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Mobile
Internet
January 7, 2003
Analysts forecast explosive growth for mobile gaming
BANGALORE
-- The convergence of wireless and games is throwing
up billion-dollar opportunity in form of online gaming.
In fact, industry analysts forecast explosive growth
for the wireless gaming market over the next four years.
According to Datamonitor, by 2005, over 200 million
people, about 80 percent of all wireless phone users
in the US and western Europe are likely to play online
games using wireless devices. It estimates that the
wireless gaming market will grow to a $6 billion market
in Europe and the United States by 2005. IDC projects
computer and video games' sales at $16.9bn by 2003,
excluding an estimated $1.1bn that will come in as online
games revenues.
To
cater to this growing market, handset makers and wireless
networks are teaming up with game console companies
to address the market that is currently led by the youth.
In the meantime, several operators and portals are in
the process of developing communities over the Internet
by feeding sports news and services, thereby preparing
the users for mobile gaming.
So
why is wireless gaming considered a big draw today?
One, wireless gaming will increase bandwidth usage,
delivering better profitability for bandwidth providers.
Next, service providers are looking at it as the next
killer application. New technologies like GPRS and cdma/1x,
and forthcoming 3G technologies will enable games on
mobile devices, besides offering memory storage capability
such as memory cards. Top equipment vendors like Ericsson,
Nokia, Motorola are investing heavily in gaming. Most
of the action in the area has resulted in alliances
primarily between equipment providers and creative content
providers.
According
to Eric Mottet, a gaming icon and co-founder of Infogrames
Entertainment, a leading gaming software vendor, "In
India, the Internet will spur the growth of online gaming.
Gaming parlours will mushroom similar to cybercafes.''
Microsoft
pits Xbox against Nintendo, Sega
Microsoft is pushing for alliances in this area since
entering the gaming console market. Its Xbox is pitted
against products from Nintendo, Sega and Sony Playstation.
These alliances result from the need to bring complementary
skills together.
According
to Datamonitor, classic card and quiz games -- even
bingo, will be the most popular mobile pastimes. "While
you likely won't play Quake on your phone, several companies
are developing specific games for current mobile devices,''
it observes.
Rajesh
Rao, CEO of Dhruva Interactive, a Bangalore-based game
developer, said, "In recent times, the explosive
growth in PC penetration due to the Internet and the
resulting need for engaging compelling content is presenting
an unprecedented opportunity for gaming and interactive
entertainment in India.''
Cheaper
bandwidth, Internet-over-cable, dropping prices of PCs
will result in games invading Indian homes. "The
development of high-quality, localised content will
play an important part in the growth of this market,''
Rao pointed out.
"Computer
games seem to be the current craze in the Indian entertainment
market with the leading market researcher AC Neilsen
pegging the market at over Rs 500 crore over the next
three years. Today, the market is flooded with gaming
consoles like Microsoft's Xbox, Sega's Dreamcast and
PlayStation from Sony. These products are showing signs
of becoming mainstream and mass-market consumer products
here like in the US, Europe and Japan. Not to be left
behind, Nokia has joined the gaming console bandwagon
with its N-Gage mobile gaming deck device. The interactive
entertainment industry in the US is now already bigger
than Hollywood. Over 42 percent of all Americans own
at least one game console.
Content
delivery schemes for entertainment services
Two main streams of content delivery currently dominate
the gaming industry.
Web: The Web offers a variety of hosted and networked
games. Most networked games are still in their infancy.
Gaming
consoles: The potential of mobile gaming is evident
by evaluating the video games sector. With annual sales
of £1billion in the UK alone, it is a bigger market
than movie industry. In future, mobile gadgets like
PDAs, WAP phones, and 2.5/3G phones will carry a major
chunk of games traffic.
Gaming
is also about entertainment, including broadcast media,
information access, educational programming, interactive
commerce, advertising and content downloads. For example,
a typical revenue channel for a gaming service provider
will be through an alliance with a broadcast media service
provider to enhance TV game shows like "Who wants
to be a millionaire". These game shows can be integrated
with telecom infrastructure like SMS or WAP to offer
interactive entertainment services. In this case, the
concept of gaming is deeply intertwined with the TV
software.
However,
playing computer or video games is not yet a mainstream
social activity. This could be either due to low PC
penetration, lack of parental/social acceptance of games
as a medium of entertainment and prohibitive pricing
of gaming software.
To
steer the fledgling gaming market in the country, Dhruva
Interactive, a Bangalore-based interactive game developer,
is planning to offer online gaming content. The company,
engaged in developing gaming programs for the last five
years, is currently talking with leading ISPs, cybercafes
and cable broadband companies across the country to
include its gaming content in their services portfolio.
Dhruva
became the first Indian developer to work on a major
game title with an international publisher when it developed
the PC version of the successful 3D game title 'Mission:
Impossible' for Infogrames Entertainment. Along with
this next generation of games, 128-bit consoles are
being rolled out in the global markets, featuring even
more spectacular graphics and gameplay.
Online
gaming is likely to see rapid growth as well. By the
end of 2001, approximately 35 million gamers visited
sites featuring 3D games, generating revenue of $152.2
million. Online 3D gaming subscription revenue is expected
to grow at a CAGR of 19.7 percent through 2007 as these
sites offer unique experiences and even episodic updates
to gamers.
Commenting
on the online gaming industry in India, Sudhir Mathu,
head of Arena Multimedia, said: "India has not
been left untouched by this wave of proliferation of
gaming as a popular form of entertainment. In the last
year itself, around 10 Indian companies have ventured
into gaming.''
The
opportunities in mobile gaming are real, but the challenges
are many. The next step in this effort is to develop
a comprehensive architecture that will lay the foundations
to seamlessly develop, and integrate next-generation
and legacy technologies to provide a compelling solution
for entertainment service providers.
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