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Mobile Gaming Service in the US, 2004-2009

Product Type: Market Research Report
Published by: In-Stat
Published: August 2004
Product Code: R97-1716
Description
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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