Insights From Korean TMT(Technology, Media, Telecom) Sector

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    Insights From Korean TMT(Technology, Media, Telecom) Sector - Presentation Transcript

    1. 8 th September 2006 Copyright © 2006 by Veyond No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means — electronic, mechanical, photocopying, recording, or otherwise — without the permission of Veyond This document provides an outline of a presentation and is incomplete without the accompanying oral commentary and discussion. Insights and Trends From Korea
    2. MVNO (USA) Mobile TV (Satellite DMB) Mobile Music Internet Portal Mobile Game Segment Marketing Social Networking
    3.  
    4.  
    5.  
    6. Mobile TV
    7. Mobile TV
    8. Mobile TV
    9. Terrestrial DMB vs. Satellite DMB TU Media 13,000($13)/month Nationwide X 3 Major Broadcasters, 1 Cable Ch. 2 DMB consortium Free (for now) Seoul/Kyung-gi Province O Operator Charge Coverage Real-time Broadcasts
    10. Satellite DMB CF – focused on ‘Premium Contents’ TU provides relay broadcast like MLB, Japanese Baseball, K-1
    11. Terrestrial DMB CF – focused on ‘Real-Time Broadcasting’ Due to the Broadcasting Regulation, Only T-DMB can provide real time contents
    12. Satellite DMB – A killer contents raises the program rating The rating of relay broadcast for a Japanese Baseball leaguer Lee, Seung-yeob’s game was jumped by increase of Korean People’s interests
    13. Satellite DMB Overview
    14. Satellite DMB – Analysis of Subscribers Subscribers’ Age, Gender, ARPU Trend of S-DMB Subscribers
    15. Terrestrial DMB – Business Model
    16. Terrestrial DMB – Business Model
    17. Terrestrial DMB – Value Chain
    18. Terrestrial DMB – Subscribers Prospect
    19. World Mobile TV handset Market Prospect
    20. Time slot of Classic TV vs DMB
    21. Where do you want to use DMB? T-DMB S-DMB Public Transportation School, Workplace Public Area Home Auto Mobile Transportation School, Workplace Public Area Home Auto Mobile
    22. Various Types of DMB handsets
    23. Spreads of DMB in Korea Watching DMB in the subway DMB phone statues in public
    24. DMB service in Germany
    25. Prediction and Reality
    26. User Profile
    27. Minute of Usage
    28. Contents Preference
    29. Mobile Music
    30. Mobile Music Portal by SK Telecom (MELody + Online) Melon’ s Website Key Features
      • Launched in November of 2004
      • Let subscribers listen to music “Whenever, Wherever, on Whatever Devices They Want”
      • Easy access from a mobile and fixed-line network
      • Provides unlimited music streaming and downloading services for only 5,000 won ($5) a month
      • Downloaded music can be transmitted to mobile phones though Melon
    31. Key Impressions of Melon The Number of Increasing Subscribers Key Impressions
      • Total 600,000 subscribers with 40% growth rate a year
      • The best business model for consumers who want as much mobility and content available, irrespective of device or file format
      • Open & standardized file formats need to be developed to ensure compatibility with any handset or network platform
      • Other technology advances and user acceptance according to them in South Korea may affect its success
      (MELody + Online)
    32. Comparison between Melon and iTunes iTunes Focuses on Korean pop music The overwhelming rate of MP3 phone owners The prevalent pirated music files Linked with mobile provider The market for western pop music is too small Relatively small market share of iPod Service Charges are relatively expensive Cannot transmit music files to other devices Content Environment Price Interopera-tability
    33. Mobile Music Korea MNO Mobile Music Overview
    34. Mobile Game
    35. Mobile Game Portal by Operator SK Telecom ‘GXG’ KTF ‘GPANG’
    36. Mobile Game Kart Rider ‘ Coca Cola Advertising’
    37. Mobile Game Kart Rider ‘ Mini Advertising’
    38. Mobile Game Mobile Game Revenue Share Scheme
    39. Mobile Game Mobile Game Portal of MNO
    40. Mobile Game
    41. Mobile Game Mobile Game User Survey (2002/2004)
    42. Mobile Game
    43. Mobile Game
    44. Mobile Game One Button Mobile Game for Female Users
    45. Mobile Game Nexon Mobile N0 2 in Korean Mobile Game Market after Com2Us Mother Company is Nexon one of the strongest Online Game Company Annual Revenue 11 million dollar Trying to converge Online Game and Mobile Game (Wireless and Fixed Internet Convergence)
    46. Mobile Game
    47. Mobile Game
    48. Mobile Game Mobile Game Competition
    49. Mobile Game 2006. August Vivendi Games CEO Bruce Hack Korea is No3 country in Mobile Game Market After US, Japan Will enter Korean Game Market Both Online Game and Mobile Game Korea Game Industry is really advanced and wish to make joint venture
    50. Mobile Game KTF Weekly Mobile Game Chart
    51. Mobile Game Mobile Game Market Size
    52. Mobile Game Game Industry Overall
    53. Mobile Game Game Industry & Age Group
    54. Mobile Game Mobile Game User Claims
    55. Mobile Game Mobile Game Revenue Scheme
    56. Mobile Game Mobile 3D Game Handset
    57. Mobile Game Mobile 3D Game Handset
    58. Social Networking
    59. Social Networking
    60. Cyworld and T Online Joint Venture Cyworld in Taiwan Social Networking
    61. Cyworld in Japan Social Networking
    62. Cyworld vs. Naver MySpace vs. Blogger Social Networking
    63. Cyworld Social Networking
    64. Cyworld Mini Hompy Social Networking
    65. Mobile Cyworld 1.8 million V Social Networking
    66. Cyworld Map made by members (UCC, WEB 2.0) Social Networking
    67. Cyworld Members & Digital Item Acorns Social Networking
    68. Cyworld MiniRoom, MiniMe Social Networking
    69. 2006 WIBTA (Wharton - Infosys Business Transformation Awards) Previous recipients of the Award includes Amazon, Samsung Electronics, Standard Chartered Bank, ING Direct Social Networking
    70. Cyworld ‘Wave’ V V Social Networking
    71. Understanding Korea
    72. Handset Review Understanding Korea
    73. Early Adopter and Active Customer ‘ Prosumer’ Understanding Korea
    74. Korean Game Market Size Understanding Korea
    75. Korean Online Game Market Understanding Korea
    76. Korean Mobile Payment Market Understanding Korea
    77. Korean Banking User Pattern Understanding Korea
    78. Location Based
    79. Location Based
    80. Location Based
    81. Location Based

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