Mobile gaming aims for mass market

Mobile gaming aims for mass market

Staff Writer  |   September 19, 2006

Television and music have been stealing the limelight in the mobile content arena recently, but after years of development, mobile gaming has established itself as a serious content player. It is a core element of the growing market for mobile entertainment services and a stable revenue generator for cellco data services.

The emergence of advanced 3G handsets has helped mobile gaming reach new levels in terms of quality and user experience. Today end-users can play a variety of games, from simple embedded or downloadable Java games to 3D games and connected multiple-players games.

Industry figures show that worldwide mobile gaming revenues have been on the rise over the past few years, and mobile gaming is poised for continuous growth in terms of not only revenues, but also audience and game capacity over the next five years.

According to Informa Telecoms and Media, the worldwide market for mobile games will grow from $2.41 billion in 2006 to $7.22 billion by 2011. Juniper Research is more bullish, projecting global revenues will grow from $3 billion this year to $17.5 billion by 2010. Either way, the Asia Pacific region - which has dominated the market since its inception - is expected to continue to rule the sector during that time. Informa says Asia will account for over 60% of the global market this year, driven primarily by Japan and South Korea. Juniper Research, meanwhile, suggests Asia will contribute 38% of global revenues over the whole forecast period, followed by Europe with 31%, North America with 22% and the other 9% split between South America and the rest of the world.

Interestingly, however, it's not sexy cutting-edge MMORPGs (massive multiplayer online role playing games) that will serve as the key growth engine for mobile gaming over the next five years, but casual games designed for one chief purpose: killing time.

'Mobile gaming is entering into a new phase of development which sees casual gaming rather than hardcore gaming to be the next big thing,' says Bruce Gibson, research director with Juniper Research. 'Casual games make most use of the inherent advantages of the mobile platform. People want to fill 'dead time' with easy to use, but fun games. This is the same in just about every culture.'

Beyond the hardcore niche

Gibson says one of the key drivers for casual gaming is mobile's advantage of provisioning games and entertainment anytime, anywhere, as well as the high penetration rate of handsets, which position mobile gaming as one of the more prosperous gaming platforms, along with online and console games.

'Unless you are a really dedicated gamer you will not have your electronic games device with you most of your walking day - but you may well have your mobile phone,' he says. 'As mobile phones increasingly become accepted as multi-functional devices, a whole new market opens up for casual games playing that simply has not existed before.'

Gibson says the casual gaming market is developing now as mobile operators, game publishers/developers start pushing mobile gaming beyond the niche 'hardcore' or serious gamers.

Game developers like I-Play, for instance, are targeting that sort of market by introducing games designed very much with mobile in mind - not just games that have been ported from console titles to a mobile environment.

Tell Us What You Think

Add comment

The content of this field is kept private and will not be shown publicly.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Allowed HTML tags: <a> <em> <strong> <cite> <code> <ul> <ol> <li> <dl> <dt> <dd> <a> <p> <span> <div> <h1> <h2> <h3> <h4> <h5> <h6> <img> <img /> <map> <area> <hr> <br> <br /> <ul> <ol> <li> <dl> <dt> <dd> <table> <tr> <td> <em> <b> <u> <i> <strong> <font> <del> <ins> <sub> <sup> <quote> <blockquote> <pre> <address> <code> <cite> <embed> <object> <strike> <caption>
  • Lines and paragraphs break automatically.
  • Use <!--pagebreak--> to create page breaks.

More information about formatting options

Voices_tabs

Nicole McCormick
As opposition still ponders its policy
Robert Clark
Nokia lacks confidence in its OS and CEO
Santosh Sathanur/Ovum
As do enterprise services
Evan Kirchheimer/Ovum
Operators are turning to the technology with renewed vigor
Martin Creaner
The next evolution of NGOSS
John C. Tanner
It's not clear how consumers benefit from industry-preferred model of exclusive TV content contracts

Video from Telecom Channel

Converged billing still top concern -- Cerillion
The industry has attempted to move to simpler billing models but complexity still dominates, driven by product bundling and data packaging.    
 

businessweek_industryview

Ville Heiskanen, Peter Elstrom
FCC says 14-24m unlikely to get higher-speed connection any time soon
Sampath Paranavitane, hSenid Mobile
The foundation of a loyal following around self-created applications

Frontpage Content by Category

Telecomasia.net's most popular news stories, blogs, analysis and features in the first six months of 2010

MWC2010 List

MOBILE WORLD CONGRESS 2010
HTC guns for top 3 smartphone makers
Powermat wants to charge your desktop
Femtos outlook improves as cellcos seek offload options
Cheaper smartphones key to broadband takeup

lighter_side_telecom_career

Staff writer
Turning your mobile device into its own mouse
Dylan Bushell-Embling
Responding to panel suggestions for turning around the PSUs