IN-FUSIO'S second mobile games reference survey reveals shift in player trends and habits

60% of mobile gamers want a community/club as part of a service-+25 year olds becoming significant target market.

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IN-FUSIO'S second mobile games reference survey reveals shift in player trends and habits
IN-FUSIO, a leading mobile games service provider and publisher in Europe, US, and China, today announced the findings of its second in-depth reference study into the behavioural habits and trends of mobile games consumers in Java and ExEn technology. The survey reveals that the mobile games market is dynamic, in constant change and that significant trends and opportunities are emerging.

Summary of key findings:/b

  • 60% of those questioned would like to be a member of a mobile game community


  • Female gamers are loyal regular consumers of mobile games but aren't sufficiently catered for


  • 36% of players are now older than 24


  • 87% knew a mobile game was included when purchasing their phone up massively from 67% in 2002; 33% of those said it was a key criteria for choosing a phone


  • Overall 'adventure' games top 'most wanted' chart (47%)


  • Average game session stable at 20 minutes


  • 58% of mobile games are played at home


The survey of a representative sample of 400 mobile gamers in France reveals that the majority (60 per cent) of those questioned would like a community or club aspect to support their mobile game activity, suggesting that whilst the quality of games (88 per cent) is a critical selection criteria when choosing a game, 'interactivity' is both an opportunity to develop loyalty and increase revenues.

Female mobile games players emerge as three times more likely (than men) to consistently download games, however the vast majority of female players (87 per cent) are interested in 'classic' and 'evolution' based games whereas the majority of games being developed are for the male market (sport, combat, adventure and video game licensed). This helps to explain why the majority of gamers are male (78 per cent).

Compared to IN-FUSIO's first mobile game survey in October 2002, the percentage of gamers that are over 25 years old has increased dramatically to 36 per cent (up from 22% in October 2002) confirming that mobile games are not the preserve of the youth market. The core of gamers are still to be found in the 18-24 year old segment with 42 per cent. 73 per cent of mobile gamers know exactly the cost of a mobile game and understand the relationship between price and the quality of games.

Commenting on the findings: Giles Corbett, co-CEO, IN-FUSIO said: "It is clear that games have become integral to the mobile phone market but as the consumer market evolves the industry needs to keep pace with the trends and habits of mobile gamers. IN-FUSIO is rolling out surveys across Europe to identify geographic trends. We will regularly question gamers and reveal some of the results to our industry colleagues."

Giles Corbett will present a more in-depth analysis of the survey findings on Thursday 3rd June 2004 at 12.05, Mobile Entertainment Market (MEM), London, www.mem04.com
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