We said it before: mobile is the biggest mass medium on the planet, and now game developers (and not only the sometime masochists that have been there for years) flog to it. According to a fairly large survey by GDR (which can be yours for too many dollars to count and has been reported about here) among 800 developers, a quarter of them are now making games for mobile phones with most of them (namely 75%) – surprise, surprise – choosing the iPhone as their platform of launch. This is doubling last year’s figures (apparently).
The iPhone and its non-phone sibling, iPod Touch (and you have been reading that a year ago here, here and here) are proving a more attractive launchpad onto portable gaming platforms than dedicated gaming systems like the Nintendo DS and Sony PSP.
The reasons will be the same as they were a year ago: a platform that is relatively easy to work to and a simple distribution model. With the number of downloads Apple continues to pile up, it is no wonder that developers from “traditional” platforms (PC downloadable, online, etc) are attracted to that. They will also be less scared of the marketing challenges since they had had to market their games in the whole wide oceans of the Internet previously (i.e. there were no carrier safe havens with feature slots). Whilst this does not mean that every traditional developer’s games will be successful on the app store, the threshold to enter is lower.
It will be interesting to see if the wave will roll further into other “smarter” platforms, including Android, Windows Mobile (see the latest rumours for WinME 7, including full Xbox Live gaming implementation here), Symbian Maemo and Blackberry. With the device numbers clearly speaking in favour of that, platforms becoming more accessible and, last but not least, with easier paths to the users via OEM app stores, this is to be expected. Good times for mobile gamers!
Here’s a report about an interesting piece of research into the elusive animal that is the iPhone and Android user, or more precisely that animal’s usage of apps (“… there’s an app for that…”).
The researchers from Gravity Tank chose Android (well, the G1) next to the iPhone because Android Market and Apple’s App Store both allow “unlike older smartphones [sic!] easy access to a range of free or low-cost applications”. Now this is what the (mobile) world has become in the last 12 months…
Anyway, the survey finds that the average (!) user has 23.6 applications on his/her phone and uses 6.8 of them every day. 48 percent report shopping for apps more than once a week. About the same number (49 percent) report using apps on their phone for more than 30 minutes a day. Woah, nice!
But it goes on: 32% said they used portable gaming devices less because of their app-enabled phones. This reminds me of one of my predictions on how the iPhone would eat into the handheld gaming market (see here, here, here and here).
And it shows, more importantly maybe, that these owners of the “newer” smartphones use them as true multimedia devices rather than only phones: 31% read newspapers less, 28% use GPS devices less, 28% use MP3 players less (well, they have one of the better ones if they use an iPhone), and 24% are watching less TV. Media going mobile then, finally…
And then – another indication on how far we have gone – the NY Times starts to whine: it notes that “despite Apple’s relentless advertising of its App Store, it seems that the availability of applications is not the primary driver of phone-buying behavior.” Doh. Now, here’s a finding. 74% of the respondents said the device “allowed” them to check their e-mail and calendar, and it allowed them to consolidate multiple devices into a single device whereas “only” 67% cited the availability of new games and applications. Only 67%, huh? Brave new world!
Having just spent three incredibly inspiring days at Casual Connect Europe in beautiful Hamburg, there were – in respect of mobile games – two observations to be made: 1) the horror online and PC game developers express when looking at the fragmented space and the resulting “crazy” (quote) business models and 2) the iPhone is different, from a developer perspective this time.
A recent article discussed the rise and rise of the iPod Touch (that’s the iPhone without the phone). It apparently surged to the top of Amazon‘s sales charts, and mobile ad firm AdMob reports that ads served to the device more than tripled between November and December to 292m. This growth is said to even shadow growth of iPhone ads served and is being called, well, unprecedented. People are said to shun the forced marriage with AT&T’s long-term phone plan that come with the iPhone. Makes you think (if you’re an operator).
“Whether you chose to play on your DS or listen to music on your iPod, we’re already in the same competitive space for time.”And whilst one could argue about the pound-for-pound comparison of pure touchscreen vs devices with gamepads for certain types of games, the huge upside Apple has created is the hassle-free and easy distribution model for games: a DS developer needs to buy the cartridges (and pay for them up-front), find retailers, and then sell. This means huge cash outlay and very significant commercial risk over and above the development cost, making for a much less risky business model. And as to the input: some of the accelerometer-powered racing games are significantly better to control than with any game pad.
Our recently very acquisitive friends from Oberon Media struck again to create one of the first truly focussed triple-play gaming houses. They now acquired Pixelplay, one of the giants on the interactive TV (iTV) sector. This together with their own online activities (Oberon powers e.g. MSN Games) and their recent acquisitions of Blaze and I-Play creates a rather explosive mix.
It will be interesting to see how they will manage to consolidate the whole thing with a view to the – at this time – still somewhat disparate portfolio: Pixelplay boasts the iTV licenses for the likes of Monopoly, Luxor, the World Poker Tour, etc, whilst I-Play excelled inter alia with “The Fast and the Furious“. Oberon’s ability to exploit titles now across three platforms may well give it some edge in the market, which – arguably – all the single parts urgently needed.
The move shows an impressively stringent move on the part of Oberon into building a casual-games-focussed powerhouse that extends its strengths across the three main consumer screens of today, i.e. the computer, the TV and the mobile phone.

In my last post, I hinted that the
Why is this more significant? Because it is (like Google/AdMob) a cross-platform play that (unlike Google/AdMob) also expands the basis of business models deployed. Playfish derives the majority of its revenues from so-called virtual currencies, and in particular also from lead-generation deals (which recently have 

