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市場調査レポート

新たなHSPAアプリケーション

Emerging HSPA Applications

発行 Mobile Market Development Ltd
出版日 2009年09月 商品コード 100538
ページ情報 英文 29 PAGES
価格
US$ 3,500 換算 ¥ 281,645 (税抜) PDF by E-mail (Single User License)


原文目次

Abstract

Two recent reports from Mobile Market Development' s ' Maximising Wireless Profit' Program 2009 have investigated developments in mobile broadband:

  • Consumer Data Propositions (March 2009) examined the consumer mobile internet market and MNOs' approaches to stimulating customer demand;
  • Mobile Broadband Strategies (April 2009) profiled customer demand for mobile broadband and examined MNOs' data revenues and developments in mobile data capacity.

Applications and services such as mobile e-mail, browsing the mobile internet or MNO portals work well with existing data bearers such as GPRS and EDGE. Despite this, the level of uptake of data services has consistently failed, so far, to offset falls in ARPU caused by erosion of voice ARPU. However, the emergence of HSPA applications, alongside more capable terminals and more realistic data pricing may represent a tipping point that will lead to a radical change in the role of MNOs and the critical success factors they need to address.

This report focuses on the popular applications and services that exist on mobile and other platforms where the utility, usability and value to the user increases greatly with the existence of high performance data bearers such as HSPA. The application categories examined are entertainment & recreation, communications and enterprise applications, and the substitution of fixed line broadband for mobile broadband offerings.

The report concludes that MNOs may have to adopt a new approach to maximise success in the future and details some of the actions they should take to make sure they benefit from the emergence of HSPA-enabled applications.

Table of Contents

  • 1. Overview
  • 2. Introduction
    • 2.1. Background to the Report
    • 2.2. Report Content & Structure
    • 2.3. Currencies Used
  • 3. Entertainment & Recreation
    • 3.1. Music
    • 3.2. Gaming
      • 3.2.1. Networked Gaming at Home
      • 3.2.2. Mobile Games and ' Social Play Networks'
      • 3.2.3. Massively Multiplayer Online (MMO) Games
      • 3.2.4. Virtual worlds
    • 3.3. Video
      • 3.3.1. Social Networking and User Generated Content
      • 3.3.2. Broadcast and Video-on-Demand
      • 3.3.3. SlingBox and SlingPlayer
  • 4. Communication, Navigation and Enterprise Applications
    • 4.1. Voice Calls, Voice Conferencing and Video Calls
      • 4.1.1. Skype
      • 4.1.2. Google Voice
    • 4.2. Broadband on Public Transport
  • 5. Fixed Broadband Substitution
    • 5.1. Mobile Broadband at Home & Office
    • 5.2. MiFi (Mobile Wi-Fi)
    • 5.3. HSPA for Public Internet Access
  • 6. Conclusions and Recommendations
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