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"New
Opportunities in Gaming" was a mobile-orientated discussion panel held
on the first day of the 2006 Consumer Electronics Show earlier this
month in Las Vegas. Moderated by American Technology Research analyst
P. J. McNealy, the discussion included Jamdat Mobile's Minard Hamilton,
IDG Entertainment CEO and president Dan Orum, and Motorola's Jason
Rubinstein, in a discussion centered around mobile-related
opportunities for non-gaming companies to enter the market. In this
exclusive recap, Gamasutra highlights the key points put forward by the
panelists.
The Social Gamer?
Dan
Orum opened the discussion with a number of comments, suggest that he's
seen a dramatic change in the market since IDG core print publication
GamePro's inception in 1989. The average age of a video game player in
America at that time, according to IDG's annual survey, was 18 years
old. Today, it's 26. In regards specifically to mobile content, Orum
says that teens are three times as likely as those over twenty to play
cell phone games. And, interestingly, Orum's research shows that on
average, African-American consumers are "twice as likely to play cell
phone games."
"We're
seeing an emergence of the 'social gamer,' said Orum. "That's about
forty percent of the market. They're like the typical 'hardcore gamer,'
but with social lives."
Crossing the Line
Motorola's
Jason Rubinstein concurred, and said that the traditional games
industry business is in a state of transition, with mobile handsets
rapidly becoming more capable of gameplay. "Next year's high-tiered
handsets will probably be equivalent to the Pentium II processor," he
said. "We see 3D happening. Mobile game developers have a lot of
traditional game development background." Rubinstein also stated that
mobile development presents a unique challenge, in that mobile phones
have a number of varying systems.
"I
don't think you need console quality games on a cell phone, I think
gamers are comfortable with whatever a device is capable of," countered
Minard Hamilton, executive vice president of sales and marketing for
the Electronic Arts-owned Jamdat Mobile. "It's a platform with constant
transition, and we just have to deal with it." Hamilton gave the
example of an unnamed football game Jamdat published. "We had three
different builds by three different teams for three different
handsets," he said.
When
McNealy asked the panelists why anyone would want to jump into the
mobile space, Hamilton replied, quite simply, "Because it's a good
business, and you can make money."
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PopCap's Bejeweled, converted to mobile by Jamdat.
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"The
mobile games industry is more like the console business than PC," said
McNealy, "in that it's a fairly closed environment. From my
perspective, the more closed the development process, the more
successful the business, from a publisher perspective. The console
industry is incredibly controlled, and that's where you see the big names."
"Ninety-nine
percent of handsets sold in the last three years will play games,"
continued McNealy. "Our research shows that games are among the top
sources of revenue in the market. Games are among the top five things
people do with cell phones."
In
regards to the argument of a closed versus open environment, Orum had
this to offer: "I think you have to worry about a closed environment
hindering creativity. You can run the risk that creativity might not
move as quickly as the consumer wants."
McNealy
continued discussing the rising popularity of mobile gaming. "There are
three hundred million actively used, game-capable phones in the world,"
he said. "Sony sold, what, twelve to thirteen million PSPs? The average
price of a mobile game is about $4.55, which is the cost of renting a
movie, and PSP games are $40 to $50. So it's a very different user
base."
Multiplayer On The Run
In
regards to multiplayer gaming on a handset, Jamdat's Hamilton offered
this: "We found a shockingly low number of consumers want multiplayer
games. I think 95% of our consumers buy single-player games
exclusively."
Hamilton
continued by expressing the importance of the female market. "I think
you'll see the mobile market grow with casual games that cater to the
female demographic," he said, "and not multiplayer gaming."
Rubinstein
disagrees, and believes that it's only a matter of time before
multiplayer gaming takes off on handsets. "There's no network yet, and
no points reward system," he said, making an example of Microsoft's
Xbox Live service for the Xbox 360. "I hypothesize that once that sort
of network comes to the mobile space, people will want to take
advantage of it."
"More people own cells than PCs," he added.
The Future Of Cellphone Game Pricing
McNealy
then asked the panelists to discuss where cell phone game pricing is
headed. "Our goal is to be at the impulse purchase price range," said
Jamdat's Hamilton. "Potentially, though we can raise prices. We
recently published Doom, and I think it's $7.49."
The
discussion then changed to the subject of mobile game developers. "Will
we be seeing more Jamdats starting," asked McNealy, referring to the
core group of former Activision developers entering the mobile space,
"or more Motorolas?"
"I think you'll see more people making games," said Hamilton, "but they'll be more traditional game developers."
"When
you look at the console gaming library, going all the way back to the
Super Nintendo age, there's been a lot of content," said Rubinstein,
referring not only to the number of titles consoles see, but the
quality of them as well. "Where is the content for the 300 million cell
phone users in the world?"
Rubinstein closed the panel by responding to an audience question asking, "What have we learned from Nokia and the N-Gage?"
"They
performed an unnatural act," said Rubinstein. "They tried to be like a
traditional games company, but they're not. I think Nokia has now
figured out what they should have figured out years ago, that they need
to go for several platforms at once, rather than trying to sell a
proprietary one."
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on its role in the entertainment and gaming industry here.
http://www.moyostudios.com/news/computers-and-consoles-to-become-
obsolete/
/ Rasmus Hansson
CEO of Moyo