Japan·Asia & Middle East

Tokyo Organising Committee of the Olympic and Paralympic Games

OperatorTokyo Organising Committee of the Olympic and Paralympic Games

Live
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LocationJapanJP
Japan landscape

PLMN ID · 44091

440
mcc
Japan
91
mnc
Tokyo Organising Committee of the Olympic and Paralympic Games

MCC

Mobile Country Code

MNC

Mobile Network Code

PLMN

MCC + MNC

TADIG

Not on file

GSMA roaming code

Technology

No generations on record

2G

Not on record

3G

Not on record

4G

Not on record

5G

Not on record

Record

Updated 2025-04-09

Brand
Operator
Tokyo Organising Committee of the Olympic and Paralympic Games
Country
Japan(JP)
Dialling code
Mobile Country Code
Mobile Network Code
PLMN ID
TADIG code
Technologies
Status
Live

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About Tokyo Organising Committee of the Olympic and Paralympic Games

The Tokyo Organising Committee of the Olympic and Paralympic Games mobile network, operating in Japan (Asia & Middle East), held a unique, if temporary, position within the country's telecommunications landscape. Designated with the Mobile Country Code (MCC) 440 for Japan and the Mobile Network Code (MNC) 91, this network infrastructure was specifically established to support the vast communication demands of the Olympic and Paralympic Games held in Tokyo. Unlike established Japanese mobile network operators such as NTT Docomo (MCC 440, MNC 01), KDDI (MCC 440, MNC 50), or SoftBank (MCC 440, MNC 20, 92), its lifespan was limited to the duration of the games and immediate preparation/winddown periods. The purpose-built nature of MCC 440, MNC 91 allowed for optimization towards the specific needs of the games; this likely included enhanced bandwidth in key locations (stadiums, athlete villages, media centers), specialized communication channels for event staff and security, and potentially unique access protocols. Because of the special operation circumstances it is believed that the network likely employed cutting-edge technologies and security measures to ensure seamless communication and data transmission throughout the event. Following the conclusion of the games, it is highly probable that the network infrastructure was dismantled or repurposed, representing a fascinating example of temporary, high-capacity mobile network deployment.

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