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"We expect interest in our 'Tony Hawk's Pro Skater' game to continue to grow when the new optimized version becomes available in the marketplace. We see unlimited potential as the features and functionality of wireless games rapidly advance. Qualcomm's multi-layered approach to 3D gaming continues to emphasize how focused the company is on driving innovation in wireless games."

Dave Anderson, senior director of business development
Activision Inc.

Global mobile gaming revenues, including premium content and cellular transport, will grow to reach $4.7 B by 2010, up from over $2.1 B at the end of 2005 (Source: Strategy Analytics, Mobile Video Gaming: Shooting Towards Community & Multiplayer Access, December 2005).

The Asia-Pacific and Europe markets will continue to dominate the global mobile gaming market in terms of revenues and users. The U.S. is set to become the second largest individual market by revenues and users behind Japan and China, respectively, by 2010 (Source: Informa Telecoms & Media, Mobile Games, 2005).

Mobile Game Market is Growing Rapidly with Purchases Soaring 53% During Q1 2006, According to Telephia. Mobile game sales continue to show strong performance during the first quarter of 2006, with wireless consumers buying more than 8.2 million games on their phones in March, up 53 percent from 5.4 million in January 2006. The number of unique mobile game buyers also jumped significantly, surging 44 percent from nearly 3.5 million in January to five million in March (Source: Telephia Mobile Game Report, January-March 2006).

Monthly Mobile Game Purchases and Number of Total Buyers (U.S.)

  Jan-06 Feb-06 Mar-06 Percent
Growth (000) (000) (000) Jan-Mar 2006
Game Purchases (Sales) 5,399 6,530 8,247 53%
Game Buyers (Audience) 3,475 4,282 5,003 44%

Source: Telephia Mobile Game Report, January-March 2006

This year (2006), 6.7% of all mobile subscribers globally will download and play a mobile game, rising to 15.2% by 2010 (Source: Informa Telecoms & Media, Mobile Games, 2005).

Nearly one of every four cell phone owners, 22%, plays games on their phones according to a survey on March 2006 by the Pew Internet & American Life Project, The Associated Press and AOL.

Young cell phone owners, between 18 and 29 years old, were the most likely to play games (47%). About 21% of adults between 30 and 49 years old play games on their cell phones, and 10% of adults between the age of 50 and 64.

Source: Pew Internet & American Life

Global spending on mobile data services/products will grow by an average of 26% in 2006 driven by broader penetration of 3G devices, wider availability of services at lower cost, more robust and ubiquitous 3G network access and growing consumer awareness of services through non-operator channels

Source: Strategy Analytics, Mobile Consumer Applications Outlook 2006, January 2006

 

Download charts
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Source: M:Metrics, 3 Month Average ending June 2005 (n=40,110) and December 2005 (n = 35,406) Mobile Phone Subscribers, US

The total number of users in 2006 globally is 151.3 million. By 2010, this number will increase to 265.8 million users. The total number of users forecast
for 2010 are:

  2006 (million) 2010 (million)
Western Europe 42.6 52.5
North America 26.8 48.0
Asia Pacific 44.3 67.2
Eastern Europe 25.8 51.3
CALA 6.8 23.7
Rest of the World 5.1 23.1
Global 151.3 265.8

Source: Strategy Analytics, Mobile Video Gaming: Shooting Towards Community & Multiplayer Access, December 2005

The total number of users of multiplayer games is expected to grow from 5.2 million users in 2006 to 14.9 million users in 2010. The total number of users expected in 2010 is as follow:

  2006 (million) 2010 (million)
Western Europe 1.5 2.3
North America 1.0 2.7
Asia Pacific 2.3 5.9
Eastern Europe 0.3 2.1
CALA 0.1 0.7
Rest of the World 0 1.2
Global 5.2 14.9

 

Revenues for multiplayer games are expected to grow from $368.2 million in 2006 to $816.8 million in 2010. The total revenues growth for multiplayer games from 2006 to 2010 is

  2006 ($Mn) 2010 ($Mn) Growth (%)
Western Europe 135.7 157.9 14%
North America 49.3 123.1 60%
Asia Pacific 174.2 449.2 61%
Eastern Europe 7.1 63.6 88%
CALA 0.8 8.0 90%
Rest of the World 1.2 14.9 92%
Global 368.2 816.8  

Source: Strategy Analytics, Mobile Video Gaming: Shooting Towards Community & Multiplayer Access, December 2005

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