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Face to Face with Stephen McCormack of Nebula
Amid the doom and gloom of the hi-tech downturn it was thought that one sector might prove to be a shining light. But is the wireless market really ready to deliver on its promise? Irene Gahan talks to Stephen McCormack of Nebula Technologies about whether the wireless Internet can live up to the hype.
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Wireless gaming to grow substantially
Wednesday, August 22 2001
by Mary O'Neill


Wireless gaming, already a lucrative industry, is set to become more profitable
according to latest research by Datamonitor. The research, due to be published shortly by the company, reveals that by the
year 2006, revenues from global wireless gaming will be 18 times greater than
they are today.

The report predicts that combined revenues in the industry from the US, Europe
and Asia Pacific markets will grow from an estimated USD950 million in 2001 to
USD17.5 billion in 2006. Currently Asia Pacific is the dominant player in the
market, accounting for 87 percent of total revenues. However, Datamonitor
predicts that by 2006 the US and Europe will have increased their combined
percentage share in the market from 13 percent to 40.

The company also predicts that Europe's wireless gaming market will grow to
USD4.2 billion in 2006 and that revenues in the US will leap from today's USD20
million to USD3 billion.

The research shows that globally, 120 million people play some kind of wireless
game and that half of these people are in the Asia Pacific area, making it the
top wireless gaming region globally. Figures show that in Europe, 41 million
people play games on their mobile phones or PDAs, compared with 22 million in the
US. Datamonitor forecasts that by the year 2006 Europe will have over 150 million
wireless gamers, with Germany, the UK and Italy being the most dominant in terms
of numbers.

"Operators in Europe are finally taking wireless gaming seriously," Peter
Tyson, Datamonitor games analyst said. "It has taken the dotcom correction and
the threat of losing popular content to collapsing start ups for them to open
their wallets and their systems."

The research also shows that the most popular time for people to play wireless
games is on weekends and in the evenings. This shows that people do not just play
to pass the time, but will often choose to play a wireless game over and above
other popular activities.




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