行動內容技術指南 2006 年版 是由出版商Portio Research Limited在2006年05月所出版的。
這份英文市場調查報告書價格從美金895起跳。
現在行動內容一詞到處都可以聽到。在品牌擁有者或內容所有者進入行動產業的同時,其實也跨越到行動產業以外的領域。但是,就如同在快速成長的技術領域中經常可見的情形,究竟這些內容是如何發佈到用戶端,而用戶又如何對這些內容付費等事項上已經產生某些混亂。
從事與行動、寬頻及協同網路相關市場調查的英國調查公司 Portio Research Limited (總公司:英國 Wilt ),出版了一本關於行動內容( MoCo )技術的報告書 "MoCo Technology Guide 2006"。
本報告書內容包括:對可能獲得之多種內容的了解、內容製作、發佈、向用戶收費等技術及商業模式等。內容綱要摘記如下:
序章
第1章 行動內容服務-簡介
第2章 行動內容服務-發佈方式
第3章 行動內容服務-商業模式
- 以行動內容服務提供業者為基礎的商業模式
- 以內容提供業者為基礎的商業模式
附錄
Abstract
MoCo Technology Guide 2006
With the evolution of mobile networking technologies and handset design,
mobile services are no longer a simple means of 'anywhere' communication.
Mobile services are increasingly being used by subscribers to fulfill their
information and entertainment needs, and for business workers the mobile
handset is fast becoming an invaluable extension of their office environment.
The current market for mobile services can easily be classified into two
categories - voice services and data services.
Among the two types of mobile services, voice services continue to provide the
greatest proportion of overall service revenues for mobile network operators.
However, in some of the saturated and mature mobile markets of the world,
voice services are increasingly becoming commoditised, under intense pricing
pressure, resulting in decreasing revenue growth for mobile service providers.
Under such a scenario, service providers are constantly developing new
non-voice data services, which offer scope for a large number of mobile
applications and value-added services. The major types of data services are
discussed and explained in this convenient handbook.
Data services can be broadly split into three categories - including
communications services, such as text messaging, etc, and access services,
such as online time searching for content or online connection to company
servers, and finally content services, such as ringtones, games and other
downloads. Content services is the largest category of offerings, such as
music (including ring tones), games, videos, images, wallpapers, news and
infotainment, etc. These services are primarily designed to entertain
subscribers during their leisure time and many such services enjoy high levels
of acceptability, especially ringtones and games, to mention two of the most
popular services. Novelty, pricing and matching consumer's tastes and
preferences are the key challenges for mobile service providers and other
content providers in this sector.
The worldwide market for mobile content services was estimated to be worth USD
17.6 billion in 2005. The introduction of advanced mobile handsets and faster
3G technologies is expected to increase the market for mobile content services
to USD 59 billion by 2009. While the market share of ringtones is expected to
decrease from 31 percent in 2005 to about 8 percent in 2009, mobile gambling
and games are predicted to emerge as the key drivers of the growth of mobile
content services in the coming years.
Table of Contents
Introduction
Mobile Content Services - An Overview
- Type of Mobile Content Services
- Market Size and Growth
Mobile Content Services - Delivery Process
- Key Activities
- Mobile Content Services - Business Models
- Mobile Network Operator-based
- Business Model
- Content Providers-based Business
- Model
Appendix