Youth Driving Asia's Mobile Market
As all Wireless Watchers will know, the youth market in the Asia-Pacific region is becoming a significant driver for growth in the region’s mobile-phone market, according to a report by In-Stat. Around 10-15 percent of all youth disposable income is spent on mobile products in developed countries, displacing spending on traditional youth products like clothing, toys, comic books, etc., while messaging accounted for 40.3 percent of Asian mobile youth data expenditures in 2004.

KDDI will export BREW-based mobile game know-how to American telecoms hungry for advanced mobile content. Game producers Interactive Brains and Mobcast Inc. are KDDI’s first partners in this venture.
Mobile content distributor
DoCoMo ruled 2004 with their 900i-series 3G phones and exclusive Final Fantasy VII spin off game ‘Before Crisis’ but spring 2005 belongs to KDDI. Japan’s leading 3G carrier has just whipped out a whole new posse of BREW-based mobile multiplayer games for their WIN CDMA 1X 3G handsets: Bandai’s Gundam (Kidousenshi Gundam 3D Meguri Ai Sora Hen); Bomberman 2 from Hudson; Armored Core; Ace Combat by Namco; Sega Rally; Street Fighter II and more. In February, KDDI launched
Online bookstores are nothing new but KDDI has wrapped up a mobile reading solution that transforms cell phones into personal book-mobiles. Starting 21 April, EZ Book Land for au WIN EV-DO cell phones brings bestsellers, business titles, movie novelizations, manga (comics) and anime right onto handsets — 7,000 titles from ten sites. Like the EZ Channel video program service, books auto-download to subscribers late at night (when network demand is low) to be read at leisure with no connection fees to worry about. Viewer software is provided by the XMDF e-book viewer developed by Sharp for regular titles and Celsys