Wireless Gaming
To probably no one’s surprise, the “tween” segment—ages 10-13—represents the market with the greatest frequency of mobile gaming. Tech-savvy youngsters are taking the wireless gaming space to new heights, with more than 84 percent of tweens playing mobile games one or more times a day. Nearly 80 percent of them play games on their phones at home and 40 percent share mobile games and entertainment with family and friends.
It’s no wonder then, that by 2009, mobile gaming services in the U.S. are expected to generate $1.8 billion annually, or 4.4 percent of total wireless data revenues. And 78.6 million wireless subscribers in the U.S. will play mobile games by 2009, In-Stat predicts.