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Asia-Pacific mobile gamers to spend $4.4bn by 2010

But researchers warn of customer apathy and other risks

Simon Burns in Taipei, vnunet.com 23 Nov 2006
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Mobile phone users in the Asia-Pacific region will be spending $4.4bn annually to play games on their phones by 2010, more than double the amount they spent last year, market watchers predict.

However, despite this upwards trend, analysts at research firm In-Stat have warned that continuing future revenue growth should not be taken for granted. 

"While there is great growth potential with expected increases in mobile subscribers and gaming-capable handsets, current problems are proving difficult to surmount," said Bryan Wang, In-Stat's Singapore-based director of Asia-Pacific research.

"In-Stat's user survey reflects low penetration of mobile games among Asia-Pacific mobile phone users.

"Fragmentation of the mobile gaming industry, revenue sharing issues, poor user experiences, competition from dedicated portable gaming devices, and game piracy all need to be addressed."

The region's mobile gaming industry generated revenues of $1.56bn in 2005. However, research reveals that the market has a worryingly narrow base.

Half of last year's revenues came from just two markets: Japan and South Korea. Both countries have pioneered advanced mobile data technologies and internet access through mobile phones.

Reflecting this, In-Stat found that 3G mobile networks were almost a prerequisite for a serious mobile games market to develop, with 2G phone technology only accounting for 30 per cent of mobile gaming revenue in the region.

While eagerly awaited by manufacturers and service providers, 3G technology has hit a variety of stumbling blocks in Asia's developing nations.

Most notably, China, the world's largest single market in population terms with some 426 million mobile users, has suffered long delays to the introduction of 3G.

Commercial services are expected to be rolled out in the first half of next year, and the nation should have a functioning 3G service in many major urban areas by the end of 2007, with substantial subscriber growth the following year.

Simple lack of interest from potential customers is also a limiting factor for both 3G and mobile gaming growth. A majority of the market is flatly rejecting mobile games in Asia, researchers found.

More than half of mobile phone users questioned told In-Stat that they would be unlikely to play mobile games on their phones at any time during the next six months.

See also:

World of WarcraftPlayers lose interest as cash row delays China expansion agreement  21 Nov 2006
18 million handsets sold as customers demand new features  15 Nov 2006
Mobile phoneCustomer service crackdown hurts value-added services providers  10 Nov 2006
Asia's mobile phone users could be spending more than $9bn a year on ring-tones and music for their phones by 2010Music sales growing faster than handset market  17 Oct 2006
Mass-market casual games will generate just as much revenue for network operators as mobile music and TV in the near futureOperators to cash in on casual, female and older players  06 Oct 2006
Nokia is planning to launch a next-generation mobile games platform by mid-2007Handset maker signs deal with EA to provide custom games  13 Sep 2006
Young people value their mobile phone more than televisionInternet and mobiles more important than TV  25 Jul 2006
The latest state-of-the-art console and PC games are no match for Space InvadersForget Grand Theft Auto, the old ones are best  24 Jul 2006
The games market in South Korea will exceed $2bn (£1.08bn) in 2007, according to an industry analystMass PC use and cheap internet cafes driving revenues  12 Jul 2006
But an intellectual property spat looms  13 Mar 2006
Data services are not catching the public imagination, according to IDCVoice is still the killer app for mobile phones  07 Mar 2006

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