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Community features boost downloads

February 13th, 2005 by Arjan Olsder Posted in Other news | No Comments »

Small Planet, a developer of mobile entertainment and enabling technology products, has upgraded Tilt.tv’s mobile content service with new community features. This has increased the game downloads by 60 percent.

Tilt.tv is the leading Finnish gaming lifestyle TV-show with average weekly audience of 150 000 viewers. Thousands of Java games for mobile phones are sold each month with prices EUR 5-7 per download. More …

Kayak Interactive & Synergenix Interactive Join Forces; Combination Creates Leading Mobile Entertainment Company

February 11th, 2005 by Arjan Olsder Posted in Companies & M&A | No Comments »

Mobile games publishers Kayak Interactive and Synergenix Interactive today announced that they are joining forces to create a leader in the mobile entertainment industry. The new company will operate as Kayak Interactive, and Synergenix will become a wholly owned subsidiary.

The new mobile entertainment company is distributing content in North America, Europe and Asia through over forty carriers and numerous alternative channels. In addition, over ten different handset manufacturers worldwide are on the customer list. The company will directly publish and distribute a combined and greatly increased product portfolio created by its world class in-house development studio together with an extensive network of external developers from around the world. More …

Jamdat Jammin’

February 11th, 2005 by Arjan Olsder Posted in Companies & M&A | No Comments »

Now that wireless service providers such as Verizon Communications and AT&T Wireless are launching their 3G wireless networks around the country, the big question is how they will recoup the billions of dollars they spent to develop these networks. The answer is not clear-cut. While voice is still the driver of revenue for the carriers, increasingly, data applications will become more important. What the carriers need are applications that will keep consumers racking up minutes for as long as possible. More …

Adult Industry to Net US$1bn from Mobile Phone Users in 2005

February 11th, 2005 by Arjan Olsder Posted in Research & Stats | No Comments »

The value of mobile adult content is expected to rise by more than 50% to US$1.01bn in 2005, according to a new report from Juniper Research.

The value of mobile adult content is expected to rise by more than 50% to US$1.01bn in 2005, according to a new report from Juniper Research.
With text-based services already well established in many countries, the strongest growth will come from more sophisticated services offering video-clips and streamed video in addition to text and images.

The report reveals that the majority of revenues will continue be derived from Europe and the Asia-Pacific region, although an increasing availability of services in the US will push North American mobile adult revenues past the US$400mn mark by the end of the decade.
Report author, Dr Windsor Holden, said, “At the present time, the size of the US market is extremely limited because customers are used to downloading content through the portal of their network operator, and the network operators are reluctant to offer adult content for fear of a regulatory or consumer backlash. But in the medium term, customers will become increasingly adept at browsing wireless internet sites operated by aggregators or other independent providers, with the result that overall revenues will show a significant increase.” More …

Overloaded and InsideGamer first mobile phone games survey reveals trends under hardcore gamers in the Netherlands and Belgium

February 9th, 2005 by Arjan Olsder Posted in Research & Stats | 1 Comment »

– Representative sample of 1.000 hard-core gamers in The Netherlands and Belgium

Mobile gaming gets its skates on

February 9th, 2005 by Arjan Olsder Posted in Research & Stats | No Comments »

Analysis After many years of anticipation, it is fair to conclude that the mobile games market finally arrived in 2003. Japan and Korea aside, the main territories of the world had merely flirted with wireless gaming since 1999, when the first WAP and SMS projects went live. Throughout this period, developers and aggregators bemoaned the general lack of interest from network operators in the sector.

Whilst Japanese networks created tightly controlled data services infrastructures and encouraged content partners with generous revenues shares, the prevailing attitude among their European and North American counterparts was "you build it, we’ll host it and we’ll take 80 per cent too". More …

Mass market appeal essential to future of mobile gaming

February 9th, 2005 by Arjan Olsder Posted in Trends | No Comments »

MASS MARKET GAMES DOMINATED 2004, TREND SET TO CONTINUE IN 2005

Games with mass market appeal will continue to dominate mobile entertainment downloads in 2005, according to wireless entertainment publisher iFone.
Big name brands from outside the console gaming world have proven to be the most popular downloads for mobile phones over 2004.

Both of the final ELSPA Java download charts of the year were dominated by such titles with Monopoly at number one in November, followed by Tetris in December, each game published by iFone. Other mass market appeal titles, such as Pacman, Trivial Pursuit, Pub Darts and Pub Pool, have continued to consistently enjoy significant positions within the chart over the year, according to data submitted by the five major UK mobile operators. More ….

Mobile phones to turn into golf clubs and toy guns

February 7th, 2005 by Arjan Olsder Posted in Trends | No Comments »

Subway commuters could get more energetic in Japan through a new motion-sensitive mobile telephone equipped with games that will let people on the move practise their golf swings or shoot up monsters.

The local branch of British mobile giant Vodafone on Monday unveiled the V603SH, billed as the first phone in Japan to respond to movements, which will let users perform basic mobile functions through programmed shakes and jerks.
The 142-gram (five-ounce) telephone, developed with Sharp and the Aichi Steel Corporation, can be used as a golf club. Users look back at the screen to see how well they putted. More … More …(2)

Mobile operators game for new money-spinner

February 7th, 2005 by Arjan Olsder Posted in Research & Stats | No Comments »

Service providers are expecting a boom in the mobile games segment as more and more users are looking for handsets with additional entertainment features.

According to In-Stat/MDR, a US-based research agency, the wireless gaming market in India will grow to $26 million by 2005 and $336 million by 2009.
India constitutes only 5 per cent of the global wireless gaming industry. However, it is poised for growth with GSM and CDMA operators clocking an average of 220,000 downloads per month. More …

Campbell Soup Leverages Wireless

February 4th, 2005 by Arjan Olsder Posted in Ad Funded Gaming | No Comments »

Looking to get the word out to young adults about its Soup at Hand product, Campbell Soup Company turned to Virtu Mobile for some help.

To promote the sippable soup, Virtu Mobile developed the Campbell’s Soup at Hand 3D Snowboarding mobile game, which encourages gamers to capture Soup at Hand cans throughout the game to prolong their snowboarder’s life. The game is designed to let young adults have fun while acquainting themselves with the brand. More …

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Arjan Olsder is the Vice President of Pixalon Studios. Opinions expressed on this publication do not have to represent those of Pixalon Studios.

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