In Mary Poppins, just before they start the arduous task of cleaning up the nursery Mary chimed in with this gem “In every job that must be done there is an element of fun. If you find the fun, then, snap, the jobs a game. Then every task you undertake becomes a piece of cake.”
Wouldn’t it be great if all our jobs were games and we just played away our days. Even the most mundane positions would be worth turning up for.
It’s been a long time since I’d given up hope on banner ads but I thought this campaign from Beacon (Tokyo) for AR Drone was interesting to say the least. I think a lot could be done in terms of execution but I love how the idea is strongly linked to product experience. Yes we know this cool toy has been around for a while but this execution is new. Read more…
eMarketer has recently published an article on the market potentials of mobile gaming. It’s no big news, there’s a lot of money out there, but what is interesting for us is that advertisers can also take advantage of the situation. According to eMarketer senior analyst James Belcher the opportunities are mostly connected to location-based and multiplayer games which will allow advertisers to precisely target their prospects. Also, mobile gaming can work for branding, so we can expect mobile advergames to grow. Of course distribution (costs) will be an issue, but hopefully Bluetooth connections will solve every problem allowing user to by-pass carriers in the download flow.
There is a big buzz around mobile gaming, consumers want to play, and developers want to make money out of it. On Wireless Developer Network Jim Harvey of Pinpoint Networks shares a few suggestions to make the mobile gaming business profitable.
In-Stat/MDR reports Mobile gaming is emerging as one of the fastest-growing and most popular applications in India’s digital consumer economy. The Indian mobile gaming market will generate $26 million (US$) in revenue in 2004, and will increase to $336 million in annual revenue by 2009. Clint Wheelock, Director of In-Stat/MDR’s wireless research group comments:“The growth of this market sector has attracted publishers, developers, animators, musicians, and content providers, and is also stimulating the development of innovative business models. Mobile gaming is not just about fun; it also represents one key element of a rich mobile entertainment experience for consumers, and a lucrative market opportunity for industry players.”
According to IDC’s latest report,”Asia/Pacific Wireless Gaming 2004-2008 Analysis and Forecast: Ready to Play?”, the wireless gaming market in Asia/Pacific (ex Japan) reached US$237.4 million in 2003, and is expected to reach US$1.3 billion in 2008 with a 40% CAGR. Korea accounted for approximately 73 % of the total wireless gaming revenues in 2003 in Asia/Pacific excluding Japan. This was due to the fact that the market in Korea is much more developed and the carriers’ next generation networks have been in place much longer compared to other countries.
Another report, this time by Instat/MDR confirms gaming is going to be key contributor to wireless data usage and revenues. A couple of days ago the same indication was provided by Strategy Analytics. According to Instat by 2009, mobile gaming services in the US will generate $1.8 billion annually, or approximately 4.4% of total wireless data revenues. The report “Mobile Gaming Services in the US, 2004-2009” also found out that, unlike with other emerging mobile multimedia services, such as video and music, consumers interested in mobile gaming do not necessarily match the classic early adopter profile.
A new report by Strategy Analytics (‘Carrier Retail Channels Control $8 Billion Mobile Game Opportunity’) expects an impressive growth of the mobile gaming market, with downloadable games generating 82 percent of this dynamic $8 billion market. Strategy Analytics expects that active users of downloadable games will grow from 32 million this year to reach 220 million in 2009.
Fifty-eight percent of U.S. mobile gamers are women, compared to 42 percent who are men, according to the recent Yankee Group U.S. Mobile Entertainment Survey. In addition, 29 percent of male mobile gamers purchased games compared to 17 percent of women. Michael Goodman, Yankee Group Media & Entertainment Strategies senior analyst explains in the press release:“Our survey clearly disagrees with the common stereotype that men, especially young men, are the most ardent mobile gamers. The largest market may be getting the least attention in a space that’s increasingly competitive. This could be important news for games manufacturers and other content providers making large investments in game design and marketing programs that target men and adolescent boys.”
Norwegian online magazine InfoSyncWorld reports the results the Telephia Mobile Teen Report, which analysed the potentials of US wireless market. Teens are particularly interested in mobile data services such as gaming, and this will be a critical driver of penetration and handset sales among teens. Mick Mullagh, president and chief executive officer of Telephia said: “Mobile teens represent a sweet spot of industry growth, and one of the ways the industry can drive adoption and ARPU within this segment is by focusing on online gaming and other high-growth entertainment applications”.
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