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TELEPHIA REPORTS THAT MORE THAN HALF OF GAMES PLAYED ON MOBILE PHONES ARE DOWNLOADED BY THE SUBSCRIBER, WHILE 39 PERCENT ARE ALREADY PRE-EXISTING ON THE MOBILE PHONE

On-Portal Purchases Account for 71 Percent of Mobile Game Revenue, with Price, Free Trials, and Familiarity on PCs/Consoles as the Top Three Purchase Drivers

SAN FRANCISCO — July 10, 2006
More than half of games played on mobile phones are downloaded by the subscriber, according to Telephia, the leading provider of performance measurement information to the mobile industry. The latest report from Telephia for April 2006 shows that downloaded games comprise 53 percent of all games played on mobile phones, while 39 percent of games played are pre-existing on the subscribers’ phone. The remaining eight percent are played online on the mobile web. In addition, 71 percent of all downloaded mobile game revenues are generated from on-portal game purchases, while 29 percent come from off-portal purchases.

“The large share of pre-existing games reflects an opportunity for carriers and content providers to generate more revenue by converting that game play into downloaded, pay-for-play games,” said Kanishka Agarwal, Vice President of New Products, Telephia.

“In such a dynamic and fast-moving industry, it’s a must that Hands-On Mobile has a reliable source that can give us the granular data to help us track revenue-generating opportunities,” said Hands-On Mobile’s President/General Manager John Rousseau. “Telephia data on revenue performance is critical to understanding the extent of monetization of mobile game titles.”

Table 1: Share of Games Played by Game Type (U.S.)
Game Type
Share of Games Played
Downloaded 53%
Pre-Existing 39%
Web-Based
8%
Source: Telephia Audience Measurement Survey, April 2006

Mobile Game Familiarity Via PCs/consoles is a Key Purchase Driver
Four out of 10 mobile game downloaders cited familiarity with titles through other gaming platforms, such as PCs and consoles, as a critical factor when purchasing mobile games (see Table 2). This was third only to price (59%) and free-trials (48%), underscoring the price-sensitive nature of mobile phone purchasers.

“Cohesive marketing across all platforms—PC, console and mobile—is critical to a mobile game title’s overall success,” added Agarwal.

Table 2: Most Important Purchasing Criteria for Mobile Game Downloaders (U.S.)
Game Purchasing Criteria
Percent of Game Downloaders
Price 59%
Free trial - Demo 48%
Familiarity with the game through other gaming platforms 43%
Graphics 35%
Difficulty 18%
Friend recommendation 18%
Popularity 18%
Brand name 12%
Consumer Reviews 8%
Expert Reviews 7%
Published recommendation 5%
Other 6%
Source: Telephia Audience Measurement Survey, April 2006

Join Telephia at the Mobile Game Conference (July 13-14) in Seattle/Bellevue, WA:

  • Session: The Big Picture—Measuring the Size and Shape of the Mobile Game Market in Real Time, with Kanishka Agarwal, Vice President of New Products, Telephia (July 14, 1:45 pm)

For more information, visit www.mobilegameconference.com or contact Jeffrey Earl at jearl@telephia.com, 415-395-0500.

About Telephia
The Telephia Customer Value Metrics (CVM) product is the industry’s largest wireless bill collection panel, gathering and analyzing detailed post-paid, consumer billing records monthly for more than 30,000 mobile phone users for the top five wireless service providers. CVM tracks and measures differences in wireless consumer usage and spending; handset and plan preferences; and collects demographic and satisfaction information.

For further information, please visit our website at www.telephia.com or call 415-395-0500.

Press Contact: Maria Bumatay
e: mbumatay@telephia.com
p: 415.637.4904

 
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