Archive for the ‘Research & Stats’ Category
Netherlands: September 2004 Overloaded top game downloads
October 20th, 2004 by Arjan Olsder Posted in Research & Stats | No Comments »
For the Overloaded portal in the Netherlands, the top10 downloads for September 2004 are:
BMW 1 Challenge
FruitMachine
SWAT Sniper
New York Taxi Cab
Black Hole Games
M-Sports Soccer
Bubble Trouble
Track and Furious
Delta Bomber
Breakthru
Top download devices September 2004 on Overloaded Netherlands:
Nokia 7210
Nokia 6600
Nokia 7610
Nokia 6230
Nokia 6610
Sony Ericsson T610
Samsung E700
Nokia 6100
Siemens C60
Nokia 3100
Australia: September 2004 Legion Interactive top game downloads
October 20th, 2004 by Arjan Olsder Posted in Research & Stats | No Comments »
Some very intrested statistics on the Australian games market provided by Steve Watson from Legion Interactive.
September saw Java sales maintain the new high levels reached in August – with the WAP channels to market – Optus Zoo Arcade and Telstra – accounting for over half (53%) of all Java sales for the first time.
September Games Download Top 20
DRIV3R
Worms
Mobile Pet Monkey
Splinter Cell Pandora Tomorrow
Garfield Dreamland
Kamasutra
Cricket World Championship
Solitaire 2
Shark Hunt
Casino VIP
Kamasutra Special Edition
Van Helsing
Car Sex Kama Sutra
Real Football
XIII
Prince of Persia – Sands of Time
Summer Games
True Crime
WWE Cage
Rayman 3
Games Set to Lead $4.8 billion Mobile Java Market by 2009
October 14th, 2004 by Arjan Olsder Posted in Research & Stats | 1 Comment »
New findings from Juniper Research show that Java downloads will generate more than $4.8 billion in mobile revenues by 2009, with mobile games accounting for the vast majority of revenues. The market research firm interviewed over 60 leaders across the mobile industry to formulate a unique market sizing and growth model for the sector.
“Now that most network operators have invested in the infrastructure required to provide Java download services, one of the biggest hurdles that remains is persuading new customers to make their first Java download,” says Carl Potter, senior analyst and author of the report. “But as they begin to take the plunge, 2004 is becoming the year when mobile Java services have really started to take off, both in Europe and North America. The vast majority of service revenue will be generated from mobile games; with Java business applications still very much a developing opportunity.” More …
Getting your games on the go
September 14th, 2004 by Arjan Olsder Posted in Research & Stats | No Comments »
Mobile gaming gets the go-ahead, Asia says hello to communications technology, and security hardware slouches.
Mobile gaming
Mobile Extrapolation: Fresh Takes on the New Mobile Gaming Market Research
September 13th, 2004 by Arjan Olsder Posted in Research & Stats | No Comments »
As many mobile gaming insiders already know, Jill Braff, Sorrent’s VP of Marketing, recently authored an article entitled “A Profile of the Cell Phone Gamer,” releasing results of a survey performed on Sorrent’s behalf by independent market research firm U30 Group. We decided to get a more in-depth perspective on the research and statistics that informed the well-received article, and an ever-energized Braff graciously agreed to sit down with us as we queried her for critical insights on her findings.
According to Braff, the survey’s most surprising revelation was how many mobile gamers are active in playing at home. Contrary to what most industry insiders (and outsiders) probably think, the survey showed that more than 60% typically play mobile games at home. And Sorrent isn’t the only mobile games company to have uncovered this finding; In-Fusio’s Second Mobile Games Reference survey, released in late May, also revealed that 58% of mobile games are played at home. More …
Gaming to be Key Contributor to Wireless Data Usage and Revenues
September 7th, 2004 by Arjan Olsder Posted in Research & Stats | 1 Comment »
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. The high-tech market research firm estimates that, by 2009, mobile gaming services in the US will 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.
“Mobile gaming has come a long way since ‘Snake’ was first deployed on wireless handsets in 1997,” says In-Stat/MDR’s Director of Wireless Research, Clint Wheelock. In-Stat/MDR’s recent Consumer Mobility Study revealed that, at present, 6.5% of US wireless subscribers are extremely or very interested in purchasing mobile gaming services. According to Wheelock, “This level of interest clearly identifies mobile gaming as a niche opportunity for wireless carriers, application developers, and content producers.” More …
Ziff Davids: Habits of a Portable Gamer
August 30th, 2004 by Arjan Olsder Posted in Research & Stats | 1 Comment »
According to the study, nearly 70% of video gamers own a cell phone and 50% of these individuals play games on their mobile devices:
– More than a quarter (27%) of gamers, and fully 42% of core gamers (gamers who bought at least three games in the previous two months, or who bought at least two games but played 15 or more hours per week) are more likely to purchase a portable gaming system within the next year
– 18% purchased games for their cell phones
– Spend 17 minutes per gaming session and 4.4 hours per week
– Spent an average of $19 dollars in the last 60 days on games for their cell phone
Gamers don’t use cell phones to play video games for the following reasons:
– 50% cite screen size, cost and the difficulty of playing games on a small device
– Over 85% of gamers refer to picture quality
– 75% mention improper game controls
More broadly, the 2004 study indicates that a significant proportion of video game purchasing now happens online, with video gamers reporting that they buy about 12% of their games online. Used game sales are even stronger, as nearly 70% of gamers reported buying used games, including 16% through online auctions. More …
Strategy Analytics: Carrier Retail Channels Control $8 Billion Mobile Game Opportunity
August 25th, 2004 by Arjan Olsder Posted in Research & Stats | No Comments »
Mobile entertainment publishers are clearly back in vogue as the number of Java and BREW capable handsets rises from 186 million units this year to over 1 billion units in 2009. Senior Analyst, Nitesh Patel, notes, “We are beginning to see carriers and games companies announce greater levels of usage of these handsets for downloading games. For example, in the five months leading up to May 2004, Verizon Wireless customers have downloaded more than 12 million games.”
Strategy Analytics expects that active users of downloadable games will grow from 32 million this year to reach 220 million in 2009. Patel adds, “Confidence in the sector is beginning to increase significantly. The past four months has seen a flow of private finance into the coffers of leading mobile games distributors, the likes of which has not been seen since the halcyon days of the late 1990’s.” More … More … (2) More … (3)
Enpocket’s Mobile Media Monitor Finds Mobile Ownership and Sophistication Growing Fast in US
August 23rd, 2004 by Ashu Mathura Posted in Research & Stats | No Comments »
The Mobile Media Monitor also indicates increased sophistication of usage in the US market. The fastest growing media downloads are Java and BREW games, which show a 75% increase quarter over quarter. In Q2 there were 4.4 million adults downloading games to their phones – this has risen to 7.7 million in Q3. This growth is particularly dramatic in the 18-25 year age group. In Q2 11% (or 2 million) of 18-25 year-old phone owners were downloading games – rising to 22% (4 million) by Q3 2004. More …. More …(2)
Mobile gaming market set for `big growth’
August 23rd, 2004 by Ashu Mathura Posted in Games, Research & Stats | No Comments »
GAMING is emerging as big business in India coinciding with the growth of mobile and PC use and is expected to get a further thrust with broadband rolling out shortly.
According to Mr Gondal, last month 29 per cent of the downloads on AirTel were for Spiderman and 20 per cent for Van Helsing; the rest from existing 400 products. This clearly indicates the consumer shift to Hollywood-based gaming properties. More …
Disclaimer:Arjan Olsder is the Vice President of Pixalon Studios. Opinions expressed on this publication do not have to represent those of Pixalon Studios. |
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