Qualcomm and Teleepoch
Enter Into a 3G CDMA Subscriber Unit License Agreement, October
6, 2007
MTN chooses Cambridge Broadband
Networks for multi-service wireless network in Rwanda, October 6,
2007
Brazilian government to
publish 3G bidding rules soon, October 6, 2007
KTF 3G service suffers
from technical problems, October 6, 2007
Argentina’s Personal
lunches 3G service in Rosario, October 6, 2007
Russia has it's first 3G
network, October 6, 2007
AT&T could drop Alcatel-Lucent
as 3G mobile network supplier, October 6, 2007
Enea Extends License Agreement
with ZTE for 3G Handsets, October 2, 2007
LG to unveil premium handsets
in Brazil, October 2, 2007
KTF 3G subscribers doubled
in less than 3 months, October 2, 2007
3G policy in India will
be non-uniform, October 2, 2007
- previous news
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Mobile Gaming Seen as Key to Branding for 2.5G and 3G Wireless Revenue
Growth
September 25, 2002
Mobile gaming will be the first service to generate significant
revenue and branding opportunities for 2.5G and 3G wireless networks,
services and handsets, according to a new report: "Winning Business
Strategies for Mobile Games" from Alexander Resources, a research,
consulting and education firm specializing in wireless communications.
The report determined that by catering to the youth market and consumer's
insatiable appetite for entertainment products and services, mobile
gaming will initially overshadow growth of enterprise wireless applications.
The report however cautioned that much is at risk. While success
in mobile gaming will reduce doubts about the potential for additional
revenue and growth opportunities in 2.5G and 3G wireless, failure
can be catastrophic. Lack of market acceptance of mobile gaming
will turn away both consumers and investors to future wireless services.
To avoid this problem, the report identifies and examines the marketing,
pricing, billing, sales and support plans and programs that wireless
carriers and handset manufacturers must deploy in order to succeed.
Successful implementation will produce additional benefits. For
example, phones that offer unique gaming controls, audio features
and displays, coupled with specific billing options, will increase
brand loyalty for handset manufacturers and lock in subscribers
for carriers.
Other key findings include:
- The need for wireless carriers to be involved in development,
promotion, and distribution of mobile games and related content.
- Rather than developing proprietary content, carriers should partner
with content aggregators who will identify, select, and purchase
the best mobile games from potentially thousands of developers.
- Mobile games require enhanced billing systems and clearinghouse
services to manage disparate contracts and interfaces with business
partners.
- Vendors should seek multiple sources of fixed and recurring revenue
to be shared up and down the value chain.
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