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SUMMARY
Mobile gaming is tricky ground for marketers. On one hand, games have some of
the best engagement metrics among mobile content categories. On the other
hand, that engagement is not translating into sales.
The Mobile Games report analyzes the trends behind why consumers are so
excited about playing and so hesitant about paying.
Consumers like mobile gaming. Research shows they spend several minutes a
session with a mobile game, and frequently re-visit to play some more.
Moreover, consumers consistently report gaming is one of their favorite mobile
activities.
But, so far, marketers are unsure of mobile gaming's potential as an
advertising platform.
However, in developing markets, mobile phones are already the de facto gaming
platform - and millions more consumers will start experiencing mobile games
with the introduction of new, improved handsets. Marketers would do well to
keep an eye on mobile gaming for these reasons alone.
Key questions the “Mobile Games” report answers:
- How big will mobile games grow worldwide by 2012?
- How great will the opportunity for ad-supported mobile gaming become?
- What are some of the drivers for mobile games?
- What roadblocks are slowing growth in the category?
- How does the US market compare to other worldwide markets?
- How do mobile phone and PDA games compare?
- What is the difference between preloaded and sideloaded games?
- And many others......
eMarketer Reports - On Target and Up to Date
The Mobile Games report aggregates the latest data from worldwide
marketing and communications researchers with eMarketer analysis to provide
the information you need to make smart, accurate business decisions.
TABLE OF CONTENTS
Executive Summary
- Mobile Gamers and Mobile Game Spending Worldwide, 2007-2012 (millions)
- Key Questions
The eMarketer View
- Key eMarketer Numbers-Mobile Games
Mobile Game Revenues
- Mobile Gamers and Mobile Game Spending Worldwide, 2007-2012 (millions)
- Mobile Entertainment Revenues Worldwide, by Type, 2007-2012 (millions)
- Mobile Gaming Revenues Worldwide, 2007, 2008 & 2011 (billions and CAGR*)
- Premium Mobile Content* Revenues Worldwide, by Category, 2007-2012
(millions)
- Mobile Game Revenues in the US
- US Mobile Gamers and Mobile Game Spending, 2007-2012 (millions)
- Mobile Gaming Revenues in North America, 2007-2012 (millions and %
worldwide market share)
- Unique Downloads and Average Download Price Paid Among Top Five US
Mobile Game Publishers, Ranked by Revenues, Q2 2008
- US Mobile Gaming Revenues, by Source, 2007-2012 (% of total)
- Ad-Supported Mobile Entertainment Content Revenues in the US, by Type,
2013 (millions)
The Audience for Mobile Games
- Mobile Games Usage by Mobile Subscribers in the US and Select Countries in
Western Europe, December 2007 (% of mobile subscribers)
- Mobile Content and Application Activities of Mobile Subscribers in Select
Countries, December 2007 (% of mobile subscribers)
- Mobile Gamers in the US
- Mobile Internet Activities of UK and US Mobile Internet Users, May 2008
(% of respondents)
- US Adult Mobile Device* Users Who Have Used Mobile Content and
Applications, by Frequency, October-December 2007 (% of respondents)
- US Adult Mobile Phone Users, by Mobile Services Used*, Q4 2007 (millions)
- US Mobile Content User Growth, by Category, 2007-2017 (CAGR*)
- Mobile Game Genre that US Internet Users* Are Most Interested in
Playing, by Platform, 2007 (% of respondents)
- op Five US Mobile Game Categories, Ranked by Revenues, Q2 2008 (% market
share)
Mobile Gaming Case Studies
Related Information and Links
- Related Links
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- Report Contributors
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