Tag: games

iPod Touch mounts Handheld Gaming Challenge

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).

That’s all fine and dandy but I thought this was probably a good time to look at the iPod’s role as a handheld gaming device again. This was sparked by a remark from one of the Kleiner Perkins‘ chiefs (they’re the ones who set up the iFund, which invests exclusively into companies active in the iPhone/iPod Touch ecosphere) noting that the iPod Touch was now asserting itself as a more versatile alternative to the Nintendo DS or Sony’s PSP. This has of course been discussed for a while. The sales figures of the iPod Touch now seem to back these early (and initially largely theoretical) thoughts. 
Nintendo has been keenly aware of this even before the recently published app download numbers were out. In the words of the CEO of Nintendo US (from the above WSJ article):

“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.

The DS is and arguably will be for a while a formidable gaming platform (as the father of a 10-year-old girl I can certainly vouch for that) but the sheer number of games available on the AppStore is likely to create a space longer term that may well tilt the balance in favour of the latter: you’ve got a) the arguably best music player in the market, b) higher WiFi usability (the DS doesn’t really allow you to surf the web), c) e-mail, maps, and all those nice little (and often useless) apps, d) much, much more choice of games at lower cost (anywhere from $0.99 to $9.99 as opposed to $30 for, say, Cooking Mama 2) and – to top it all of – e) the coolness factor of the sleek Apple form factor. Tough competitor, that.
For mobile games developers and new iPhone game entrants this constitutes and exciting development as it opens the revenue potential further up, and all that at a comparatively efficient and high-margin market place.

Silver Lining for Games…

… And a full-blown sunblast on Christmas Day, or so it would appear as per the latest PR from Try-and-Buy solution provider M-Biz Global. According to them, 2008 was a good year for mobile games (though I am not sure if the likes of MoConDi, Vivendi Mobile Games, Telcogames, Mighty Troglodytes, etc would agree). M-Biz’s numbers would rather suggest that the market may be shifting a little (or is re-focussing the better word?) towards pre-loaded trial versions of games. It is this segment that M-Biz is addressing, and it is therefore unsurprising that they saw downloads on Christmas Day soar to 6x (!) the average daily sales in the UK: a lot of people get new phones for Christmas and if something is on the handset already (a trial version), one is much more easily enticed into actually clicking that link.

All in all, M-Biz reports a 62% increase in revenue year-on-year, and a 21.29% and 50% increase in EMEA and the UK respectively in December 2008 compared to the average of the previous 11 months. All good! 

It tellies well with the findings open to see for everyone when looking at Apple’s AppStore: make the purchase process easy, make things transparent, and people will buy. The difference to both the AppStore and a pre-installed trial game is that it does not take the user 8+ clicks, a download, various cryptic messages (of the “this application is unsafe. Do you really want to install? Really, really, really?” ilk) to get gratification. I have mentioned on the Opinions on Mobile blog that I would expect this to be an area of focus for this year, and the numbers quoted by M-Biz would appear to being ample support of this.

Oberon plays iTV now, too: Pixelplay joins the family

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.

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