Survey Reveals Wireless Gaming to be Most Important Revenue Generator

2/17/2004 - In a survey of leading mobile and gaming industry executives, both groups named wireless gaming as the biggest revenue opportunity over the coming 24 months but also cited ‘understanding the business model’ as the biggest barrier they faced to realising this potential. Members of senior management within each industry's top 100 companies worldwide contributed to the survey which was conducted during the fourth quarter of 2003.

Asked which two mobile entertainment services they believed would generate the most revenue within 24 months, 78 percent of mobile industry executives agreed that games provided the greatest prospect. This is particularly significant when compared to the ringtone market, selected by just 43 percent of executives despite being valued at more than $2 billion in a recent report from Strategy Analytics.

Amongst games industry executives, 64 percent selected mobile as the market that provided the best revenue opportunity, against just 50 percent for broadband gaming.

"This survey adds to the weight of evidence suggesting gaming as the most significant revenue generator for connected mobile devices over the coming years," commented Doug Goodwin, Business Development Director of Tao Group which commissioned the survey. "But it also shows that there is more work to be done if the promise of mobile gaming is to be fulfilled. Game developers, platform companies, device manufacturers and mobile operators need to work together to create a viable business model for every link in the value chain."

Tao Group's intent multimedia platform allows games written in the most popular programming languages of C and C++, as well as JavaTM, to run on a range of devices, without change to the source code, and support a variety of business models. For example, using intent, Microsoft has delivered games for PocketPC devices using SD cards available as PocketPaks from high street retailers in the US. Tao Group also has among its content portfolio an expanding selection of games available that can be embedded into a device or downloaded over-the-air.

Doug Goodwin added: "Mobile devices have market penetration like no other piece of consumer electronics. As data traffic prices fall and the more powerful handsets become available to the gaming market, the opportunity for games developers will be unprecedented."

About the Survey Data
Two surveys were conducted to ascertain the views of the most influential members of the mobile and gaming industries. Only senior level executives, or those in a strong position of influence, were approached, giving a total target list of 561. Approximately ten percent of this group responded to the survey, leading to a small but important sample. Exact response figures are available in the additional graphs, but at least 44 people responded to each of the questions on which the above statistics are based.

About Tao Group
Tao has developed intent®, a binary portable, language independent, high performance, multimedia platform that is now used by many of the world’s leading OEMs in their client products for home and mobile networks. The technology allows these companies to have a single strategy across all of their platforms, irrespective of operating system, hardware and function. intent is now being used in products including smart mobile appliances and digital television. The Company was founded in 1992, has offices in the United States, Europe and Japan and counts Motorola, Mitsubishi, Sony, NEC, Kyocera, and Sharp among its investors. Tao has a growing and high value, global patent portfolio and is the recipient of multiple industry awards, both for its technologies and for the rate of corporate growth.

intent is a registered trademark of Tao Group Ltd.

About Influencer50
Influencer50 is a customer research company which analyses and identifies the Top 50 Influencers on purchasers of a particular company's products and/or services. 80% of technology sales for more than $10,000 are impacted by five or more influencers, yet only 9% of companies have specific programmes in place to target these people.

The company was founded in New York in early 2002 and opened its UK office in Maidenhead in June 2003, becoming one of the first Influencer Marketing companies in Europe. Its European clients include IBM, Nortel, XcelleNet, Concerto and Formscape.

Previous Page | News by Category | News Search

If you found this page useful, bookmark and share it on: