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Home - Study: Wireless gaming to generate $1B by 2006
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Study: Wireless gaming to generate $1B by 2006

by RCR Wireless News December 11, 2003
written by RCR Wireless News December 11, 2003 Share
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Wireless gaming has arrived in the United States, according to a new study, and will generate more than $1 billion by 2006.

According to research and consulting firm IDC, wireless gaming is on its way to becoming a “mass-market phenomenon” in the United States. The firm said games topped the list of entertainment applications downloaded to phones this year and predicts that the number of wireless gamers will grow from 7.9 percent of all U.S. wireless subscribers this year to 34.7 percent-65.2 million users-in 2008.

“In 2003, U.S. 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.”

The firm said the most popular games so far are Jamdat Mobile Inc.’s Jamdat Bowling, Activision’s Tony Hawk’s Pro Skater, Eidos’ Lara Croft Tomb Raider and Gamelofts’ Tom Clancy’s Splinter Cell.

The firm said the market has benefited from the infusion of download-capable handsets and effective merchandising like recommendation engines and opt-in e-mail.

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