Mobile entertainment is gradually entering the mainstream in the US and wireless gaming will account for revenues of more than $1 billion by 2006, according to IDC
“In 2003, US wireless carriers cleared a major hurdle in delivering wireless games to subscribers, demonstrating that wireless gaming is a viable business,” said Dana Thorat, senior research analyst in IDC’s Wireless and Mobile Communications service. “In the next 12 months, carriers plan to aggressively promote wireless games to their subscribers while offering new line-ups of compelling titles, including those that support multiplayer and limited 3D rendering.”
Wireless gaming is seen in many quarters as a potentially lucrative source of income, with global revenues predicted to reach almost $7 billion by 2010 (see Gaming Revenues To Hit $7bn By 2010, Says Informa). IDC claims that the growth of the market depends not only on the widespread roll-out of download-capable handsets but also effective merchandising.
Initiatives could involve recommendation engines, opt-in email and five-digit short code marketing as well as upselling and cross-selling techniques using other mediums such as banner ads on online gaming sites.