Half of U.S. Mobile Phone Users Turn to Their Devices for Entertainment
Published on: 30th Sep 2008
Note -- this news article is more than a year old.
A recent survey conducted by Artificial Life of U S cell phone users revealed that 46 percent use their devices for entertainment purposes illustrating evolution of the cell phone as a prominent business tool to a must have multi purpose consumer gadget
The survey of 200 respondents shows 87.5 percent of those who own smartphones access entertainment content, such as music, games and video. In addition, 33 percent of individuals use their phone for entertainment over any other purpose, including email, GPS and Internet browsing. Validating the continued development of the mobile entertainment industry, survey results also show that 56 percent of people who do not own a smartphone desire the advanced types of features available on higher-end phones. One fourth of this group reported they want a phone with music, gaming and video capabilities and 33 percent noted they value mobile gaming in particular.
Traditionally, smartphone and cell phone users have relied on their handsets strictly for calls, text messaging and email access. However, findings such as these show that more individuals are turning to their phones for recreation and leisure. Consumer demand for high-end mobile devices, along with increasing interest in mobile social networking and entertainment, is surging due to technological innovation and phones' abilities to serve multiple purposes. Enhanced memory, robust architecture and ever-increasing speeds expand the value of feature-rich devices that are equally appealing for work and play.
More consumers are adopting devices capable of supporting sophisticated applications, shown by the growth of smartphone sales. The NPD Group notes that smartphones are responsible for 19 percent of all mobile phone sales in the second quarter of 2008, an increase of 9 percent over the same period in 2007(1).
Handango's recent Yardstick report shows entertainment and gaming applications have become the two most popular mobile tools for smartphone users, with the games category rising from fourth place into the second spot behind the entertainment category.(2) Additionally, Gartner, Inc. (3) projects the mobile gaming industry will be worth $4.5 million in 2008, a 16.1 percent increase over 2007 revenues.
This survey was commissioned by Artificial Life, a global developer of mobile applications, mobile participation TV and business applications for high-speed broadband networks.
''It's motivating to witness more U.S. consumers, handset manufacturers and carriers taking advantage of the new capabilities of 3G smartphones, including rich 3D gaming, social networking, music and videos, from anywhere at anytime,'' said Eberhard Schoneburg, CEO of Artificial Life. ''Individuals see the value in mobile phones beyond business productivity, and are beginning to see them as tools to complement their hobbies and lifestyles in fresh and exciting ways.''