games lifecycle12
2.3.53G and gaming12
2.4Mobile Game Value Chain Barriers12
2.4.1Barriers for content providers12
2.4.2Barriers for users14
2.4.3Barriers for operators14
33D games16
3.1The "Ridge Racer" case16
3.2Advantages and Drawbacks of 3D Technologies16
4Casual Games Market18
4.1G-mode18
4.2Flash Games20
4.3Creating a New Market21
5Innovative games22
5.1Multiplayer Games22
5.1.1G-mode's multiplayer games22
5.1.2Sega's "Castle Jack" for NTT DoCoMo's FOMA23
5.2KDDI's 'supersized' Games23
5.3Location-based Games24
5.4Mobile Games Curioso28
5.4.1Camera28
5.4.2Motion control sensor29
5.4.3Music29
6Stimulating Developers30
6.1Spicy Soft, Japan's Leading Independent Games Aggregator30
6.1.1"Appli Get" portal overview30
6.1.2Revenue share for independent developers31
6.2Developers' Contests32
6.2.1Example of NTT DoCoMo Shikoku32
6.2.2Example of talent sourcing33
7Operator Initiatives35
7.1KDDI's EZ Game Street35
7.2Vodafone live! BB:36
8Summary38
8.1The Gap Between Japan and Europe38
8.2Differences between Japan and Europe38
8.3Creating a Game Market38
8.4Games as a Self-Teaching Aid39
8.5Making It Simple, Not Simplistic40
8.6Killer Content or Killer Users?40
8.7Set Realistic Revenue Targets41