Winning and Losing in Mobile Games

Assessment of mobile games profitability in 36 countries worldwide

Mobile Gaming came to the market as a product of the hype surrounding the potential of WAP and mobile-internet-based services. Much of the poor demand for mobile games was blamed on the poor user experience, SMS & WAP delivering poor quality graphics and game play.

Interest in the Mobile Games market has however seen a marked increased globally since 2002 with the launch of new colour handsets that have offered greater usability, gaming device-like controls, polyphonic sound and Java technology. The number of mobile technologies that support mobile gaming are a quality typical of a relatively immature and fragmented market.

Newer devices allow the user to receive or download games onto their devices. The hype surrounding the launch of the Nokia N-gage is unprecedented and will take mobile gaming convergence into a whole new era. Not all are however convinced of its potential success – this report explores the impact of a new generation of devices on the traditional gaming market and the potential incentives and pitfalls for non-mobile companies in attempting to dominate this market. Mass market appeal will attract many non-mobile players into the market, particularly those that have been successful in the PC, console and handheld gaming device market and a number of them will view their commitment to the market as business critical.

Companies increasingly look to the success of mobile gaming in Asia as a roadmap the key markets of Europe and North America. The questions this report answers is not only when but how the Mobile Games market will reach maturation and who are going to be the companies that stand to gain the most.

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