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Asian Handset Makers Will Be Mobile Games' Big Winners
Says New Datacomm Research Report -- Entertainment to Propel the Wireless Internet
CHESTERFIELD, Mo., Jul 17, 2002 - Mobile games are the wireless Internet's killer application and 3G handsets with color
displays are its killer devices. That is one of the conclusions of the new 150-page report Winning Business Strategies for Mobile Games, released today by
Datacomm Research Company and Phoenician Ventures.
"Consumers' unquenchable thirst for entertainment will take wireless to the next level of market growth," said Leslie Mitts, partner with Phoenician Ventures and
primary author of the report. "A new generation of color handsets empowered by partnerships between game developers, media companies, aggregators, and
operators is redefining the wireless value chain," she concluded.
"Colorful mobile games, polyphonic ring tones, and applications/content for over-the-air download will spread like wildfire as 2.5 and 3G services roll out," said
Ira Brodsky, President of Datacomm Research. "Leading consumer brands will pounce on mobile entertainment as a new advertising medium. This report assists
vendors in navigating the essential partnerships and markets," he concluded.
Winning Business Strategies for Mobile Games includes an Executive Summary identifying the key challenges and strategies for the mobile games industry. The
New Market section discusses the types of mobile games and related content, as well as regional and demographic market segments. The Competitive Strategies
section analyzes each link in the new value chain, the race between J2ME and BREW, and opportunities for content owners such as movie studios. The Vendor
Profiles section identifies and critiques more than 80 vendors.
Phoenician Ventures is a venture capital fund investing in early-stage information technology companies. Learn more by visiting the firm's Web site at
www.phoenicianventures.com .
Datacomm Research Company is a leader in tracking, analyzing, and forecasting emerging high tech markets. Other Datacomm reports include Public Wireless
LANs, Third Generation Wireless, and Voice of the Internet.
Winning Business Strategies for Mobile Games is one of Datacomm Research's family of CompetitiveEdge(TM) reports, and is available for immediate delivery
for $1,495.00 (electronic version). The price includes one hour of follow-on consultation. Orders may be faxed to (314) 514-9793, phoned to (314) 514- 9750,
or mailed to Datacomm Research Company, 14318 Millbriar Circle, Chesterfield, Missouri 63017. The report may also be ordered online at the firm's (secure)
Web site, www.datacommresearch.com . Visa, MasterCard, and American Express accepted.
Additional conclusions found in Winning Business Strategies for Mobile Games:
1. Though designed for devices with small displays and limited controls, mobile games have advantages over PC and video games. Mobile games can be
persistent (played in short bursts over long periods), massively multiplayer, and can exploit information about players' locations and
proximity to each other.
2. Mobile operators must be involved in the development and promotion of mobile games. Content aggregators will assist them in selecting and licensing the best
mobile games and related content. Billing clearinghouses will help ensure mobile games are affordable and
available.
3. Mobile games, ring tones, and screen savers are powerful tools for promoting consumer brands. They enable advertisements that are mobile, two-way, and
contain built-in user endorsements. They enable customers and fans to create communities around favorite brands.
4. There is no clear winner yet in the competition between J2ME and BREW. Both permit downloading games over-the-air. While J2ME offers a more open
environment, BREW is more secure and enjoys a modest time-to-
market lead.
5. There are opportunities for game-centric mobile devices. The success of GameBoy and the first mobile phone games suggest there is large market for handheld
games that are "always on" and can be played out on the
street.
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