Wireless gaming set for mass market

Lara Croft in hot phone action

Robert Jaques

Wireless gaming is well on its way to becoming a mass-market product in the US.

Over the past year wireless games topped the list of entertainment applications downloaded to mobile phones, according to analyst IDC.

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The number of wireless gamers is set to grow from 7.9 per cent of all US wireless subscribers in 2003 to 34.7 per cent, or 65.2 million users, by 2008, the firm predicts.

"In 2003, US wireless carriers cleared a major hurdle in delivering wireless games to subscribers, demonstrating that wireless gaming is a viable business," said Dana Thorat, senior research analyst in IDC's Wireless and Mobile Communications service.

"In the next 12 months, carriers plan to aggressively promote wireless games to their subscribers while offering new line-ups of compelling titles, including those that support multi-player and limited 3D rendering."

The study found that 2003's most popular wireless games included Jamdat's Jamdat Bowling, Activision's Tony Hawk's Pro Skater, Eidos' Lara Croft Tomb Raider, and Gamelofts' Tom Clancy's Splinter Cell.

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