IDC: Mobile Users Just Wanna Have Fun
Wireless gaming is a hot topic and, surprise, surprise, it's not just the European "mobile maniacs," but of North American players as well. Mobile Users Just Wanna Have Fun says IDC in a report released last week, adding that it expects the number of wireless gamers to grow from 7.9 percent of all U.S. wireless subscribers in 2003 to 34.7 percent, or 65.2 million users, by 2008. Strategy Analytics estimates that this year the global wireless games market will be worth $1 billion, growing to $7 billion by 2008.
As is usual nowadays, the market is moving faster than managers' abilities to adapt business models, so there's still a lot to be done to consolidate the industry. There are a bunch of pioneers showing the way, like Nokia, for example, which has just announced "Mobile Raditude," the first ever mobile gaming competition in the U.S. Other marketers are sure to follow.
No matter the role in the market chain - game developer, mobile carrier, advertiser or device producer - one has to keep in mind that only good content generates revenue. Once again, the goal needs to be building a relationship with consumers. If the gaming experience is poor, people will just say "no thanks, goodbye," and it will be extremely difficult to get them back, as they will rather keep having fun with PC and consol videogames. So, especially in the beginning, when curiosity rather than actual interest pushes people to play wireless, quality will be the key.