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The Mobile Gaming Market is Growing around the World with Sales of $2.5 Billion.
[January 24, 2006]

The Mobile Gaming Market is Growing around the World with Sales of $2.5 Billion.


DUBLIN, Ireland --(Business Wire)-- Jan. 24, 2006 --

Research and Markets (http://www.researchandmarkets.com/reports/c31352) has announced the addition of the eMarketer report: The Mobile Gaming Report to their offering.

$2.5 billion in 2005 worldwide revenues confirms that mobile gaming is more than a fad. Simple puzzle games dominate and it is unclear whether mobile gamers will play the more sophisticated games available on newer handsets. Nevertheless, the market is growing around the world, particularly in the US.



Attention: Content Providers, Telecoms, Handset Manufacturers, Advertisers and Marketers.

The Mobile Gaming brief analyzes the factors driving the growth of this market--and how its development will affect other channels.


The potential value of the mobile gaming market goes beyond the dollars earned from sales of games themselves. Users who play games on their phones spend more money on wireless phone services overall, and in-game ads and the branding power of games will make mobile gaming a strategically important tool for advertisers and marketers.

Key questions the "Mobile Gaming" brief answers:

-- How large is the market for mobile games?

-- What types of games bring in the most revenue?

-- Who plays games on their phone?

-- What is the advertising potential presented by mobile gaming?

-- And many more...

Topics Covered

- Impetus

- US Mobile Game Revenues, 2004, 2005 & 2008 (in millions)

- Overview

Issues & Questions

The Outlook

A. The Market

-- Worldwide Game Revenues, by Sector, 2000, 2005 & 2010 (in millions)

-- Breakdown of Mobile Gaming Revenues Worldwide, by Region, 2004 & 2009

-- US Mobile Game Revenues, 2004, 2005 & 2008 (in millions)

-- Mobile Game Revenue Market Share in the US, by Category, Q2 2005

-- Free vs. Revenue-Generating Mobile Game Downloads in the US, Q2 2005 (as a % of total)

B. The Gamers

-- Mobile Activities of US Mobile Phone Users, by Gender, March 2005 (in thousands and as a % of each group)

-- US Mobile Gamers*, by Age, 2005 (as a % of respondents in each group)

-- Wireless Spending Profile of US Mobile Gamers* , 2005

C. The Advertising

-- US In-Game Video Game Advertising Revenues, 2003-2009 (in millions)

Related Information and Links

Related Links

Related Charts

Suggested Keywords for eStat Database

Contact

Report Contributors

Extract

The Gamers:

Mobile phone gamers represent a premium class of subscribers for wireless carriers, says Clint Wheelock, an analyst for NPD Group, quoted by the Wall Street Journal in October 2005. An NPD online survey in June found that subscribers who played games on their phones spent 154% more on wireless data in general and invested an average of 57% more on their handset than non-gamers.

Three key characteristics define the US mobile game audience:

1. Women download more puzzle games (the genre driving the most mobile gaming revenue) than men

2. Over half of all mobile gamers are teenagers

3. Mobile gamers spend more on their phones than non-gamers

A survey by M:Metrics, published in May 2005, showed that 60% of female mobile phone users downloaded card or puzzle games in March 2005, compared with fewer than 40% of male mobile phone users.

Data from NPD group, published in August 2005 revealed that 60% of those who play mobile games in the US are teenagers (aged between 13 and 17).

Other data from NPD Group show that teenagers play mobile games more frequently than adults.

For more information visit http://www.researchandmarkets.com/reports/c31352

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