Cell phone companies, carriers and software developers are betting big on the
future of mobile gaming, wagering that consumers will drop big bucks to play
videogames on their cell phones. But new research indicates that the market may
need a power-up.
The good news is that the number of wireless gamers is increasing. According
to a survey by the NPD Group, 27 per cent of
all US wireless subscribers play games on their cell phones, compared to 20
per cent last year. And young consumers (aged 13 to 17) are three times more
likely to play mobile games; in fact 60 per cent of kids who have phones use
them to play games.
But further growth prospects seem weak. Only 6 per cent of wireless
subscribers who aren't already gaming say they're interested in starting over
the next year. And even those people who are already playing don't spend much
time doing it: The average gaming session is just 11 minutes.
Even worse, they aren't spending money. According to the survey, two-thirds
of all mobile gamers play only the free games that come with their phone. Only
about a third of them paid to download more sophisticated games.
"They're having a digital snack," says NPD analyst Clint Wheelock. "When
they've got ten minutes to kill they're pulling out the phone and playing a
game."
Despite the efforts of phone companies, handset makers and game developers
want to exploit the horsepower of new mobile handsets and make better games
available, consumers don't seem to be interested in much more than a simple,
momentary diversion, he says. "There's been a feeling that it's going to evolve
from casual games, but I'm not sure that's what people are expecting from their
cell phones."
One thing that might be keeping consumers away is the relatively high price
of mobile games. The average purchase price of a mobile game today is $5.31, but
mobile gamers say their optimum price point is about half that, or $2.75. And
those consumers who aren't playing yet, but intend to, are even more price
sensitive, willing to spend just $2.25.
"This tells me that the industry has a real challenge ahead," says Wheelock.
"[Consumers] are saying, 'I'm not going to pay five to ten dollars for a game on
my cell phone, all I want to do is play Tetris.'"
Consumers may not be taking to mobile gaming the way some businesses had
hoped, but there's still good potential for the market, says Wheelock. Videogame
developers such as Electronics
Arts and Take Two Interactive are
working hard to create mobile versions of popular, complex games like the Sims
and Madden Football, but they may need to rethink that strategy. "They have to
focus their inventory on the things that appeal to consumers," he says. "
There's a large percentage of people that are interested in a good card game or
a really addictive puzzle game."
And even if mobile carriers such as Sprint and Cingular--a joint venture of
SBC Communications and Bell South--are having trouble getting subscribers to buy
a $5 game, they still stand to benefit in other areas. Once they convince
subscribers to play even free games, they may become more profitable customers.
According to the report, mobile gamers tend to spend 57 per cent more on new
handsets, and use their phones more for regular calls, using 48 per cent more
wireless minutes than non-gamers. Their monthly wireless bills are also 22 per
cent higher than the average subscriber.
"Most [mobile game] developers and publishers who are in the market today
won't be around in a few years," says Wheelock. Many of the startups that make
only mobile gaming software are likely to get acquired, he says.
Out of those companies,
Jamdat Mobile is a
standout, though it's not clear yet whether they'll acquire other, smaller
mobile gaming firms, becoming a pure-play powerhouse, or if they'll get gobbled
up by a major gamemaker. "If you think about casual games you have to think
about Tetris and Bejeweled, and [Jamdat] has both," says Wheelock. "They're
likely the most valuable property in the market."
Even if companies such as Jamdat look attractive, it's hard to judge the
value of a market when so few of the potential customers seem willing to pay for
the product.
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