SAS
Can't get enough of FH
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Now that mobile gaming is becoming more advanced the calls for closer intergration of mobile gamers is echoing across the globe.
IN-FUSIO, a leading mobile games service provider have conducted a survey and some of the findings included:
(And not a link to another site in place )
Full Press Release
Representative Sample of 400 Mobile Gamers Quizzed On Playing Behaviour
60% Of Mobile Gamers Want A Community/Club As Part Of A Service
+25 Year Olds Becoming Significant Target Market
Bordeaux, France – May 28th, 2004 – IN-FUSIO, a leading mobile games service provider and publisher in Europe, US, and China, today announced the findings of its second in-depth reference study into the behavioural habits and trends of mobile games consumers in Java and ExEn technology. The survey reveals that the mobile games market is dynamic, in constant change and that significant trends and opportunities are emerging.
Summary of key findings:
60% of those questioned would like to be a member of a mobile game community
Female gamers are loyal regular consumers of mobile games but aren't sufficiently catered for
36% of players are now older than 24
87% knew a mobile game was included when purchasing their phone up massively from 67% in 2002; 33% of those said it was a key criteria for choosing a phone
Overall 'adventure' games top 'most wanted' chart (47%)
Average game session stable at 20 minutes
58% of mobile games are played at home
The survey of a representative sample of 400 mobile gamers in France reveals that the majority (60 per cent) of those questioned would like a community or club aspect to support their mobile game activity, suggesting that whilst the quality of games (88 per cent) is a critical selection criteria when choosing a game, 'interactivity' is both an opportunity to develop loyalty and increase revenues.
Female mobile games players emerge as three times more likely (than men) to consistently download games, however the vast majority of female players (87 per cent) are interested in 'classic' and 'evolution' based games whereas the majority of games being developed are for the male market (sport, combat, adventure and video game licensed). This helps to explain why the majority of gamers are male (78 per cent).
Compared to IN-FUSIO's first mobile game survey in October 2002, the percentage of gamers that are over 25 years old has increased dramatically to 36 per cent (up from 22% in October 2002) confirming that mobile games are not the preserve of the youth market. The core of gamers are still to be found in the 18-24 year old segment with 42 per cent. 73 per cent of mobile gamers know exactly the cost of a mobile game and understand the relationship between price and the quality of games.
Commenting on the findings: Giles Corbett, co-CEO, IN-FUSIO said: "It is clear that games have become integral to the mobile phone market but as the consumer market evolves the industry needs to keep pace with the trends and habits of mobile gamers. IN-FUSIO is rolling out surveys across Europe to identify geographic trends. We will regularly question gamers and reveal some of the results to our industry colleagues."
Giles Corbett, will present a more in-depth analysis of the survey findings on Thursday 3rd June 2004 at 12.05, Mobile Entertainment Market (MEM), London, www.mem04.com
Last month IN-FUSIO confirmed that it had surpassed the 100 million premium SMS mark which have been generated as a result of interactions with mobile game players world-wide. Out of the 9.5 million unique registered players since July 2001, over 2 million are active* every month.
IN-FUSIO has just been named in the Red Herring 100, 2004. The industry's definitive ranking of private technology companies impacting the marketplace.In addition to publishing more than 65 mobile games globally, IN-FUSIO manages the mobile games platform for carriers including Vodafone D2, Orange France, SFR, Orange UK, Vodafone Omnitel, Telefonica Moviles and China Mobile. In the U.S. IN-FUSIO has recently expanded its presence with the opening of a Los Angeles office, a Microsoft global licensing deal, an agreement with Qualcomm to port ExEn technology to BREW games and the acquisition of the Chicago based game development studio, Cybiko. IN-FUSIO games are currently available in the U.S. on Verizon, Sprint and AT&T.
Note to editor: * IN-FUSIO defines an 'active' player as one which has at least one paid for transaction per month.
About IN-FUSIO
With the largest market share of mobile games in Europe and China, IN-FUSIO has entered the U.S. market to offer its diverse portfolio of original games entertainment and value added services to wireless carriers. At present, IN-FUSIO's portfolio of 65 mobile titles has been enjoyed by more than 9.5 million players worldwide. From stand-alone JavaTM, BREW and i-mode (Doja) games to a fully managed and integrated games service, (ExEn, ExEn Gaming Extensions EGE for MIPD 2.0) IN-FUSIO has unparalleled industry experience. As a games publisher and game service provider, IN-FUSIO provides a clear entry point for brands and game developers to effortlessly enter the mobile games market. IN-FUSIO currently works with a number of global game developers and has recently acquired, the Chicago based game studio Cybiko.
IN-FUSIO customers include: Vodafone D2, Orange France, SFR, Orange UK, Vodafone Omnitel, Telefonica Moviles, Verizon, Sprint, AT&T and China Mobile. IN-FUSIO games are available on a wide range of handsets including, Nokia, Motorola, LG, Siemens, Toshiba, Sagem, Panasonic, Sharp, Alcatel, Philips, Mitsubishi, Bird and Vitelcom.
For more information, please visit the IN-FUSIO website at www.in-fusio.com.
IN-FUSIO, a leading mobile games service provider have conducted a survey and some of the findings included:
++ 60% of those questioned would like to be a member of a mobile game community.
++ Female gamers are loyal regular consumers of mobile games but aren't sufficiently catered for.
++ 36% of players are now older than 24.
++ 87% knew a mobile game was included when purchasing their phone up massively from 67% in 2002; 33% of those said it was a key criteria for choosing a phone.
++ Overall 'adventure' games top 'most wanted' chart. (47%)
++ 60% of those questioned would like to be a member of a mobile game community
++ Average game session stable at 20 minutes.
++ 58% of mobile games are played at home.
I am amazed it's hard to create a mobile gaming community. Afterall to start you would just need a 'profile' and forum where you can chat to fellow gamers. Maybe even an irc type client, but on the mobiles I've used it's painful to chat to multiple people at once via WAP. Other tools would be needed, and we may see more dedicated mobile service providers appearing in the future?++ Female gamers are loyal regular consumers of mobile games but aren't sufficiently catered for.
++ 36% of players are now older than 24.
++ 87% knew a mobile game was included when purchasing their phone up massively from 67% in 2002; 33% of those said it was a key criteria for choosing a phone.
++ Overall 'adventure' games top 'most wanted' chart. (47%)
++ 60% of those questioned would like to be a member of a mobile game community
++ Average game session stable at 20 minutes.
++ 58% of mobile games are played at home.
(And not a link to another site in place )
Full Press Release
Representative Sample of 400 Mobile Gamers Quizzed On Playing Behaviour
60% Of Mobile Gamers Want A Community/Club As Part Of A Service
+25 Year Olds Becoming Significant Target Market
Bordeaux, France – May 28th, 2004 – IN-FUSIO, a leading mobile games service provider and publisher in Europe, US, and China, today announced the findings of its second in-depth reference study into the behavioural habits and trends of mobile games consumers in Java and ExEn technology. The survey reveals that the mobile games market is dynamic, in constant change and that significant trends and opportunities are emerging.
Summary of key findings:
60% of those questioned would like to be a member of a mobile game community
Female gamers are loyal regular consumers of mobile games but aren't sufficiently catered for
36% of players are now older than 24
87% knew a mobile game was included when purchasing their phone up massively from 67% in 2002; 33% of those said it was a key criteria for choosing a phone
Overall 'adventure' games top 'most wanted' chart (47%)
Average game session stable at 20 minutes
58% of mobile games are played at home
The survey of a representative sample of 400 mobile gamers in France reveals that the majority (60 per cent) of those questioned would like a community or club aspect to support their mobile game activity, suggesting that whilst the quality of games (88 per cent) is a critical selection criteria when choosing a game, 'interactivity' is both an opportunity to develop loyalty and increase revenues.
Female mobile games players emerge as three times more likely (than men) to consistently download games, however the vast majority of female players (87 per cent) are interested in 'classic' and 'evolution' based games whereas the majority of games being developed are for the male market (sport, combat, adventure and video game licensed). This helps to explain why the majority of gamers are male (78 per cent).
Compared to IN-FUSIO's first mobile game survey in October 2002, the percentage of gamers that are over 25 years old has increased dramatically to 36 per cent (up from 22% in October 2002) confirming that mobile games are not the preserve of the youth market. The core of gamers are still to be found in the 18-24 year old segment with 42 per cent. 73 per cent of mobile gamers know exactly the cost of a mobile game and understand the relationship between price and the quality of games.
Commenting on the findings: Giles Corbett, co-CEO, IN-FUSIO said: "It is clear that games have become integral to the mobile phone market but as the consumer market evolves the industry needs to keep pace with the trends and habits of mobile gamers. IN-FUSIO is rolling out surveys across Europe to identify geographic trends. We will regularly question gamers and reveal some of the results to our industry colleagues."
Giles Corbett, will present a more in-depth analysis of the survey findings on Thursday 3rd June 2004 at 12.05, Mobile Entertainment Market (MEM), London, www.mem04.com
Last month IN-FUSIO confirmed that it had surpassed the 100 million premium SMS mark which have been generated as a result of interactions with mobile game players world-wide. Out of the 9.5 million unique registered players since July 2001, over 2 million are active* every month.
IN-FUSIO has just been named in the Red Herring 100, 2004. The industry's definitive ranking of private technology companies impacting the marketplace.In addition to publishing more than 65 mobile games globally, IN-FUSIO manages the mobile games platform for carriers including Vodafone D2, Orange France, SFR, Orange UK, Vodafone Omnitel, Telefonica Moviles and China Mobile. In the U.S. IN-FUSIO has recently expanded its presence with the opening of a Los Angeles office, a Microsoft global licensing deal, an agreement with Qualcomm to port ExEn technology to BREW games and the acquisition of the Chicago based game development studio, Cybiko. IN-FUSIO games are currently available in the U.S. on Verizon, Sprint and AT&T.
Note to editor: * IN-FUSIO defines an 'active' player as one which has at least one paid for transaction per month.
About IN-FUSIO
With the largest market share of mobile games in Europe and China, IN-FUSIO has entered the U.S. market to offer its diverse portfolio of original games entertainment and value added services to wireless carriers. At present, IN-FUSIO's portfolio of 65 mobile titles has been enjoyed by more than 9.5 million players worldwide. From stand-alone JavaTM, BREW and i-mode (Doja) games to a fully managed and integrated games service, (ExEn, ExEn Gaming Extensions EGE for MIPD 2.0) IN-FUSIO has unparalleled industry experience. As a games publisher and game service provider, IN-FUSIO provides a clear entry point for brands and game developers to effortlessly enter the mobile games market. IN-FUSIO currently works with a number of global game developers and has recently acquired, the Chicago based game studio Cybiko.
IN-FUSIO customers include: Vodafone D2, Orange France, SFR, Orange UK, Vodafone Omnitel, Telefonica Moviles, Verizon, Sprint, AT&T and China Mobile. IN-FUSIO games are available on a wide range of handsets including, Nokia, Motorola, LG, Siemens, Toshiba, Sagem, Panasonic, Sharp, Alcatel, Philips, Mitsubishi, Bird and Vitelcom.
For more information, please visit the IN-FUSIO website at www.in-fusio.com.