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Gaming to be Key Contributor to Wireless Data Usage and Revenues [Back to News Reports]

8th September 2004 - With good momentum already in the US and worldwide, In-Stat/MDR believes that mobile gaming, while remaining a niche market, will continue its rise as a key contributor to wireless data usage and revenues. The high-tech market research firm estimates that, by 2009, mobile gaming services in the US will generate $1.8 billion annually, or approximately 4.4% of total wireless data revenues. Additionally, by 2009, 78.6 million wireless subscribers in the US will play mobile games, and gaming downloads will increase more than tenfold from 2003 levels.

Mobile gaming has come a long way since 'Snake' was first deployed on wireless handsets in 1997. In-Stat/MDR's recent Consumer Mobility Study revealed that, at present, 6.5% of US wireless subscribers are extremely or very interested in purchasing mobile gaming services. This level of interest clearly identifies mobile gaming as a niche opportunity for wireless carriers, application developers, and content producers.

In-Stat/MDR also found that:

  • Unlike with other emerging mobile multimedia services, such as video and music, consumers interested in mobile gaming do not necessarily match the classic early adopter profile.

  • Consumers interested in mobile gaming are likely to already be wireless data users that own handsets with color displays, camera-phone functionality, and multimedia capabilities. On average, they are younger and more likely to be male than the general wireless subscriber base.

  • Mobile gaming users already play games an average of 5.1 hours per week on various devices in the home, including PCs, game consoles, and handhelds (versus 2.9 hours per week for all wireless users.)

  • The most popular mobile gaming genre is single-player board, puzzle, and word games.

 

 

 

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