Qualcomm and Teleepoch
Enter Into a 3G CDMA Subscriber Unit License Agreement, October
6, 2007
MTN chooses Cambridge Broadband
Networks for multi-service wireless network in Rwanda, October 6,
2007
Brazilian government to
publish 3G bidding rules soon, October 6, 2007
KTF 3G service suffers
from technical problems, October 6, 2007
Argentina’s Personal
lunches 3G service in Rosario, October 6, 2007
Russia has it's first 3G
network, October 6, 2007
AT&T could drop Alcatel-Lucent
as 3G mobile network supplier, October 6, 2007
Enea Extends License Agreement
with ZTE for 3G Handsets, October 2, 2007
LG to unveil premium handsets
in Brazil, October 2, 2007
KTF 3G subscribers doubled
in less than 3 months, October 2, 2007
3G policy in India will
be non-uniform, October 2, 2007
- previous news
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Wireless gaming market to generate US$41.3 billion in revenue in 2007
July 14, 2003
The global market for wireless gaming services will grow from US$561
million in 2002 to US$41.3 billion in 2007 according to the new report
from The Research Room - Wireless Gaming: Strategies for Profit. The majority
of this revenue will be driven from Java and BREW downloadable games and
the additional traffic that the networked and multiplayer games generate
on the mobile data networks.
“The wireless gaming market is being formed at the cross-roads of three
of the most exciting and fastest growing markets from the last five years
– gaming, the Internet and wireless services,” said Tim Sheedy, Managing
Director of The Research Room. “The recent history of the IT industry
is dominated by the growth of services generated by the amalgamation of
two previously separate service - messaging and the Internet gave us e-mail,
messaging and wireless services gave us SMS, gaming and the Internet is
in the process of creating a huge opportunity for online gaming, and wireless,
gaming and the Internet will create a new market for interactive and multiplayer
wireless gaming services. Nokia is about to redefine the concept of wireless
gaming with its N-Gage wireless gaming deck, and many games developers
and publishers along with mobile operators are beginning to realise the
potential to profit from this new market.”
The market for wireless gaming services poses less risk to the operators
than many of the other mobile content businesses - all the mobile operator
needs is a solid billing and delivery platform and the relationships with
the games publishers and aggregators. The games developers and publishers
themselves are the ones who are taking the majority of the risk - as they
are the ones who do not get paid if the games fail to sell. A clearly
defined partnership and channel strategy will be important to all of the
major players in the wireless gaming market in order for them to meet
their potential.
Wireless gaming will do more than just move gaming into the wireless
world - it will create whole new markets for cross-platform, online multiplayer
and networked games - and will provide the games publishers and developers
with some instantaneous feedback on the success or failure of their games,
along with a potential ongoing revenue stream from sales beyond the initial
purchase of the game.
Global Wireless Gaming Users by Game Platform (millions): 2002-2007
| |
2002 |
2003 |
2004 |
2005 |
2006 |
2007 |
| mBrowser gamers |
23.1 |
29.5 |
44.7 |
56.3 |
54.4 |
51.3 |
| SMS/MMS gamers |
41.7 |
55.4 |
64.8 |
70.1 |
73.3 |
76.1 |
| Java/BREW gamers |
3.8 |
20.6 |
43.3 |
76.8 |
110.8 |
146.8 |
| Gaming deck gamers |
0 |
0.2 |
2.8 |
6.2 |
17.6 |
32.8 |
Source: The Research Room, 2003
Global Wireless Gaming Revenue (US$ billions): 2002-2007
| |
2002 |
2003 |
2004 |
2005 |
2006 |
2007 |
| Revenue - game purchase |
$0.1 |
$0.4 |
$1.8 |
$4.5 |
$9.8 |
$16.6 |
| Revenue - traffic |
$0.5 |
$1.2 |
$2.9 |
$5.5 |
$12.1 |
$24.7 |
| Total gaming revenue |
$0.6 |
$1.5 |
$4.7 |
$10.1 |
$21.9 |
$41.3 |
Source: The Research Room, 2003
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