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市場調査レポート

スマートフォン市場の展望(2011-2016年):ゲーム・音楽配信・エンターテインメントの市場機会

Smartphone Report: Gaming, Digital Music Distribution and Entertainment Opportunities 2011-2016

発行 Visiongain Ltd 商品コード 220574
出版日 ページ情報 英文 149 Pages
納期: 即日から翌営業日
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スマートフォン市場の展望(2011-2016年):ゲーム・音楽配信・エンターテインメントの市場機会 Smartphone Report: Gaming, Digital Music Distribution and Entertainment Opportunities 2011-2016
出版日: 2011年09月06日 ページ情報: 英文 149 Pages
概要

当レポートでは、エンターテインメントデバイスとしてのスマートフォン市場の展望について調査分析し、スマートフォンによるゲーム、音楽配信、エンターテインメントの市場における主要動向・ビジネスモデル・ビジネスケースの検証、スマートフォンの販売台数予測(〜2016年:OS別)、世界のモバイルアプリケーション収益の予測(〜2016年)、関連企業への提言などをまとめ、概略下記の構成でお届けいたします。

エグゼクティブサマリー

第1章 エンターテインメントデバイスとしてのスマートフォン:イントロダクション

第2章 スマートフォン&ゲーム市場分析

  • 従来型ハンドヘルドゲームコンソール市場
  • Nintendo 3DSのスマートフォンゲームへの脅威
  • 3D:スマートフォン市場におけるゲームチェンジャーとなるか?
  • PlayStation Vita:スマートフォンのコンソールへの組込み
  • Sony Ericsson Xperia Play:PlayStationスマートフォン
  • モバイルゲーマーの区分
  • ソーシャルメディアゲーム
  • ゲームアプリケーション価格:無料・有料
  • フリーミアム vs プレミアムビジネスモデル
  • ゲームアプリケーション:ディベロッパー・プラットフォーム別
  • スマートフォン固有のゲームジャンル
  • スマートフォン導入率におけるゲームの重要性
  • Angry Birds:アプリケーションのサクセスストーリー
  • モバイルゲーム:広告収益

第3章 スマートフォン&デジタルミュージック配信市場

  • iPod販売の下落
  • デジタルダウンロードの下落
  • デジタルダウンロード vs クラウド
  • ミュージック産業を引き継ぐスマートフォン
  • 世界初のアプリケーションアルバム
  • デジタルミュージック:主要統計(2011年)
  • スマートフォン用フリーミュージックアプリケーション
  • 主なスマートフォン用クラウドミュージックサービス
  • MPプレーヤーとしてのスマートフォン

第4章 エンターテインメントデバイスとしてのスマートフォン

  • ニュース・エンターテインメントアプリケーション
  • ソーシャルメディア
  • モバイルTV
  • カメラ・写真アプリケーション
  • ビデオ録画
  • LTE・エンターテインメントデバイスとしてのスマートフォンへの影響

第5章 ビジネスケース

  • ゲーム&ミュージックアプリケーションのビジネスケース
  • アプリケーションへの既存のビジネスモデルの適用
  • ゲーム内広告の事例
  • 将来のビジネスケース
  • アプリケーションのポテンシャル

第6章 予測

  • エンドユーザーへのスマートフォン販売台数:2010-2016年
  • エンドユーザーへのスマートフォン販売台数:OS別:2010-2016年
  • エンドユーザーへのAndroidフォン販売台数:2010-2016年
  • エンドユーザーへのiOSフォン販売台数:2010-2016年
  • エンドユーザーへのMicrosoftスマートフォン販売台数:2010-2016年
  • エンドユーザーへのその他のOSのスマートフォン販売台数:2010-2016年
  • エンドユーザーへのRIMスマートフォン販売台数:2010-2016年
  • エンドユーザーへのSymbianスマートフォン販売台数:2010-2016年
  • スマートフォンの市場シェア:OS別:2010-2016年
  • 世界のモバイルアプリケーション収益:2010-2016年
  • 世界のアプリケーション市場のシェア:地域別
  • スマートフォン普及率:2011-2016年
  • モバイルエンターテインメント産業市場:2010-2016年
  • モバイルゲーム市場:2010-2016年
  • スマートフォンによるミュージック購入:2010-2016年
  • ゲーム内広告収益:2010-2016年

第7章 提言・総論

  • 現在のビジネス環境
  • なぜゲームは売れるのか
  • 新興経済圏へのターゲティング
  • 将来に向けた取り組み
  • 重要性の高いアプリケーションストア
  • 提言:広告業者
  • 提言:コンテンツプロバイダー
  • 提言:製造業者
  • 最先端の維持

付録

図表

目次

True Entertainment Potential of Smartphones

Is the Smartphone capable of swallowing the market for both handheld consoles and personal music players? Our research show that with declining iPod sales and an explosion in downloads of Smartphone game apps; the answer is yes. This report details the opportunities arising from this unique situation and also traces the future revenue generating potential of the Smartphone, as a one stop entertainment device.

Gaming to secure revenue streams

How can developers, operators and handset manufacturers' monetise the games app? As successful Smartphone games like Angry Birds reveal the vast revenue streams and franchise possibilities of Smartphone games, this report underlines the transformative effect that LTE and 4G will have on the Smartphones capabilities. With a host of features exclusive to these devices the opportunities set to open up between 2011 and 2016 will see the Smartphone revolutionise the mobile entertainment industry.

The changing face of the music industry

How will music and the cloud impact on the Smartphone market? As the music industry witnesses the steady terminal decline of both digital downloads and personal music players, 2011 marks a turning point in the relationship between Smartphones and digital music. With cloud services transforming the way consumers listen to songs, mobile based cloud services are set to make Smartphones indispensible, driving adoption rates and revenue streams.

What is Different about this Report?

We conducted an independent and unbiased non-vendor affiliated assessment of the Smartphone gaming music and entertainment market. We surveyed and interviewed several key industry players to gain an in-depth view of the market. We believe such a research will help you in assessing the market potential and in designing Smartphone gaming music and entertainment strategies.

Some of the key points researched and forecasted include:

  • How will Smartphones in mass market evolve by 2016?
  • Where is Smartphone Gaming headed?
  • Can Smartphones replace handheld gaming consoles and mp3 players?
  • Which mobile platform is the best choice for entertainment application developers in terms of UI and manageability?
  • What are the Smartphone related challenges facing MNOs?
  • What is the impact of Android's growth on other platforms adoption by mass market?
  • What are the key entertainment applications necessary to drive adoption of Smartphones?
  • Will LTE change the way we use Smartphones as entertainment devices?
  • What new entertainment applications will be supported by LTE?
  • How can operators monetise these opportunities?

Visiongain is a trading partner with the US Federal Government.

Table of Contents

Executive Summary

  • E1. Mobile Gaming is Fuelling the Smartphone Adoption Rate
  • E2. Handheld Game Consoles Pose a New Challenge to Smartphone Gaming
  • E3. Mobile Music and the Shift Towards the Cloud
  • E4. Smartphones and the Future of Entertainment in the LTE Era
  • E5. Points Emerged From This Research

1. Introduction to Smartphone as an Entertainment Device

  • 1.1. Defining Smartphones
  • 1.2. History of Mobile Gaming
  • 1.3. Smartphone and Convergence
  • 1.4. Continued Growth of Smartphone Market
    • 1.4.1. Smartphone Operating Systems
  • 1.5. PC-Mobile Gap Paving Way for Smartphone as Entertainment Device
  • 1.6. Popular Smartphone Features
  • 1.7. The Future of Mobile Gaming
  • 1.8. The Future of Mobile Music
  • 1.9. Aim of This Report
  • 1.10. Questions Answered by this Report
  • 1.11. Structure of the Report
  • 1.12. Methodology

2. Smartphone and Gaming Market Analysis

  • 2.1. Traditional Handheld Games Console Market
    • 2.1.1. Nintendo and Sony - A Threat to Smartphone Gaming?
    • 2.1.2. Handheld Nintendo console sales
    • 2.1.3. Most Popular Handheld Consoles
  • 2.2. The Threat to Smartphone Gaming from the Nintendo 3DS
    • 2.2.1. 3DS Price Slash
  • 2.3. Will 3D be a Game Changer in the Smartphone Market?
    • 2.3.1. How 3D technology works
    • 2.3.2. Creating 3D content - A Driver for Uptake?
    • 2.3.3. How to Make 3D Smartphones Successful
  • 2.4. PlayStation Vita - Incorporating the Smartphone into the Console
    • 2.4.1. PlayStation Vita and Location Based Services
    • 2.4.2. PS Vita to Feature SMS Services?
    • 2.4.3. Analysing Threat to Smartphone from Sony PlayStation Vita
      • 2.4.3.1. Cost - a Factor in the Threat
  • 2.5. Sony Ericsson Xperia Play - The PlayStation Smartphone
    • 2.5.1. Xperia Closing Gap between Console and Smartphone
    • 2.5.2. Sony Ericsson Poised to Increase Market Share?
  • 2.6. Segmenting Mobile Gamers
    • 2.6.1. Recommendations on Segmentation for Game Apps
  • 2.7. Social Media Gaming
  • 2.8. Pricing - Games Apps, Free or Paid?
    • 2.8.1. Free vs. Paid Game Apps - Android
    • 2.8.2. Android Game Apps
    • 2.8.3. Top 10 Most Popular Android App Categories
    • 2.8.4. Free vs Paid Game Apps - Apple App Store
    • 2.8.5. Free vs. Paid - All App Stores
    • 2.8.6. Paid Apps - Price Strategies
    • 2.8.7. Free versus Paid Summary
  • 2.9. Freemium vs. Premium Business Model
    • 2.9.1. Freemium Model - Recommendations
  • 2.10. Game Apps by Developer and Platform
    • 2.10.1. App stores - Developer Revenue Share
    • 2.10.2. Marketing Game Apps to the Right Device
    • 2.10.3. App Development - Choosing a Platform
    • 2.10.4. Platform and handset specifics
  • 2.11. Game Genres Specific to Smartphones
    • 2.11.1. Location based games
    • 2.11.2. Augmented Reality games
    • 2.11.3. Games Console Emulators
  • 2.12. Importance of Gaming to Smartphone Adoption Rates
  • 2.13. Angry Birds an App Success Story
    • 2.13.1. Turning a Game App into a Franchise
    • 2.13.2. Return on Investment Monetising Game Apps
  • 2.14. Mobile Gaming - Advertising for Revenues

3. Smartphone and Digital Music Distribution Market

  • 3.1. iPod Sales in Terminal Decline
  • 3.2. Digital Downloads Also in Decline
  • 3.3. Digital Downloads vs. the Cloud
  • 3.4. Smartphones Take Over Music Industry
  • 3.5. The Worlds First App Album
  • 3.6. Digital Music - Key Statistics (2011)
  • 3.7. Free Music Apps for Smartphones
    • 3.7.1. imeem for Android
    • 3.7.2. TuneWiki for Android
    • 3.7.3. Pandora for Android
    • 3.7.4. OurStage for iPhone
    • 3.7.5. Mobbler for Symbian S60
    • 3.7.6. Nokia Internet Radio for Symbian S60
    • 3.7.7. AccuRadio for WebOS
    • 3.7.8. RadioTime for WebOS
    • 3.7.9. iheartradio for BlackBerry
    • 3.7.10. Slacker Radio for BlackBerry
    • 3.7.11. Pandora for Windows Mobile
  • 3.8. Key Cloud Music Services for Smartphones
    • 3.8.1. Music by Google
    • 3.8.2. Spotify for Mobile
  • 3.9. Smartphones as MP3 Players

4. Smartphone as an Entertainment Device

  • 4.1. News and Entertainment Apps
  • 4.2. Social Media
  • 4.3. Mobile TV
  • 4.4. Cameras and Photography Apps
  • 4.5. Video recording
  • 4.6. LTE and the Impact on Smartphones as Entertainment Devices

5. Business Case

  • 5.1. Business Case for Game and Music Apps
  • 5.2. Applying Existing Business Models to Apps
  • 5.3. The In-Game Advertising Case
  • 5.4. Future Business Case
  • 5.4. Future Business Case
  • 5.6. Potential of Apps defining the Business Case

6. Forecasts

  • 6.1. Total Smartphone Sales to End Users 2010-2016
  • 6.2. Total Smartphone Sales to End Users by OS 2010-2016
  • 6.3. Total Smartphone Sales to End Users for Android Phones 2010-2016
  • 6.4. Total Smartphone Sales to End Users for iOS Phones 2010-2016
  • 6.5. Total Smartphone Sales to End Users for Microsoft Smartphones 2010-2016
  • 6.6. Total Smartphone Sales to End Users for Smartphones of Other OS 2010-2016
  • 6.7. Total Smartphone Sales to End Users for RIM Smartphones 2010-2016
  • 6.8. Total Smartphone Sales to End Users for Symbian Smartphones 2010-2016
  • 6.9. Smartphone Market Share by OS 2010-2016
  • 6.10. Global Mobile App Revenues 2010-2016
  • 6.11. Global App Market Share by Region
  • 6.12. Smartphone Penetration 2011-2016
  • 6.13. Mobile Entertainment Industry Market Value 2010-2016
  • 6.14. Mobile Gaming Market Value 2010-2016
  • 6.15. Music Purchased through Smartphones 2010-2016
  • 6.16. In-Game Ad Revenues 2010-2016

7. Recommendations and Conclusion

  • 7.1. Current business climate
  • 7.2. Why games will sell
  • 7.3. Targeting Emerging economies
  • 7.4. Future Actions
  • 7.5. App Stores Crucial
  • 7.6. Recommendations for Advertisers
  • 7.7. Recommendations for Content Providers
  • 7.8. Recommendations for Manufacturers
  • 7.9. Maintain the Cutting Edge

List of Figures

  • Figure 1: Nokia's Snake
  • Figure 2.6: Nintendo 3DS
  • Figure 2.8: PlayStation Vita
  • Figure 2.10: Sony Ericsson Xperia Play
  • Figure 2.40: Angry Birds
  • Figure 2.41: Angry Birds Success
  • Figure 2.42: Angry Birds Merchandise
  • Figure 2.43: ROI - Angry Birds
  • Figure 3.3: Biophilia App
  • Figure 3.4: imeem
  • Figure 3.5: TuneWIki
  • Figure 3.6: Pandora
  • Figure 3.7: OurStage
  • Figure 3.8: Mobbler
  • Figure 3.9: Nokia Internet Radio
  • Figure 3.10: AccuRadio
  • Figure 3.11: RadioTime
  • Figure 3.12: iheartradio
  • Figure 3.13: Slacker Radio
  • Figure 3.14: Pandora for Windows Mobile
  • Figure 3.15: Music by Google
  • Figure 3.16: Music by Google
  • Figure 3.17: Music by Google

List of Tables

  • Table 1.2: Declining PC Shipments
  • Table 1.4: MID Usage 2009-2010
  • Table 1.8: Global Smartphone Market Share by OS 2010-2011
  • Table 2.3: Total Global Nintendo Handheld Console Sales
  • Table 2.5: Global Sales of Most Popular Handheld Consoles
  • Table 2.7: Key 3D Smartphones
  • Table 2.9: PlayStation Vita Specifications
  • Table 2.10: PS Vita Cost
  • Table 2.12: Sony Ericsson Xperia Play Specifications
  • Table 2.17: Available Android Apps
  • Table 2.18: % Share of Android Apps by Type
  • Table 2.20: Available Android Game Apps
  • Table 2.24: Top 10 Android App Categories Free and Paid
  • Table 2.28: Available Apps - Free and Paid Q2 2011
  • Table 2.30: Average Price for Paid Apps
  • Table 2.33: Freemium Apps - Summary of Challenges
  • Table 2.35: Popular Apps by Developer and Platform
  • Table 2.36: App Stores - Distribution Platforms for Mobile
  • Table 2.37: App Stores - Third Party Distribution Platforms for Mobile
  • Table 2.38: App Stores - Third Party Distribution Platforms for Mobile
  • Table 2.39: App Stores - Third Party Distribution Platforms for Mobile
  • Table 2.45: Angry Birds Production Information
  • Table 2.46: Angry Birds Seasons Production Information
  • Table 2.47: Angry Birds Rio Production Information
  • Table 3.2: Digital Music - Changing Business Model
  • Table 3.4: Digital Music - Key Statistics 2011
  • Table 3.19: Smartphones Running Spotify
  • Table 3.20: Smartphones Running Spotify
  • Table 3.21: Smartphones Running Spotify
  • Table 3.22: Smartphones Running Spotify
  • Table 4.2: LTE Roll Out Schedule
  • Table 4.3: LTE Roll Out Schedule
  • Table 4.4: LTE Roll Out Schedule
  • Table 6.2 Total Smartphone Sales to End Users (Millions) 2010-2016
  • Table 6.4: Total Smartphone Sales to End Users by OS 2010-2016
  • Table 6.6: Total Smartphone Sales to End Users for Android Phones (Millions) 2010-2016
  • Table 6.8: Total Smartphone Sales to End Users for iOS Smartphones 2010-2016
  • Table 6.10: Total Smartphone Sales to End Users for Microsoft Smartphones 2010-2016
  • Table 6.12: Total Smartphone Sales to End Users for Smartphones of Other OS 2010-2016
  • Table 6.14: Total Smartphone Sales to End Users for RIM Smartphones 2010-2016
  • Table 6.16: Total Smartphone Sales to End Users for Symbian Smartphones 2010-2016
  • Table 6.17: Smartphone Market Share by OS 2010-2016
  • Table 6.27: Global Mobile App Revenues 2010-2016
  • Table 6.29: Global App Market Share by Region 2011
  • Table 6.31: Global App Market Share by Region 2016
  • Table 6.33: Global Smartphone Penetration vs. Legacy Devices 2011-2016
  • Table 6.35: Global Smartphone Market Size Growth 2011-2016
  • Table 6.37: Mobile Entertainment Industry Market Value 2010-2016
  • Table 6.39: Mobile Gaming Market Value 2010-2016
  • Table 6.41: Music Purchased through Smartphones 2010-2016
  • Table 6.43: In-Game Ad Revenues
  • Table 6.45: Mobile Entertainment Industry Market Value by Region 2011
  • Table 6.47: Mobile Entertainment Industry Market Value by Region 2016
  • Table 6.49: Mobile Gaming Market Value by Region 2011
  • Table 6.51: Mobile Gaming Market Value by Region 2016

List of Charts

  • Chart 1.1: Decline in Global PC Shipments
  • Chart 1.3: MID Usage 2009-2010
  • Chart 1.5: Global Smartphone Sales 2010-2011
  • Chart 1.6: Global Smartphone Market Share by OS 2010
  • Chart 1.7: Global Smartphone Market Share by OS 2011
  • Chart 1.9: Most Popular Smartphone Features 2011
  • Chart 1.10: % of All Apps Downloaded
  • Chart 2.1: Mobile Gaming Market Value 2010-2011
  • Chart 2.2: Total Global Nintendo Handheld Console Sales by Region
  • Chart 2.4: Global Sales of Most Popular Handheld Consoles
  • Chart 2.13: Mobile Gamers vs. Traditional Gamers by Age
  • Chart 2.14: Mobile Gamers vs. Traditional Gamers by Gender
  • Chart 2.15: Free vs. Paid All Apps
  • Chart 2.16: Android % of Free and Paid Apps
  • Chart 2.19: Android Apps by Type
  • Chart 2.21: % of total apps for Gaming - Android
  • Chart 2.22: % Share of Game Apps by Genre
  • Chart 2.23: Top 10 Android App Categories Free and Paid
  • Chart 2.25: Apple App Store Top 25 Games % Free and Paid
  • Chart 2.26: Apple App Store - Top 25 Grossing Games by Price
  • Chart 2.27: Available Apps - Free and Paid Q2 2011
  • Chart 2.29: Average Price for Paid Apps
  • Chart 2.31: Average App Price 2009-2011
  • Chart 2.32: Revenue Generated from Top 100 Apple App Store Games 2011
  • Chart 2.34: % of Most Popular Developers Creating Cross Platform Game Apps
  • Chart 2.40: Available iPad Apps by Category
  • Chart 2.48: In Game Ad Revenues
  • Chart 3.1: iPod Sales 2008-2011
  • Chart 3.2: Digital Music - Changing Business Model
  • Chart 3.18: Spotify Paying Subscribers March - July 2011
  • Chart 3.23: Smartphone application and activity popularity
  • Chart 4.1: News and Entertainment Average Monthly Spend per User by OS
  • Chart 6.1: Total Smartphone Sales to End Users (Millions) 2010-2016
  • Chart 6.3: Total Smartphone Sales to End Users by OS 2010-2016
  • Chart 6.5: Total Smartphone Sales to End Users for Android Phones (Millions) 2010-2016
  • Chart 6.7: Total Smartphone Sales to End Users for iOS Smartphones 2010-2016
  • Chart 6.9: Total Smartphone Sales to End Users for Microsoft Smartphones 2010-2016
  • Chart 6.11: Total Smartphone Sales to End Users for Smartphones of Other OS 2010-2016
  • Chart 6.13: Total Smartphone Sales to End Users for RIM Smartphones 2010-2016
  • Chart 6.15: Total Smartphone Sales to End Users for Symbian Smartphones 2010-2016
  • Chart 6.18: Smartphone Market Share by OS 2010
  • Chart 6.19: Smartphone Market Share by OS 2011
  • Chart 6.20: Smartphone Market Share by OS 2012
  • Chart 6.21: Smartphone Market Share by OS 2013
  • Chart 6.22: Smartphone Market Share by OS 2014
  • Chart 6.23: Smartphone Market Share by OS 2015
  • Chart 6.24: Smartphone Market Share by OS 2016
  • Chart 6.25: Smartphone Market Share by OS 2010-2016
  • Chart 6.26: Global Mobile App Revenues 2010-2016
  • Chart 6.28: Global App Market Share by Region 2011
  • Chart 6.30: Global App Market Share by Region 2016
  • Chart 6.32: Global Smartphone Penetration vs. Legacy Devices 2011-2016
  • Chart 6.34: Global Smartphone Market Size Growth 2011-2016
  • Chart 6.36: Mobile Entertainment Industry Market Value 2010-2016
  • Chart 6.38: Mobile Gaming Market Value 2010-2016
  • Chart 6.40: Music Purchased through Smartphones 2010-2016
  • Chart 6.42: In-Game Ad Revenues
  • Chart 6.44: Mobile Entertainment Industry Market Value by Region 2011
  • Chart 6.46: Mobile Entertainment Industry Market Value by Region 2016
  • Chart 6.48: Mobile Gaming Market Value by Region 2011
  • Chart 6.50: Mobile Gaming Market Value by Region 2016

Companies Listed

  • 3 (Denmark)
  • AccuRadio
  • Aircell
  • Al Madar
  • Amazon
  • AndSpot
  • Apalon
  • Appitalsim Mobile Streams
  • Apple
  • Archos
  • Asiaspace
  • AT&T Mobility
  • Backflip Studios
  • BayRICS
  • Bell (Canada)
  • Bite
  • Cell C
  • Cellcom
  • Cellular South
  • CentreNet
  • CenturyTel
  • Chillingo
  • China Mobile
  • China Telecom
  • Chunghwa Telecom
  • Claro
  • CLEAR Mobitel
  • Commnet Wireless
  • Cox Communications
  • CSL Limited
  • Deutsche TeleKom
  • DiGi
  • Discovery Communications
  • DNA
  • E Plus
  • Electronic Arts
  • Elisa
  • Emobile
  • EMT
  • Entel PCS
  • Etisalat Mobility
  • Fasmicro
  • FastApp
  • Fonpit AG
  • Gameloft
  • General Software
  • Glu
  • Google
  • Halfbrick Studios
  • Handmark
  • Hitachi
  • HTC
  • Huawei
  • Hutchison 3
  • iheartradio
  • imeem
  • INQ
  • Intertek
  • Kalador Entertainment
  • Kcell
  • KDDI
  • KPN
  • KT
  • Lap wireless
  • LG Telecom
  • LightSquared
  • LMT
  • M1
  • MetroPCS
  • Microsoft
  • MiKandi
  • Mobango
  • Mobbler
  • MobiHand
  • Mobikom (Austria)
  • Mobyland
  • Motorola
  • Movistar
  • MTS Allstream
  • Ndoo
  • Nintendo
  • Nokia
  • NTT DoCoMo
  • Nukona
  • O2 (Telefonica)
  • Optus
  • Orange
  • OurStage
  • Outfit 7
  • Palm
  • Pandora
  • PCCW
  • Pocket Gear
  • Public Service Wireless
  • Qualcomm
  • RadioTime
  • RIM
  • Rogers Wireless
  • Rostelecom
  • Rovio Mobile
  • Samsung
  • Sasktel
  • SFR
  • Sharp
  • Shaw Communications
  • SingTel
  • SK Telecom
  • Slacker Radio
  • SlideME
  • Smartone
  • Softbank Mobile
  • Sony
  • Sony Ericsson
  • Spotify
  • Sprint Nextel (US)
  • Starhub
  • STC
  • Svyazinvest
  • Swisscom
  • T Mobile
  • TDC
  • TeliaSonera (Sweden)
  • Tele 2
  • Telecom Italia
  • Telecom NZ
  • TeleNor
  • Telenor Magyarorszag
  • Telenor (Sweden)
  • Telia (Denmark)
  • TeliaSonera
  • Telstra
  • Telus
  • Texas Energy Network
  • TMN
  • T-Mobile (UK)
  • T-mobile (USA)
  • TuneWIki
  • UCell
  • UME EPM
  • Verizon Wireless
  • VHA
  • Viva Cell-MTS
  • Vivo
  • Vodacom
  • Vodafone
  • Vodafone (NZ)
  • Wind
  • Yota
  • ZAIN
  • Ziggo4
  • ZTE
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