| The mobile phone online games operating revenue | | | | 2003-2007, the start-up stage in Britain, 2008-2010, the |
| was 110 million pounds in Britain, 2007, with a growth | | | | rapid developing stage, 2011 and the following years will |
| rate of 343.8% compared with that in 2006, and the | | | | see a mature market. |
| number of revenue is predicted to be 380 million in | | | | The rapid growth of computer online games and the |
| 2008, the average compound growth rate from | | | | wave of wireless value-added services gave birth to |
| 2007-2010 being 150%. The market of mobile phone | | | | mobile phone online games. Mobile phone personal |
| online games is going to see a period of rapid | | | | game companies started to develop online games. |
| development. | | | | During 2005 to 2007, more enterprises stepped into |
| There were 16 million clients playing mobile phone online | | | | the field. However, due to the limit of operating |
| games in 2007, growth rate 320%, compared with that | | | | environment and subscriber recognition, its developing |
| in 2006. The number will jump to 154 million in 2010.The | | | | step was not that intense, nor was the competition. As |
| average compound growth rate is estimated to be | | | | a result, online games could earn enough money to |
| 135.6% from 2007 to 2010. | | | | support its running, so most companies didn't have to |
| Mobile phone online games refer to, computer games | | | | invest huge capital for sustaining operation. |
| played on mobile phones that use JAVA, | | | | 2008 has brought along the period of the Third |
| BREW-based-at-terminal technology, requiring | | | | Generation, which further brought along upsurge of |
| connection to wireless network and enable multi-player | | | | merger among mobile phone game enterprises. A |
| to play simultaneously. JAVA games, at present, | | | | competition pattern has taken initial shape. Meanwhile |
| occupy 80% of the market. | | | | the industry as a whole has drawn much attention |
| Online games will take the place of personal games in | | | | from investors, and investment has poured in. After |
| the field of mobile phone games. At the same time, risk | | | | 2011, the market will become mature in Britain, and |
| investors move their views to the online game market. | | | | government will attach proper supervision over mobile |
| The business will become a new point of growth in | | | | phone online games. At that time, there will be a new |
| electronic game industry and represent the orientation | | | | capital integration, and a new market pattern will come |
| of future development. It will receive much attention | | | | into being. Then the second investment peak will be |
| from investing organizations during 2008-2009 and | | | | welcomed and the upsurge fades at last. |
| large-scale venture capital would pour in. | | | | |