Mobile Entertainment:
Wireless World Forum
Market Study April 2006
Wireless World Forum Mobile Games ERP is a collection of four reports:
1. Developing and marketing casual games
The casual mobile game market will be worth more than $1 billion by 2007,exceeding spend on high-end feature-rich titles. This report examines the key success factors for casual mobile games and the important differences between "casual games" and "media snacks".2. Selling games to operators and brands
Games are often viewed as increases in ARPU – but this is only the tip of the iceberg. By reducing churn, games could save the operator $500 per customer per year. The second report in the ERP series investigates the hidden value that mobile games can offer operators and brands and offers recommendations on how to best pitch games to buyers.
3. Creating a compelling mobile games consumer experience
Focussed on the end-user rather than the consumer, the current mobile games consumer experience is confusing and frustrating. Poor consumer experience costs the industry up to $3 billion in lost revenues. Report three takes examples from Korea, Japan and the retail sector to show how simple changes can make a big difference to the consumer’s experience.
4. Understanding the mobile consumer
180 million consumers play mobile games globally. However, the mobile games market is centered on the stereotypical young, male, hard-core gamer in fact the mobile games consumer is much more diverse than the industry imagines. Report four offers detailed statistics, painting a true picture of the mobile games consumer.
Also available:
Mobile Games ERP Datasheet
A handbook of data on 21 countries and 8 regions to accompany the series of reports. Delivered in PowerPoint and Excel formats, the datasheet includes comparative statistics on mobile music and games markets for use in presentations and reports.For full details, please email jeremyk@cmsinfo.com
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