Men Do Not Dominate Mobile Games Usage - Report

The mobile games supplier, Glu Mobile has conducted a survey into consumers. preferences for downloading and using mobile entertainment content. The survey found that the youth market is the fastest growing sector of the mobile entertainment industry, with 29% of 16-24 year olds using their phone as a gaming device.

"Although many of us still view mobile phones as a recent technology, there is a growing generation of consumers who have known and used mobiles throughout their lives. Our research demonstrated the frequency with which younger consumers text, MMS and play games versus than older mobile phone users," said Kristian Segerstrale, managing director emea, Glu.

"The image of the classic gamer as 18 to 35 and predominantly male is a myth for mobile - in truth, mobile gamers are much younger and just as many women as men play on their phone. The mobile games industry needs to sharpen its marketing focus to reflect these trends if we are to continue growing the audience for rich and exciting mobile entertainment content."

Despite the perception in some of the traditional media that mobile phone gaming has yet to really catch on, Glu's research showed that a significant number of UK consumers play games on their phone. When asked about their mobile gaming habits, the survey found:

Youth is a key driver of the mobile games market

Glu's research has confirmed that younger users are the most comfortable downloading and using multimedia content. Especially for those consumers in the 16-24 age group, mobile phones are being used as a take-anywhere entertainment device; where users are just as likely to take a video or play a game as make a phone call. Glu found that:

Consumers rank price and quality above brands

The survey also confirms that mobile entertainment generally is still a price-driven market, with cost influencing the majority of purchase decisions. 16-24 years olds, however, are much less influenced by cost: price is the most important consideration only in 50% of sales in this age group. It appears that marketing also works much harder within this demographic, specifically the way is it designed and presented, as 35% of 16-24 year olds said they would buy entertainment content because of the way it looks, versus 25% who would choose based on a featured brand. The survey also showed that: