New Survey into Mobile Phone Gamers

The Java games provider, IN-FUSIO and Orange France, have released details of an in-depth survey into the behaviour of mobile games consumers. The survey comes one year after IN-FUSIO first launched its game service with Orange France in July 2001. Supporting the belief that the mobile games market represents a serious and viable value-added service, 20% of those questioned said that the games service offered directly influenced their purchase of a mobile phone.

The survey, conducted amongst a sample of 600 existing Orange France customers equipped with an ExEn-enabled handset, revealed that contrary to popular belief, 50% of mobile gamers play for an average 22 minutes in each session and 75% of mobile games players prefer to play at home, and more interestingly from Friday to Sunday between 17.00-22.00. Up until now it has widely been thought that mobile games have been played for much shorter periods of time and whilst 'on the move'.

The survey reveals that 78% of players were under 25 and 92% under 34. Despite a games catalogue with a strong male bias, the profile of a mobile games player is quite similar to that of the video games market; the split between the sex of players was male 56% and female 44%.

Of those surveyed, 66% regularly lend their phone to a relative to play games, demonstrating that mobile games are viral and tend to provoke an immediate and addictive tendency with mobile games.

The study also revealed that the fledgling mobile games industry will have to cope more with a lack of time as a barrier to play rather than the price of games! Remaining an impulsive purchase, the price of games do not appear as a barrier to the mobile gaming experience. As demonstrated by the much criticised 'WAP' experience, users need fast and easy access to services in order for them to enjoy and repeat their enjoyment of a mobile service.

Marc Lefour, VP product marketing at IN-FUSIO, said: "This survey, the first of its type, between a games service provider and an operator, gives us a precise idea of what the mobile games market is made of in terms of consumer demands. Not only does it dispel pre-conceived ideas but it also proves that mobile games can be a significant asset and revenue generator for operators as long as it is a quality game service that is proposed to end-users. For IN-FUSIO, this first survey will allow us to go beyond the market requirements and enhance our offering to consumers."'"

Posted to the site on 10th October 2002

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