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.
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 |
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2nd Generation |
3G |
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3rd Generation |
ARPU |
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Average Revenue Per User |
BREW |
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Binary Runtime Environment for Wireless |
Cell-ID |
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Cell-Sector Identification |
CDMA |
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Code Division Multiple Access |
GPS |
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Global Positioning System |
GSM |
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Global System for Mobile Communications |
LBG |
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Location-Based Game |
LBS |
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Location-Based Service |
MMS |
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Multimedia Messaging Service |
OMA |
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Open Mobile Alliance |
RPG |
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Role-Playing Game |
SMS |
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Short Message Service |
T-DMB |
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Terrestrial Digital Multimedia Broadcasting |
TDOA |
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Time Difference of Arrival |
WAP |
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Wireless Application Protocol |
WCDMA |
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Wideband Code Division Multiple Access |
List of Companies
3 |
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Alltel |
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AT&T |
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Capcom |
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China Mobile |
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Digital Chocolate |
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Electronic Arts |
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Elkware |
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Gamehouse |
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Gameloft |
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Glu Mobile |
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G-Mode |
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Hands-on Mobile |
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Hurray |
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Ideo |
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iFone |
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Infospace |
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Iomo |
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I-play |
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Jamdat Mobile |
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Jump Games |
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KDDI |
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Konami |
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LG |
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LG Telecom |
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Macrospace |
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Mr.Goodliving |
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Namco |
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Nintendo |
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Nokia |
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NTT DoCoMo |
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Oasys Mobile |
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Qualcomm |
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RealNetworks |
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Samsung |
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Samsung |
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Sega |
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SK Telecom |
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Softbank |
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Sony |
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Sorrent |
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Sprint Nextel |
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Square-Enix |
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Sumea |
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Superscape |
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Symbian |
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Taito |
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Tao Group |
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Tele2 |
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Telefonica |
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TI |
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T-Mobile |
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Twentieth Century Fox |
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Verizon Wireless |
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Vodafone |
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Yahoo |