Mobile Gaming In South Korea
| Publication Date | May 2006 |
|---|---|
| Publisher | Ovum |
| Product Type | Report |
| Pages | 9 |
| ISBN Number | not applicable |
| Product Code | OVM00204 |
Summary
Mobile gaming has grown continuously and is now positioned as one of the more prosperous gaming platforms, along with online games and console games. Operators' mobile games revenues reached around W200 billion (approximately $200 million) in 2005. 39.7% of these revenues came from traffic fees, which are taken by the mobile operator. The remainder of revenues came from content fees. It is usual for approximately 10% and 4.5% of the content fees to be taken by the mobile operator and the solution provider, respectively, while the content provider (for example, the game developer) takes the remainder.
In terms of mobile game downloads, the average number of monthly game downloads for three Korean operators was around 4.5 million during the three months from January to March 2006. That means 12% of mobile users downloaded a mobile game every month.
Content
- Key messages
- Overview of the mobile gaming market
- Mobile game market size
- Genres
- Business model
- More channels are open, but there are no D2C models
- The growing importance of marketing and community
- Pricing models
- The market place for online gaming items
- Will mobile games follow online games?
- Networked mobile games
- 3D mobile gaming
About this Product
Delivery Details
PDF:Delivered by email usually within 4 to 8 UK business hours.
PRINT/CD-ROM:Despatched within 1 to 2 working days.
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