Geekzone: technology news, blogs, forums
Guest
Welcome Guest.
You haven't logged in yet. If you don't have an account you can register now.
US$1 billion in wireless game revenue by 2006
Posted on 12-Dec-2003 06:33 | Tags Filed under: News



According to IDC, wireless gaming is on its way to becoming a mass-market phenomenon in the US. Over the past year, wireless games topped the list of entertainment applications downloaded to cellular phones. IDC expects the number of wireless gamers to grow from 7.9% of all U.S. wireless subscribers in 2003 to 34.7%, or 65.2 million users, by 2008.

"In 2003, U.S. wireless carriers cleared a major hurdle in delivering wireless games to subscribers, demonstrating that wireless gaming is a viable business," said Dana Thorat, senior research analyst in IDC's Wireless and Mobile Communications service. "In the next 12 months, carriers plan to aggressively promote wireless games to their subscribers while offering new line-ups of compelling titles, including those that support multiplayer and limited 3D rendering."

Thus far, carriers have pursued mass-market strategies in targeting games to a broad spectrum of consumer demographics, and the key to wireless game success has been mostly related to strong brand and game title recognition. 2003's most popular wireless games included, Jamdat's Jamdat Bowling, Activision's Tony Hawk's Pro Skater, Eidos' Lara Croft Tomb Raider, and Gamelofts' Tom Clancy's Splinter Cell.

For the carriers, getting to market quickly with compelling game titles is the key to unlocking the new revenue opportunities of wireless gaming. The growth of this market will not only depend on the infusion of download-capable handsets, but also more effective merchandising, such as recommendation engines, opt-in email and five-digit short code marketing, and various upselling and cross-selling techniques using other mediums such as banner ads on online game sites.

IDC's new report, U.S. Wireless Gaming Forecast Update, 2003-2008: Mobile Users Just Wanna Have Fun (IDC #30498), examines how wireless games are set to become a flagship application in the push to get wireless entertainment services to the masses in the coming year and a stepping-stone for which carriers can migrate wireless users to data services in a non-threatening way. The report looks at business and pricing models, wireless gaming trends, customer adoption, carrier strategies, and key issues that need to be addressed. The report also contains an updated U.S. wireless gaming forecast.


More information: http://www.idc.com...




comments powered by Disqus


Trending now »

Hot discussions in our forums right now:

Getting asked for Money/Food
Created by Starscream122, last reply by MikeAqua on 17-Jan-2018 12:37 (80 replies)
Pages... 4 5 6


Debt Consolidation
Created by networkn, last reply by jnimmo on 16-Jan-2018 21:32 (98 replies)
Pages... 5 6 7


Best place & price to get higher end car tyres? (Michelin/GoodYear etc)
Created by Item, last reply by Senecio on 18-Jan-2018 11:41 (37 replies)
Pages... 2 3


Have any Geekzone members had an Ancestry DNA test?
Created by Linux, last reply by MurrayM on 17-Jan-2018 13:53 (50 replies)
Pages... 2 3 4


NC Bose Vs Seinnheiser - ease of pairing etc
Created by gzt, last reply by sbiddle on 15-Jan-2018 14:40 (28 replies)
Pages... 2


RIP Dolores O'Riordan - Lead Singer of the Cranberries
Created by networkn, last reply by zxspectrum on 16-Jan-2018 19:16 (13 replies)

What words do you always have trouble spelling?
Created by DarthKermit, last reply by JayADee on 16-Jan-2018 17:23 (27 replies)
Pages... 2


Which Large Wagon / SUV (below $20k)
Created by Scott3, last reply by Geektastic on 18-Jan-2018 10:29 (24 replies)
Pages... 2