(keitai-l) content stats?

From: dc <dc_at_gamelet.com>
Date: 09/10/00
Message-id: <NDBBIMKLMLJDNPBHMGJAGEPDDGAA.dc@gamelet.com>
Can anyone point me to some statistics on popular content types online?
I hear numbers like:
	"52% of packets are entertainment content"
	"31% of hits on ezi are for game contents"

for example bandai have ~1.2M subs for their charappa. But is content
business totally hits driven? eg the top ten sites have 95% of the
subscribers, and other sites have hardly any?

what's the comparison between entertainment [games/charappa/chakumelo] and
stock tips?
how many different products does the average imode consumer subscribe to?
what's the ARPU for mobile subscribers?

All data points appreciated.

tx,

/dc
+-----------------------------------+----------------------+
david [dc] collier              ceo | Gamelet.com
                                e   | dc@gamelet.com
                                v   | 415.552.4968
Entertainment Marketing Technology  | http://www.gamelet.com
+-----------------------------------+----------------------+
Received on Sun Sep 10 21:25:36 2000