DFC Intelligence  

Wireless Games
10/9/02

A main topic of interest in the interactive entertainment industry is wireless games.  DFC Intelligence is actively involved in researching this market and recently published The Themis Group’s report on Online and Wireless Gaming.  This month we take a brief look at some of the issues involved with the wireless game market.

Even when compared with the emerging online game market, wireless games must be considered a tiny, nascent market.  This is definitely true in North America, but it is also true in Europe where the market is more advanced than it is in the U.S.  The Themis Group estimates that 2001 wireless game revenues in Europe were around $10 million, and under $1 million in North America.  Only in Japan and Korea have mobile games flourished, with revenues of $100 million and $50 million respectively.

Today, the venture-backed wireless game companies are now facing the necessity of consolidation and transformation, as they move from the failed platform provider business model to becoming game developers and publishers.  Those wireless game firms that survive should begin to generate the bulk of their revenues from application sales.

Over the course of the rest of 2002/2003, several North American carriers will launch services offering J2ME (Sprint) or BREW (Verizon and Alltel) downloads on an application sale basis (Nextel already offers J2ME games).  J2ME games should become more widespread in Europe, as should MMS games and location-based web/SMS hybrid games like Botfighters.

In the long term, wireless game companies should generate substantial revenues from a share of “transport” revenues.  The carriers, over time, are likely to stop billing customers for the use of airtime minutes and instead bill on the basis of bytes transmitted during a data session.  This is what DoCoMo already does in Japan.  Some portion of that revenue will be shared with game providers in order to encourage them to develop networked games that drive network usage.

Growth in the wireless game market will be driven by the spread of PDAs and smart phones, as well as improvements in handsets, and JDME and BREW technology.  The Themis Group expects wireless game revenues to increase to $1.5 billion worldwide and $660 million in North America by 2006.

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