Between 2005 and 2010, revenue from mobile phone and tablet games more than doubled to reach $886 million. Three key factors spurred this rise: the introduction of smartphones; the opening of app stores which make it easy for consumers to find and download games; and the establishment of the tablet as a distinct category with the success of the initial launch of the iPad in April 2010. The category is forecast to grow 31% between 2010 and 2014 due to continued success of the Apple iOS, rapid growth of Android devices and the Android Marketplace, an increase in interest in gaming, and the integration of social networking concepts into games.
Due to the inherent capabilities of the hardware, game developers have been able to create more sophisticated games that consumers have found compelling. Also fueling growth: consumers’ ability to play many games for free—either because they are ad-supported or, more recently, because they are free to play (with additional features, levels or virtual goods requiring payment). Even paid games are relatively inexpensive—generally $0.99 to about $2.99.
EA Mobile, GameLoft and Glu Mobile are the leading publishers of mobile games in the U.S. but they are joined by hundreds of independent game developers. One of the most successful games during the review period is Rovio’s Angry Birds. Although the initial game was published by Chillingo (acquired by EA Mobile), Rovio and many other developers now choose to self-publish.
Analysis and insights presented in this report include:
Size and growth forecast for the category
Evaluation of free, “freemium” and paid business models
Examination of the underlying drivers of growth
Success of the OEM app stores, and the telecom carriers’ and independent app stores’ response
Identification of the leading game publishers and developers
Assessment of the current level of innovation in the marketplace
Marketing and advertising strategies of the leading game companies
In-depth coverage of mobile gamers’ preferences, download habits and usage/play