European Mobile Gaming - Competing Business Models

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Table of Contents

European Mobile Gaming - Competing Business Models, Executive SummaryExecutive SummaryIntroduction to Mobile GamingSignificant FindingsConclusionsEuropean Mobile Gaming - Competing Business Models, Market BackgroundBackground AnalysisVideo Gaming IndustryWireless DataWireless Gaming EvolutionEuropean Mobile Gaming - Competing Business Models, Introduction to the Value ChainIntroduction IntroductionDevice VendorsOverviewNokiaSiemensMotorolaSony EricssonPlatformsOverviewJava (including i-mode)ExEnMophun/WGESymbianDecks/Mobile ConsolesOperatorsOverviewLarge Multinational OperatorsMedium sized OperatorsSmall OperatorsPublishersOverviewIndependent PortalsOverviewOther ChannelsOverviewEuropean Mobile Gaming - Competing Business Models, Examining Major Trends and IssuesIssues and Market RestraintsMultiple Content FormatsSecurity and Copyright IssuesMarketing and AdvertisingTrendsChannels to Market—Will Operators dominate?Game Pricing TrendsEuropean Mobile Gaming - Competing Business Models, Handset; Subscriber and Revenue ForecastsTotal Market ForecastsGame Deck vs OTA GamingDeck/mobile Console Market AnalysisDeck/mobile Console Market RevenuesOTA Market AnalysisPenetration of Enabled HandsetsOTA Games Subscribers and RevenuesMessaging Based GamingBrowser Based GamingDownload Based GamingInteractive Gaming and Super-DistributionEuropean Mobile Gaming - Competing Business Models, Value Chain and Business Model AnalysisLooking at the Complete Value ChainOverviewValue Chain Revenue Breakdown Examining Different ScenariosEuropean Mobile Gaming - Competing Business Models, RecommendationsRecommendationsRecommendations for the Industry as a WholeRecommendations for Individual Parts of the Value ChainEuropean Mobile Gaming - Competing Business Models, Frost & Sullivan AwardsCustomer Education InnovationSony Ericssondswds




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