2008
The Future of mGaming - Kenny Yang and Richard White (2008) PDF Print E-mail
Written by Administrator   
Friday, 22 August 2008 11:20

Many companies appear to be embracing 2008 as the year when Mobile Gaming reaches a new level of adoption and success. Various players in the industry, ranging from operators, content aggregators, publishers, and even hardware manufacturers appear very upbeat on the industry’s outlook. For example, Gameloft recently announced development of 15 titles for 2008 for the Apple iPhone, Massive Multiplayer Online games (MMO) seem poised to take advantage of advances in hardware, and MoBaGe (Mobile Game Town) has recently surpassed DoCoMo’s i-mode main menu in popularity.

The aim of this report is to understand the future of mobile gaming in Japan. By understanding the current situation in the market and analyzing trends in relation to Japanese hardware manufacturers, operators, and content providers, we have identified possible future trends in this industry. Which trend actually occurs in the Japanese marketplace will be dependent on several factors; however, the overall trend appears to be that mobile gaming will not be successful in and of itself. Rather, in whatever form it takes, mobile gaming will be just one component in the consumer’s overall mobile entertainment space.
Last Updated ( Wednesday, 09 September 2009 21:35 )
Read more...
 
Diffusion of Mobile Full Browsers - Kazunori Otsu (2008) PDF Print E-mail
Written by Administrator   
Friday, 22 August 2008 11:19
This case study is written based on primary research and secondary research on mobile full browser and customer adoption of new mobile technologies. A survey was conducted both online and on the IUJ campus. A mail interview with jig.jp and Opera Software were conducted to gain insights from mobile full browser developer’s perspective. The purpose of this study is to examine the nature of customer behavior toward new mobile technologies and the critical factors which affect the adoption of new mobile technologies; especially mobile full browser. This study’s findings could guide mobile full browser vendor, handset manufactures, Operators and contents providers in enhancing customer satisfaction, and could give recommendations for solving marketer’s concerns.
Read more...
 
Children and Mobile Phones - Brandon Baker (2008) PDF Print E-mail
Written by Administrator   
Friday, 22 August 2008 00:00

The popularity of the mobile phone around the world has exceeded all expectations. Its daily use has spread across the continents, and through almost every cohort. Now, to gain more market share mobile operators are aiming their attention and marketing to the youngest of children. Recently, a Japanese toy manufacturer and television show producer, Bandai, started to market mobile phones in a completely new manner. The company has implemented un-branded mobile phones that have amazing powers directly into the plots of its super hero shows. This form of product placement is a new phenomenon in the world of marketing. The average viewer age is 5.5 years old; with 35.6% of Japanese children under the age of 3, 48.3% between the ages of 3 and 6, and 24.1% of elementary school students, grades 1 to 6, watching the super hero programs (“子供のテレビ” 2004). Discovering the effects of the product placement would prove beneficial to a variety of groups concerned with the mobile phone industry and child rights.

Last Updated ( Friday, 22 August 2008 00:12 )
Read more...
 


 

Upcoming Events

Login Form