MCF Releases 2011 Japan Mobile Report
Mobile Content Forum (MCF) has announced the findings of the mobile-related market from January to December 2011. In MCF, systems and services (mail order) (various box office, ticket sales transportation system), the Securities and Exchange transaction system (, auction, such as gambling market “mobile content” market merchandise to pay for digital content delivery such as ring tones and games and “mobile commerce market” of) commission of, is called the “relevant market mobile content” market of these two.
This is the first paragraph of an article found on wirelesswatch.jp It contains some interesting insights that fit the consumer and business insights focus of our blog. The article continues …
Mobile-related market of 1.9 trillion yen market in 2011 Relevant market mobile content has become a trillion 906.1 billion yen in 2011, 115% year-on-year. Of this total, 734.5 billion yen the mobile content market is 114% year-on-year, mobile commerce market was 171.6 billion yen a trillion of 116% over the previous year.
Trends in the mobile content market Expanding the smartphone Android 5.3 times year-on-year, the number of 100 million mobile phone subscribers is 25.77 million contract, the model can access the net has become a 100 million contract 3,450,000 at the end of June 2012. In the data another smartphone platform, but was user 2170000 user 3780000, and Android for the iPhone in December 2010, to December 2011 the following year, Android user 11460000, iPhone has become user 6740000 was.
Of the market for feature phones, ring tones and mobile gaming market, such as Kisekae / decoration became the market falls below the previous year either. On the other hand, avatars and items charged social gaming market was 207.8 billion yen market and 150% year-over-year. In addition, 14.0 billion yen of 110% / news weather, video market has become a 17.6 billion yen of 109%.
Trends in the mobile content market for feature phones Deepening dependence on social gaming content market for smartphones, in addition, in method of accounting for the smartphone content market, the composition ratio of additional charging system of social games and the highest 58.3% of the market accounted for 47 billion yen 80.6 billion yen. Monthly billing ¥ 20.6 billion of 25.6%, and the download is charged 16.1% followed by 13 billion yen.
Have been analyzed by another content, ¥ 48.1 billion, 59.7 percent of the content really is by social games for smartphones, with the move to smartphones, and growing reliance on social games in the MCF.
It should be noted that social gaming market in the mobile content market was ¥ 255.9 billion, growing 184 percent year-over-year.
Changes in social games in the mobile content market Store activates the large-screen mobile smartphones, product sales and services system, “mobile commerce market” of a transaction system in 2011 was 171.6 billion and 1 trillion yen. Breakdown of each market, ¥ 583.9 billion of 133% year-over-year systems are shops, 424.9 billion yen the previous year is 103% service system, transaction system was 162.8 billion yen and 103% year-on-year.
Merchandise system, depending on the transition to smartphones and tablets, and the result was a large-screen display prompting the activation of the mail order market. Service system, but growth has slowed, by smartphone equipped with NFC contactless IC such as an increase in the future, market expansion is expected.
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