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In September 2008, senior analyst Jen Wu presented key findings at the NY Games Conference, revealing that 21.4% of the U.S. mobile population, equivalent to 48.4 million users, engage in mobile gaming monthly. The study indicates that mobile gaming is experiencing dynamic growth, particularly driven by advances in smartphone technology and new browser capabilities. The data showed genre preferences and a positive trend in game downloads, highlighting the impact of free mobile games and the evolving market landscape.
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Mobile Gaming Jen Wu, Senior Analyst NY Games Conference September 2008
How many mobile gamers are there? • 21.4% of the US mobile population, or 48.4 million, play games on their phone each month. • Of these, about half play games only occasionally, and the other half do so more than once a week. 3-month average ended July-08
What’s growth like? By type of game… % Growth, July-07 to July-08 % Growth, July-07 to July-08 Driven by iPhone. 3-month average ended July-08
Advanced browsers show accelerating growth 3-month average ended May-08
Still, browser gamers are low in number 3-month moving averages
Major operator decks: seeing some shifts • Number of game titles (browser or downloadable application) by genre Months of July-07 and July-08
… But still doesn’t line up well with demand # of genre game titles offered on major carrier decks % of game downloaders who purchased genre Months of July-07 and July-08
Though relatively flat, downloading games has grown Up 14% YOY.
Recent growth from free games -3% -21 +61
Browser game reach, by OEM • % of OEM’s users that play mobile browser games Smartphones 3-month average ended Apr-08
Smartphones Continue to Proliferate 7% Smartphone = Palm, Windows, Symbian, RIM, Linux, Apple O/Ses
And Moving from Geek to Chic January 2005, US 45 models June 2008, US 154 models
Notes • Notes: • Data reflects individual mobile users age 13+, as opposed to subscription lines or accounts. • Survey respondents who use more than one mobile handset are asked to identify and base their responses upon their activity on the primary handset. • Time periods are as indicated on each page. Three-month averages reflect monthly activity or ownership metrics on a three-month moving average. • Sample size, 3 months ending July-08, United States: 30,594
Appendix: Trends in mobile gaming % Growth, July-07 to July-08
Appendix: Flash Supported by a Growing Number of Handsets US, 3-month averages.
Appendix: Game genre examples • Casino, such as Blackjack or Texas Hold’em Poker • Card, such as Solitaire or Uno • Board, such as Monopoly or Chess • Retro, arcade such as Pac Man, Frogger or Pinball • Sports, such as Midnight Pool or Madden ‘06 • Racing, such as 2Fast2Furious or MotoGP • Word or Number Puzzles, such as TextTwist, WordJong, or Sodoku • Quiz, such as Trivia Pursuit or Who Wants to Be a Millionaire • Arcade puzzle, such as Tetris or Bejewelled • Action, such as Splinter Cell Chaos Theory or Tomb Raider • First person shooter, such as Call of Duty or Duke Nukem • Strategy or Role Playing Games, such as Sims or Ancient Empire II