Over half of mobile games played are downloaded to mobile handsets, and 71 percent of revenues from downloaded games are from on-portal offerings. That’s according to research released by mobile performance measurement firm Telephia.
Entertainment is a big driver for content consumption on mobile phones, with games a driver of the category. Thirty-nine percent of mobile subscribers play preexisting games on their phones, while 53 percent download additional titles. An additional 8 percent play Web-based games on their devices. While many companies provide both on-portal and off-portal content, 71 percent of revenues for mobile games come from the on-portal channel. The remaining 29 percent comes from the off-portal bucket. The finding that consumers tend to go to the carrier is consistent with other content types, as identified in a report from M:Metrics.
|Share of Games Played by Game Type (U.S.)|
|Game Type||Share of Games Played (%)|
|Source: Telephia, 2006|
Familiarity is one of the most important factors in a game purchase decision, cited as important by 43 percent of respondents. This holds especially true for titles available on other platforms such as PC and game consoles.
“Cohesive marketing across all platforms — PC, console and mobile — is critical to a mobile game title’s overall success,” said Kanishka Agarwal, VP of new products at Telaphia.
Other key factors in the buying process are price (59 percent); demo or free-trial period (48 percent); graphics (35 percent); difficulty (18 percent) and friend recommendation (18 percent).
|Most Important Purchasing Criteria for Mobile Game Downloaders (U.S.)|
|Game Purchasing Criteria||Percent of Game Downloaders (%)|
|Free trial (demo)||48|
|Familiarity with the game through other gaming platforms||43|
|Source: Telephia, 2006|
Data are derived from an April 2006 Telephia Audience Measurement survey with a panel size of 7,945 respondents.
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