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Mobile Game Revenue in US Hits $151 Million in Q4 2006


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On-portal mobile game revenue jumped 61 percent year-over-year to $151 million in Q4 2006 (see Table 1). Nearly 17.4 million mobile consumers downloaded a mobile game last quarter, up 45 percent from a total of 12 million downloaders a year ago, according to Telephia, the world’s largest provider of syndicated consumer research to the telecom and mobile media markets

. On-portal mobile game revenues also account for 74 percent of total mobile game revenues, while off-portal downloads account for the remaining 26 percent. While revenue is growing, revenue growth is slowing consistent with a market that is maturing.

Mobile games have not been limited to the typical console game demographic of men 18-24 years old. The demographic is much broader, and includes women and all ages. Sixty-five percent of all games are purchased by women. Forty percent of all games are purchased by mobile consumers age 25-36.

“The mobile game industry has seen strong growth very quickly with titles that appeal to a broad demographic. However, the industry is faced with a new challenge in order to sustain its growth. Several new mobile content services such as mobile video and full-track music are also competing for the mobile consumers’ attention and wallet,” said Kanishka Agarwal , Vice President of Mobile Content, Telephia.

The mobile game market continues to be a highly competitive space, with nearly 90 publishers vying for a piece of the market. EA Mobile leads the on-portal game download market with nearly 28 percent of total revenue. Gameloft and Glu Mobile share the second tier with 11 percent each. Namco, I-play, Digital Chocolate, Hands-On Mobile, Superscape, Capcom and Oasys Mobile make up the next tier of players with revenue shares ranging from 2-6 percent. Original News : www.slashphone.com

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