Thursday, April 3, 2008

The U.S. Mobile Gaming Industry Is Getting Ready To Rock

The U.S. mobile gaming industry is getting ready to mark year 2008 as a turning point. Mobile gaming industries are going to go a level up to reach the casual consumers. The industry players are using various strategic steps to get the benefit of a good looking growth potential in the area.
That's because people are snapping up better handsets that offer a faster connection to the network.
Industry players are gearing up to bring new games and getting into various tie-ups. Greystripe is going to offer titles from Vivendi games mobile in new ''try before you buy'' preview games category whereas AOL is getting ready to launch Ad-Supported mobile gaming portal.
Also Hands-On Mobile Inc., the world's leading developer of connected games and applications, in partnership with Activision, Inc. announced highly successful Guitar Hero(R) III Mobile game to be available on BlackBerry smart phones from Research in Motion (RIM).
Leading Japanese mobile game developer DeNA Co., which is based in Toyko, has also decided to break into the U.S. market, and is having plans to launch its enormously successful "Mobage-town" in the U.S. this summer. Japanese consumers have flocked to "Mobage-town," a combination of a social networking and gaming site, since it opened there in February 2006. (In its first 26 days, 100,000 users signed up; membership has climbed steadily since then to reach more than 9 million users by the end of January 2008.)
Mobile handset producer Finland's Nokia is also betting on the U.S. mobile gaming market and is changing for the better. The Nokia N-Gage platform was released in the U.S. and globally in November 2007 on Nokia's N-series and S-60 third-edition phones.
Mobile games provide a quick distraction through casual games rather than the more involving experience found on the console. That distinction has made it a tricky endeavor for the major game developers.
The mobile gaming business is a tough one, but the rewards are there. According to analysts opportunities overseas and, in particular, the emerging markets, where the lower cost of production and distribution may make it a potentially more profitable than the console business.
According to the study by IDATE, mobile gaming will be one of the most sought-after applications for cellular phone users, in next five years.
By the end of 2012, annual revenue from mobile video game downloads should reach €3.3 billion (US$4.8 billion) in the three largest gaming markets (Europe, Japan, and the U.S.), and €6.5 billion (US$9.6 billion) worldwide.

“The main conditions for change are now becoming established: broadband networks are being deployed, usage is confirmed with new game genres, handsets can now compare with dedicated gaming platforms, publishers are perfecting their editorial strategies and digital distribution services are taking shape” reported IDATE Project Manager, Laurent Michaud.

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