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November 2001
Wireless Gaming: Will Consumers Pay to Play?
One Recent Report Says "Don't Believe the Hype"
Certain wireless gaming forecasts
have predicted that this market will be worth nearly $17
billion, approaching the value of the Hollywood movie
industry. Don't believe the hype, says Ovum, an analyst
and consulting company in their report "Wireless Games:
Playing to Win," authored by Rob Gear and Roope Mokka.
According to Ovum, consumers will be willing to pay only
where they perceive value and, given those parameter,
the company predicts the wireless gaming market will be
worth around $4 billion by 2006, an amount significantly
lower than some industry expectations.
Ovum notes that the growing confidence in this field can
be measured by the number of start-ups entering the
space, the 'land grab' between gaming companies, handset
vendors and operators and the creation of the 'The
Gaming Interoperability Forum' by Motorola, Siemens,
Ericsson and Nokia to help simplify the process of
developing and getting revenue from cross-platform
games. However, Ovum says that both technical and
cultural barriers must be overcome before the market
really takes off - and this requires a shift in mindset.
According to the Ovum analysts, this is not about
wireless internet. And it is not about bringing mobility
to the high-spend, hardcore gamers. Instead the real
potential lies in bringing games to a mass market -
social players who use it to kill time or play against
friends, but who won't pay over the odds against other
forms of entertainment.
It is no surprise that companies want to take advantage
of what is supposedly a thriving market. The Playstation
agreement forged between Sony and Vodafone earlier this
year and Nokia's move to develop mobile gaming for WAP
phones are evidence that gaming will be one of the most
compelling forms of wireless entertainment.
Rob Gear, Analyst at Ovum, explains:
"The huge success of I-mode in Japan, where two thirds
of use is for entertainment shows the potential that can
be achieved here. We will have handsets with GPRS, as
well as color screens and Java compatibility.
Consequently, there is a 'gold rush' mentality and we
are witnessing players rushing eagerly into this space,
hoping to cash in on its profits. The logic is highly
seductive - the gaming and wireless markets are both
large and lucrative, so put them together and you get
something even bigger and better."
Ovum reports that even though mobile phone companies
believe gaming services will help them recoup their huge
investment in 3G licenses, the reality will not be so
provident in the short-term. Reaping benefits will
depend on delivering to the customer's needs.
Gear continues:
"Operators will be playing a whole different ball-game.
They will be up against adversaries with years of
experience in the gaming field, hefty R&D budgets and
existing relationships with their client base. Brand
recognition will be paramount to any mass market
success. At present what is on offer is limited and the
experience is poor due to bad marketing and ineffective
methods of billing.
Wireless gaming may promise long airtime usage; however,
this promise is also the primary shortcoming of the
business model. Bandwidth does not come cheap, and if
efficient, transparent billing mechanisms are not
installed someone will have to pay."
Traditionally, the key driver of interactive games has
been the under-25 age group who are time-rich, but,
cash-poor. One solution is to target the more affluent
'middle youth' market. However, even this segment has
its drawbacks. They are cash-rich, but time-poor.
Consequently, Ovum predicts, 68%-85% of people will
never play a wireless game.
Ovum further believes that many users will never pay
more than 50c a month, with dedicated gamers averaging
only $10 given the compelling substitutes on offer.
This player will belong to a niche group, constituting
less than 2% of the market and will be expensive to
support.
"Market entrants must take heed and realize that
wireless will not compete with consoles," concludes
Gear. "Exploiting existing brands and communities by
building games around them is the way for collecting
revenues. A community sharing a special interest -
Teletubbies fans, for example - will be more eager to
communicate with each other than randomly chosen users
of non-branded games."
In sum, Ovum predicts that by 2006 there will be 53
million social gamers world-wide. 60% of these will be
evenly distributed between Asia-Pacific and Europe.
Wireless gaming will be a billion dollar market by 2004,
rising to $4.3 billion by 2006.
You can also contact the report
authors Roope Mokka
and Rob Gear at
rem@ovum.com and
rbg@ovum.om. The
report itself which examines the market, key players,
and offers recommendations for successful business
models to follow is available
from Ovum, or call +44 (0) 20 7551 9021.
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