Research Reports
Global Mobile Gaming Market Overview: Regional Trends, New Applications, Key Players' Strategies
August 31, 2007 / Eddie Tsai
23 Page, Topical Report
US$1,860 (Single User License)

Abstract

During 2005 and 2006 mobile gaming was not popular with consumers, due to high download fees and restrictive service models. But since then the application processing power of mobile phones has increased, display resolution has increased, and broadband networks have become mature allowing for improved download and gameplay environments. Also, console and PC game publishers and media corporations like EA, Namco, Disney, and Time Warner have entered the mobile gaming market, all of which has brought renewed interest to mobile gaming. In 2006, the value of the global mobile gaming market was only US$2.13 billion, 1.8% of global mobile data service revenues, so there is obviously much room for growth. This report analyzes the development of the global mobile gaming market, emerging mobile gaming application fields, and changes in mobile gaming service models in order to understand future mobile gaming trends.
  •  List of Topics
  •  List of Figures
  •  List of Tables

With improved chip processing ability, screen color quality, and 3D graphics processing in mobile phones and increased mobile network transmission speeds, the mobile game development environment has matured considerably and has attracted the attention of many companies. The global mobile phone market is also growing rapidly, and mobile games have become one of consumer's mainstream forms of mobile entertainment. So the mobile gaming market has much potential, but several key issues still play an important role.

Flexible Fees Are a Key to Bridging the Gap

Playability determines whether or not a game will sell well, but if companies cannot construct friendly channels to move closer to consumers, then they cannot play the games, no matter how playable.

Japan and Korea initially accounted for the largest share of mobile gaming market value, but recently Verizon Wireless and Sprint Nextel in the United States have aggressively marketed 3D mobile games and network games, and used pay-per-play or subscription systems to meet demands of even more customers, thus greatly increasing mobile gaming market value. Verizon Wireless, for example, focuses on 3D network games for US$7.49-13.49 for unlimited play or US$2.49-5.49 for monthly use.

In Western Europe, most mobile operators use on-portals to provide 400 - 600 games and do not do much game lifecycle management, leading to customers' negative user experiences. Most games are charged on a per-download basis, with only first-tier operators like Vodafone, 3, and Telefonica using pay-per-play or subscription systems. Flexible charge rate plans will stimulate consumers to move from wanting mobile games to actual demand for them.

M&A Activity in the Mobile Game Industry to Continue

The mobile gaming market is growing steadily and some companies are making profits. The majority of the leading companies have received investments from large game software vendors or have maintained close cooperative links with these vendors. These include EA/Jamdat, Gameloft, In-Fusio, and THQ Wireless. In addition, some determined mobile game publishers like Glu Mobile, I-play, and Digital Chocolate have created stable revenues. Companies with less financial strength are either fading away or being bought by larger companies, and this is expected to continue in the future.

Early on this trend toward mergers and acquisitions arose from the fact that the industry had not yet entered a period of stable growth and the resulting market naturally weeded out weaker companies. But with large game console software companies moving into the mobile gaming industry, mobile editions of popular games are released. Also, media enterprises are expanding into the mobile gaming market, stimulating another phase of acquisitions.

The large number of mergers indicates that mergers are the best way for companies to quickly acquire new technology, markets, and licenses. And with the mobile gaming industry still growing, we can expect mergers and acquisitions to continue, and for the strong to continue to get stronger.

Appendix

Research Scope

This report analyzes global mobile gaming development trends, new mobile game application areas, and changes in mobile game services. Analysis of global development focuses on trends in the United States, Western Europe, and the Asia-Pacific region. New mobile game applications discussed include 3D games, network games, LBG, and advertiser-funded games. Analysis of mobile service model changes focuses on service systems, business models, and charge rates.

Definitions

Mobile Game

Mobile games are games that can be played on mobile phones. Mobile games include games embedded in mobile phones, download off-line games, online games which require network connections, and games stored on memory cards.

Casual Game

Casual games are designed to be simple and easy to play, and are aimed at different market segments, including women, children, elderly, and working people. Tetris is an example of a casual game.

Pervasive Game

Pervasive games are extensions of consumers' PC or game console games, allowing people to use mobile phones to play games when outdoors.

OMA (Open Mobile Alliance)

Organization established in June 2002 aimed at the standardization of mobile data services, with the WAP Forum and Open Mobile Architecture the founding organizations. Its purpose is to find open, and system technology-agnostic interconnection standards, making all kinds of applications and services interoperable on different types of terminal device.

Glossary of Terms

2G

 

2nd Generation

3G

 

3rd Generation

ARPU

 

Average Revenue Per User

BREW

 

Binary Runtime Environment for Wireless

Cell-ID

 

Cell-Sector Identification

CDMA

 

Code Division Multiple Access

GPS

 

Global Positioning System

GSM

 

Global System for Mobile Communications

LBG

 

Location-Based Game

LBS

 

Location-Based Service

MMS

 

Multimedia Messaging Service

OMA

 

Open Mobile Alliance

RPG

 

Role-Playing Game

SMS

 

Short Message Service

T-DMB

 

Terrestrial Digital Multimedia Broadcasting

TDOA

 

Time Difference of Arrival

WAP

 

Wireless Application Protocol

WCDMA

 

Wideband Code Division Multiple Access

List of Companies

3

 

 

Alltel

 

 

AT&T

 

 

Capcom

 

 

China Mobile

 

 

Digital Chocolate

 

 

Electronic Arts

 

 

Elkware

 

 

Gamehouse

 

 

Gameloft

 

 

Glu Mobile

 

 

G-Mode

 

 

Hands-on Mobile

 

 

Hurray

 

 

Ideo

 

 

iFone

 

 

Infospace

 

 

Iomo

 

 

I-play

 

 

Jamdat Mobile

 

 

Jump Games

 

 

KDDI

 

 

Konami

 

 

LG

 

 

LG Telecom

 

 

Macrospace

 

 

Mr.Goodliving

 

 

Namco

 

 

Nintendo

 

 

Nokia

 

 

NTT DoCoMo

 

 

Oasys Mobile

 

 

Qualcomm

 

 

RealNetworks

 

 

Samsung

 

 

Samsung

 

 

Sega

 

 

SK Telecom

 

 

Softbank

 

 

Sony

 

 

Sorrent

 

 

Sprint Nextel

 

 

Square-Enix

 

 

Sumea

 

 

Superscape

 

 

Symbian

 

 

Taito

 

 

Tao Group

 

 

Tele2

 

 

Telefonica

 

 

TI

 

 

T-Mobile

 

 

Twentieth Century Fox

 

 

Verizon Wireless

 

 

Vodafone

 

 

Yahoo

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