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Mobile Gaming Services in the US, 2004-2009

Service: Mobile Consumer Data & Multimedia Services
Report Number: IN0401659MCD
Publication Date: August 2004
Number of Pages: 49
Report Price: $2,995 U.S. Dollars
Analyst: Clint Wheelock

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Abstract
Mobile gaming has come a long way since ‘Snake’ was first deployed on wireless handsets in 1997. With good momentum already in the US and worldwide, In-Stat/MDR believes that mobile gaming, while remaining a niche market, will continue its rise as a key contributor to wireless data usage and revenues.
 
 By 2009, mobile gaming services in the US are expected to generate $1.8 billion annually, or approximately 4.4% of total wireless data revenues. Additionally, by 2009, 78.6 million wireless subscribers in the US will play mobile games, and gaming downloads will increase more than tenfold from 2003 levels.
 
 This report includes:
  - Survey results and analysis from In-Stat/MDR’s Consumer Mobility Study, including willingness to purchase mobile gaming services, as well as preferences for specific gaming genres. The analysis includes detailed demographic and behavioral profiles of mobile gaming intenders.
  - Trends in mobile game content development, as well as key elements of the gaming user experience. In-depth investigation of emerging technology trends, including: user interfaces and handset form factors, gaming-centric devices such as N-Gage, multiplayer capabilities, location-based gaming, Bluetooth and Wi-Fi integration, 3D graphics, and removable media.
  - Summary of US wireless carrier mobile gaming product offerings.
  - Five-year US mobile gaming forecasts, including 2003 estimates and 2004-2009 forecasts for gaming users, downloads, and revenues.
 

Table of Contents

  • Executive Summary
  • Methodology
  • Introduction
  • Consumer Interest in Mobile Gaming Services: Preferences & Profiles
    • Overall: Interest in Mobile Gaming Services
    • Overall: Relative Interest in Mobile Multimedia
    • Mobile Gaming Interest by Segment
    • Mobile Gaming Interest by Choice of Carrier
    • Current Wireless Handset Features
    • Willingness to Pay for Handset Features
    • Use of Wireless Data Services
    • Use of Gaming Devices
    • Time Spent Gaming
    • Use of Home Technology Products
    • Mobile Gaming Intenders Demographic Profile
    • Mobile Gaming Intenders Professional Profile
    • Mobile Gaming Intenders Purchasing Profile
    • Consumer Interest in Gaming Genres
    • Genre Interest: Single-Player Board, Puzzle, and Word Games
    • Genre Interest: Single-Player Action, Driving, and Arcade Games
    • Genre Interest: Single-Player Role-Playing Games
    • Genre Interest: Multi-Player Games over the Wireless Internet
    • Genre Interest: Enter Contests or Sweepstakes
    • Genre Interest: Gambling
  • Content and User Experience
    • Content Development
    • Gaming-Capable Devices
    • Gaming Usage Patterns
  • Future Trends in Mobile Gaming
    • Handset User Interfaces and Form Factors
    • Wireless Gaming Devices
    • Multiplayer Wireless Gaming
    • Location-Based Gaming
    • Bluetooth and Wi-Fi Integration
    • 3D Graphics
    • Removable Media
  • US Carrier Mobile Gaming Profiles
    • Alltel
    • AT&T Wireless
    • Cingular Wireless
    • Nextel
    • Sprint PCS
    • T-Mobile USA
    • U.S. Cellular
    • Verizon Wireless
  • US Mobile Gaming Forecasts
    • US Mobile Gaming User Forecast
    • US Mobile Gaming Downloads Forecast
    • US Mobile Gaming Revenue Forecast
  • Summary and Conclusions
  • Additional Reading

List of Tables

  • Table 1. Mobile Gaming Intenders Demographic Profile
  • Table 2. Mobile Gaming Intenders Professional Profile
  • Table 3. Mobile Gaming Intenders Purchasing Profile
  • Table 4. Top Mobile Gaming Publishers
  • Table 5. Top Mobile Gaming Devices
  • Table 6. Nokia N-Gage Forecast
  • Table 7. US Mobile Gaming User Forecast (Users in Thousands)
  • Table 8. US Mobile Gaming Downloads Forecast (Downloads in Thousands)
  • Table 9. US Mobile Gaming Revenue Forecast (US$ in Thousands)

List of Figures

  • Figure 1. Consumer Interest in Mobile Gaming Genres
  • Figure 2. US Mobile Gaming Revenue Forecast, 2003-2009 (US$ in Thousands)
  • Figure 3. Overall: Interest in Mobile Gaming Services
  • Figure 4. Overall: Relative Interest in Mobile Multimedia
  • Figure 5. Wireless Data User Psychographic Segments
  • Figure 6. Mobile Gaming Interest by Segment
  • Figure 7. Mobile Gaming Interest by Choice of Carrier
  • Figure 8. Current Wireless Handset Features
  • Figure 9. Willingness to Pay for Handset Features
  • Figure 10. Use of Wireless Data Services
  • Figure 11. Use of Gaming Devices
  • Figure 12. Time Spent Gaming
  • Figure 13. Use of Home Technology Products
  • Figure 14. Consumer Interest in Gaming Genres
  • Figure 15. Genre Interest: Single-Player Board, Puzzle, and Word Games
  • Figure 16. Genre Interest: Single-Player Action, Driving, and Arcade Games
  • Figure 17. Genre Interest: Single-Player Role-Playing Games
  • Figure 18. Multi-Player Games over the Wireless Internet
  • Figure 19. Genre Interest: Enter Contests or Sweepstakes
  • Figure 20. Genre Interest: Gambling

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In-Stat (www.in-stat.com) is the leading provider of actionable market research, assessments and market forecasts of semiconductors and advanced communications equipment and services. Our market forecasts, market analysis, and market insights are derived from both a deep technology understanding and a unique research methodology, which examines each segment of the value chain for each market. Technology vendors, service providers, technology professionals and market specialists, worldwide, rely on In-Stat’s tenured, experienced staff and in-depth research to support critical technology, product and success decisions. Copyright © 2005 In-Stat
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