Mobile Gaming Valued at $5-Billion by 2006, says study
With the deployment of 2.5G and 3G networks along with
proliferation of Java-enabled devices, mobile gaming experience will
improve dramatically and by 2006 is expected to be worth $5-billion
with over 100 million players, according to a study released by
consulting firm Strategic Analytics.
In the report ‘Critical Challenges for the Mobile Gaming
Market,’ the authors not only provide insight into opportunities
for mobile gaming but also address some of the current challenges
facing the industry, including
- Who will pay for the wireless gaming experience?
- Wireless devices are not yet optimized for the ‘gaming
experience’
- Networks are slow and too expensive for the end-user
Nitesh Patel, an analyst with the firm’s Wireless Internet
Applications Strategic Advisory Services, describes gaming as a
bipolar activity. "People either play games very frequently,
such as more than once a day, or very infrequently, such as less
than once a week." The youth market, comprising of 16 and 24
year olds, is the target market for operators and wireless portals,
Patel added.
According to David Kerr, president of Strategic Analytics Global
Wireless Practice, the very nature of wireless gaming will change
dramatically. Kerr explained, "Turns-based games mandated by
existing networks and devices will increasingly give way to more
visual and satisfactory action games. This will occur as
manufacturers provide a packet paradigm in which larger color
displays are commonplace."
For players in the mobile gaming market, the report offers
insight into key market drivers and inhibitors to growth, technology
advances, and consumer behavior tends.
For more information: http://www.strategyanalytics.com/press/index.html
Mobileinfo Comments and Advisory: We tend to support
the view that wireless gaming will be a big market.