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05
May
2006

The 3Cs Of Mobile Games – “Casual”, “Consumers” And “Community

Casual games built on a positive consumer experience and community. These are the 3 cornerstones of mobile games growth according to findings of Wireless World Forum’s mobile games Executive Research Panel– a group of over 20 senior mobile games executives who have contributed to the “Developing and Marketing Casual Mobile Games” report published today.


(1888PressRelease) May 05, 2006 - Casual mobile games such as Tetris and chess are a growing segment – accounting for 52% of the $1.6 billion mobile games industry. However, providers are overlooking the real long term value of casual mobile games by underestimating the importance of a positive consumer experience and ignoring the role of community in generating long term appeal.

 “We need to adopt a consumer rather than engineering focused approach to making these games profitable at lower break-even points. This means ‘customer’ not ‘content’ is king. We found that the industry is slowly adapting but the pace may not be fast enough for the less forgiving – customers, operators and investors. We, as a sector, still think community is about ‘multiplayer’ and mistake low demand for a need to ‘educate the user’.”

The report provides recommendations for dealing with the key challenges facing the sector today. In particular, its contributors recommend:

a)      Changing our language from “users” to “consumers” to help us better understand how casual games fit into the buying landscape
b)      Developing casual games on social drivers – multiplayer functionality is not the only way to achieve this, society can also be built around a game
c)      Marketing casual games to a wider audience utilizing different charging models


“Developing and Marketing Casual Mobile Games” is the first in a series of four mobile games reports published today by Wireless World Forum in association with their Executive Research Panel.



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