The global market for wireless gaming will grow from $561 million in 2002 to $41.3 billion in 2007, according to a report from The Research Room.
“The wireless gaming market is being formed at the cross-roads of three of the most exciting and fastest growing markets from the last five years – gaming, the internet and wireless services,” said Tim Sheedy, managing director of The Research Room.
“The recent history of the IT industry is dominated by the growth of services generated by the amalgamation of two previously separate services – messaging and the internet gave us email, messaging and wireless services gave us SMS, gaming and the internet is in the process of creating a huge opportunity for online gaming, and wireless, gaming and the internet will create a new market for interactive and multiplayer wireless gaming services,” he added.
Global Wireless Gaming Users By Game Platform (m) | ||||||
2002 | 2003 | 2004 | 2005 | 2006 | 2007 | |
mBrowser | 23.1 | 29.5 | 44.7 | 56.3 | 54.4 | 51.3 |
SMS/MMS | 41.7 | 55.4 | 64.8 | 70.1 | 73.3 | 76.1 |
Java/BREW | 3.8 | 20.6 | 43.3 | 76.8 | 110.8 | 146.8 |
Gaming Deck | 0 | 0.2 | 2.8 | 6.2 | 17.6 | 32.8 |
Source: The Research Room, July 2003 |
Global Wireless Gaming Revenue ($ billion) | ||||||
2002 | 2003 | 2004 | 2005 | 2006 | 2007 | |
Game Purchase | 0.1 | 0.4 | 1.8 | 4.5 | 9.8 | 16.6 |
Traffic | 0.5 | 1.2 | 2.9 | 5.5 | 12.1 | 24.7 |
Total | 0.6 | 1.5 | 4.7 | 10.1 | 21.9 | 41.3 |
Source: The Research Room, July 2003 |