Teens and young adults dominate the console gaming space, but mobile publishers are hoping their parents can help take wireless gaming into the mainstream.
Gameloft this week plan to announce a deal with Research in Motion Ltd. to develop, market and distribute games for BlackBerry users. The games, which will be available for $6 to $8, will include popular tiles such as Asphalt Urban GT 2, New York Nights and Midnight Pool.
The announcement underscores the attention game-makers are beginning to pay to smartphone users. While most independent pure-play publishers focus on more popular platforms such as Java and BREW, developers are increasingly extending their wares to high-end devices. Nokia Corp. is banking on its Symbian platform to push its N-Gage initiative, and Electronic Arts Mobile is considering building games for OS-enabled handsets.
Once the exclusive property of front-office executives and road warriors, smartphone manufacturers are finding an audience with more mainstream users. RIM appears to be gaining traction with its Pearl, and the company recently launched a device that combines voice and e-mail with multimedia capabilities, GPS technology and the Pearl’s trackball.
Such efforts are proving successful: Smartphones will account for nearly half of all feature-rich phones sold in 2011, according to Informa Telecoms & Media, and will represent one-fourth of the overall handset market.
But while OS-enabled handsets can provide a more sophisticated, immersive gaming environment, publishers are focusing on the end user, not the platform, according to Gonzague de Vallois, Gameloft’s VP of publishing.
“It’s not so much a technological change as it is access to an untapped demographic,” de Vallois said via e-mail. “In the past, professionals had two devices: their BlackBerry for e-mail and a cell phone for calling. Increasingly, with the advancements in BlackBerry smartphones, people are combining the two into one. Consumers who would normally have access to games on a standard cell phone now demand it for their BlackBerry.”
And just like their feature-phone-using counterparts, smartphone users are looking for simple games they can pick up, grasp immediately and play for just a few minutes. Card games are popular among the smartphone set as are well-known casual titles such as Tetris, which dominates feature-phone gaming.
“Even as the platform becomes richer, if you’re really into gaming, you’re going to buy a handheld gaming device,” said Douglas Edwards, co-founder and CMO of Handmark Inc., a Kansas City, Mo.-based developer and content aggregator. “Games on these devices are primarily about diversion during that time when the consumer is doing something other than talking or checking e-mail.”
Which is not to say that smartphone games are cheap. While most mass-market wireless titles sell for less than $10-or a few bucks a month for a subscription-Handmark’s games are priced in the $10 to $20 range. For users accustomed to paying for third-party applications and the high-end software that runs them, though, such price points can be easy to digest, Edwards said.
“It’s ironic, but I think if you look at the feature phones, at the size of the screen, it defines the scope of a person’s experience,” Edwards suggested. “There’s a relationship between the size of the screen and the amount of money people are willing to pay to play something on it.”
BlackBerry gets in the game: Gameloft, RIM to target high-end crowd with games
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