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October 14, 2003
A new study by Frost & Sullivan is optimistic
that widening distribution channels, increasing awareness of mobile gaming,
coupled with the rising degree of comfort with payment and delivery over the
air amongst subscribers, will trigger an explosion in growth.
A godsend for hard-pressed mobile operators that are
concentrating on driving data applications against a backdrop of stagnating
voice markets, the mobile gaming industry will further benefit from
established and sustainable mobile content business models and value chains.
Games are universally attractive and with an ever-increasing number of
subscribers owning, and always carrying, a colour handset with data
capabilities; content owners and application developers are seeing a new
medium through which to sell their products and services.
It was not until the arrival of colour,
download-enabled devices in the mass market in 2003 that games on mobile
devices advanced from Gameboys, embedded games and limited text-based games
using SMS and WAP.
The universal appeal of games will be further fuelled by deepening
penetration of more sophisticated handsets, propelling revenues in European
mobile gaming market from just under $800.79 million in 2002 to just below
$7 billion in 2006.
Jan ten Sythoff, Industry Analyst at Frost & Sullivan, notes that the most
potent driving force behind growth in the European mobile gaming industry is
the increasing number of people with games capable devices, as well as the
increasing availability of quality games titles.
The media gaming sector, including games for mobile consoles delivered
typically through physical media, currently constitutes the dominant revenue
source, accounting for 62.7 per cent of total sales in 2002.
From 2003 onwards, however, the development of Java gaming will inject new
vigour into the over the air (OTA) sector, comprising those games delivered
to the phone over the wireless wide area network. By the end of the study
period in 2006, the OTA sector will steal the limelight, amassing 88.3 per
cent of total sales.
The total European mobile gaming market is made up of hard-core gamers, the
true game fanatics, and casual, occasional gamers. Casual gamers are filling
in time while travelling, waiting and other such spare moments. Hard-core
gamers are those that will make time for gaming specifically in their day.
Typically, a media game will cost between $25 and $45, while an OTA game can
cost between $15 (for a branded Symbian game) and $0.25 for a simple SMS
quiz.
Mr ten Sythoff agrees that this analysis is simplistic. "These two segments
will increasingly converge, particularly with OTA gaming moving closer to
the higher end media games, facilitated by the technical improvement of
handsets, increasing network bandwidth and competition driving the quality
and capability of mobile gaming," he adds.
"However, as our analysis focuses on the value chain, this segmentation is
significant as the two business models and value chains differ
substantially. We also project that the mobile consoles will be increasingly
marginalised as handset gaming improves greatly in affordability and
convenience."
By the end of the forecast period in 2006, mobile gaming is expected to
represent around five percent of total operator wireless data revenues,
equating to around 30 percent of total video gaming revenue.
Around 50 percent of devices sold in 2003 are expected to be
download-enabled, while all operators have invested into offering gaming and
other content services. "Operators have also set up revenue share agreements
such that games developers and publishers have a solid business model, and
are therefore motivated to continue developing quality games," Mr ten
Sythoff continues.
However, mobile gaming is and will be a way of filling in time for most
subscribers. As such, there is a limit to how often users will download a
game, and how much time they have to play it. To drive uptake, interactive
capabilities, a wide selection of gaming types to appeal to a wider user
base, as well as other elements which mobile technologies enable, must be
integrated to expand interest in mobile gaming, and consequently the amount
of money spent on it.
Perhaps one of the biggest question marks hovering over the mobile gaming
(and indeed many other mobile content) industries, is which channel to the
subscriber will ultimately reign.
Will the end-user choose to order a mobile game through the operator owned
portal, or will other channels win? The issue is highlighted by the dramatic
development of the ringtones and logos market. With focused marketing from
non-operators, the market suddenly ballooned, and it is estimated that nine
out of ten ringtones are sold through non-operator portal channels.
Network operators are the predominant channel to market at present for
mobile gaming, and will remain so, but other channels such as independent
portals and interactive TV are emerging as strong alternatives and will
drive market growth. The report includes an in-dpeth value chain analysis
looking at different channel scenarios, shedding light onto the likely long
term winners in this growing opportunity.
Frost & Sullivan’s study concludes that interactivity provides significant
further growth opportunities, enabling extra revenue generation on top of
simple download revenues. There are, however, significant limitations on
interactivity, in particular real time multiplayer gaming will have very
limited growth opportunities up until 2006.
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