Opinionated comments on mobile phone industry news
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All entries are written by Anders Borg, CEO and Consultant of Abiro, that has a long experience in strategic planning, developing embedded and Java software, usability aspects, and the mobile phone industry in general. You can also read the latest Mobile News entries on your phone via wap.abiro.com, and we provide many News Feeds from popular news services. For advertising and contribution queries, please use the feedback form. News feed (local) |
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Wednesday, April 25, 2007
Adults dominate mobile gaming in USA
Update: Barbara Ballard at Little Springs Design adds a few complementing tidbits on how to make it easier for consumers in 'on selling applications'.
'The NPD Group: Watch out Teens! Adults Rule Mobile Gaming (for Now, Anyway)' indicates that as many as 29 M (10% of the population!) play games on mobile phones in USA. That also includes embedded games. 7 M download games and are dominated by people between 25 and 34.
Others might then say that "98% don't download games. Disaster!" (similar to how articles have said things like "MMS has failed, only xx% are using it" bla, bla), which sounds really bad, but the fact that so many at all play games on their phones (and finding time for it) indicates there's a good potential in the market for also downloaded games. I think though that they need to be even more accessible than they are today: simpler to find, simpler to choose, simpler to purchase (if they even have any direct cost), download and run.
Mobile content services could have user-voted top lists, including of course for games, that were displayed smack on the home page, and most consumers would buy those games if highlighted enough. It's kind of like digg where people vote the most on those news that already have the most votes (over-emphasizing certain news). That's of course a very flawed way of voting, so I'm not considering digg a good approach for news prioritization, but for mobile content that doesn't matter, as the only thing that counts is to maximize sales, of whatever the service might sell.
'The NPD Group: Watch out Teens! Adults Rule Mobile Gaming (for Now, Anyway)' indicates that as many as 29 M (10% of the population!) play games on mobile phones in USA. That also includes embedded games. 7 M download games and are dominated by people between 25 and 34.
Others might then say that "98% don't download games. Disaster!" (similar to how articles have said things like "MMS has failed, only xx% are using it" bla, bla), which sounds really bad, but the fact that so many at all play games on their phones (and finding time for it) indicates there's a good potential in the market for also downloaded games. I think though that they need to be even more accessible than they are today: simpler to find, simpler to choose, simpler to purchase (if they even have any direct cost), download and run.
Mobile content services could have user-voted top lists, including of course for games, that were displayed smack on the home page, and most consumers would buy those games if highlighted enough. It's kind of like digg where people vote the most on those news that already have the most votes (over-emphasizing certain news). That's of course a very flawed way of voting, so I'm not considering digg a good approach for news prioritization, but for mobile content that doesn't matter, as the only thing that counts is to maximize sales, of whatever the service might sell.

