End-user generated revenues from mobile games will reach nearly $10bn by
2009, according to a new report.
Analyst firm
Juniper
Research said that the revenues will be driven by the increasing popularity
of casual gaming, combined with more gaming-friendly handsets offering
high-quality 3D graphics.
"Game downloads have already overtaken ring-tones in a number of western
European markets, while mobile handsets are now the de facto games console in
many developing countries," said report author Dr Windsor Holden.
More than 460 million mobile users are expected to download games by 2009,
representing a twofold increase on the current number.
Much of this growth is expected in emerging markets such as the Indian
sub-continent, where the number of users will rise from 10 million in 2007 to
nearly 40 million in 2009.
However, the report warned that the high cost of browsing and downloading
services and content in many countries, combined with opaque pricing structures,
continues to act as major stumbling blocks to service adoption.
Juniper also warned that that more needs to be done to widen the mobile
gaming demographic, although the firm did note an increasing number of products
targeting female gamers.
"Essentially, the proportion of leading titles focusing on action and
adventure has not altered discernibly over the past two years," said Dr Holden.
"While these are popular within the traditional gaming demographic, there is
a major opportunity to attract casual gamers by enhancing a portfolio mix with
more titles from alternative genres."
China and the Far East will remain the largest regional markets for mobile
games throughout the period covered by the report, with predicted revenues of
$5.7bn by 2012.
Worldwide revenues from in-game advertising are expected to grow from $90m
in 2007 to more than $1.2bn in 2012.
As well as diversifying the game content to appeal to a wider audience, the
report suggests that operators and publishers should expand the number of games
they offer on a free trial basis.
By removing the entry price barrier, Juniper believes that a greater number
of consumers will play the game and ultimately convert to being paid customers.
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