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| Mobile Gaming Services in the US, 2004-2009 |
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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. |
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- 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
- 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)
- 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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