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Wireless gaming key to 2.5G and 3G in US

November 14, 2002

The U.S. wireless gaming market is emerging as a viable long-term opportunity for game developers and publishers, carriers, and handset providers looking for success in 3G. According to a new study from IDC, Are We Having Fun Yet?: U.S. Wireless Gaming Forecast, 2002-2007, the number of total U.S. unique wireless gamers will climb from nearly 7.0 million in 2002 to 71.2 million in 2007.

The development of the U.S. wireless gaming market requires the successful triangulation of mutually dependent players, including handset providers, wireless carriers, and game developers and publishers. "Wireless gaming represents tremendous opportunity, but in order to reach its full potential, there must be cooperation among the three benefactors to work out key issues such as business models, the handset, and designating the appropriate content for the target demographics," says IDC's Schelley Olhava, program manager, Interactive Gaming.

Currently, domestic wireless carriers are pursuing 2.5G and 3G network upgrades to deploy next-generation wireless services that include wireless data applications. "Wireless games are a perfect example of the type of content that carriers are looking to offer," says IDC's Dana Thorat, senior research analyst, Wireless and Mobile Communication. "Gaming is ready to transition beyond the confines of the home to a truly mobile platform, and the emergence of next-generation networks and improved handsets make wireless gaming a reality."

Key Findings

-- The advent of faster processors, color screens, polyphonic sound, new battery technology and improved input control features will boost wireless gaming

-- Quality game content targeted to the appropriate demographics will be a driving factor for wireless gaming

-- Wireless gaming will promote the adoption of wireless data services by providing subscribers with a familiar activity

 


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M-Profits: Making Money from 3G Services
ISBN: 0470847751
This book discusses 3G services from the view of what is needed for the service to provide value to the user, what is the value proposition for the user, how will money be made out of delivering the service, and discussions on how revenue sharing propositions might work to benefit content providers and network operators. 3G operators should take note of this highly recommended book.

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