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News
Issue #2002 - 39
(October 2002)
(Updated Oct.
15, 2002)
MARKET
OUTLOOK & TRENDS
Wireless Gaming - User Survey Finds Patterns
IN-FUSIO a leading mobile games service provider and Orange France, released details of the first in-depth survey into the behaviour of mobile games consumers. The survey comes one year after IN-FUSIO first launched its game service with Orange France in July 2001.
Based on Sample of 600 Customers, Survey Reveals Usage and Key Drivers Summary of findings:
- Market for mobile games is thriving
- Mobile games influence purchasing decisions
- Females play as much as males
- 50% of games sessions last 22mins
- Contrary to belief - Mobile games played at home in the evening and at weekends (not just played casually whilst waiting for a train!)
- Mobile games are viral
- Time not cost barrier to playing more
- Quick access to games 'key' to gamer satisfaction
Supporting the belief that the mobile games market represents a serious and viable value-added service, 20 per cent of those questioned said that the games service offered directly influenced their purchase of a mobile phone.
The survey, conducted amongst a sample of 600 existing Orange France customers equipped with an ExEn-enabled handset, revealed that contrary to popular belief, 50 per cent of mobile gamers play for an average 22 minutes in each session and 75 per cent of mobile games players prefer to play at home, and more interestingly from Friday to Sunday between 17.00-22.00. Up until now it has widely been thought that mobile games have been played for much shorter periods of time and whilst 'on the move'.
The survey reveals that 78 per cent of players were under 25 and 92 per cent under 34. Despite a games catalogue with a strong male bias, the profile of a mobile games player is quite similar to that of the video games market; the split between the sex of players was male 56 per cent and female 44 per cent.
Of those surveyed, 66 per cent regularly lend their phone to a relative to play games, demonstrating that mobile games are viral and tend to provoke an immediate and addictive tendency with mobile games.
The study also revealed that the fledgling mobile games industry will have to cope more with a lack of time as a barrier to play rather than the price of games! Remaining an impulsive purchase, the price of games do not appear as a barrier to the mobile gaming experience.
As demonstrated by the much criticised 'WAP' experience, users need fast and easy access to services in order for them to enjoy and repeat their enjoyment of a mobile service. IN-FUSIO's ExEn games engine gives the user access to a downloadable games catalogue just by dialling number 9 on their mobile. Specifically relating to IN-FUSIO's games service offered through Orange a significant 96 per cent said they were either satisfied or very satisfied with the service. This outstanding rating is partly due to the fast 'one-click' access to the games catalogue.
Marc Lefour, VP product marketing at IN-FUSIO, said: "This survey, the first of its type, between a games service provider and an operator, gives us a precise idea of what the mobile games market is made of in terms of consumer demands. Not only does it dispel pre-conceived ideas but it also proves that mobile games can be a significant asset and revenue generator for operators as long as it is a quality game service that is proposed to end-users. For IN-FUSIO, this first survey will allow us to go beyond the market requirements and enhance our offering to consumers."
Source: http://www.3g.co.uk/PR/October2002/4215.htm
MobileInfo Comments and Advisory: These
are interesting findings from IN-FUSIO, that will be useful for game
developers and service providers.
Note: This news release may contain forward-looking statements. Readers should take appropriate caution in
developing plans utilizing these products, services and technology
architectures. All trademarks used in this summary are
the property of their respective owners.
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