Smartphones Provide Extra Mana for Mobile Games Industry as Audience for Downloaded Games Grows 17 Percent
comScore reports that 34 percent of mobile game downloaders in November owned a smartphone, compared with 10 percent last year
“The rapid growth in smartphone adoption in
The iPhone and BlackBerry Curve have replaced the RAZR and low-end flip phones as the most popular gaming platforms, according to comScore. In fact, the number of smartphone owners downloading a game nearly tripled, while dipping 14 percent among owners of feature phones. iPhone owners accounted for 14 percent of mobile game downloaders in November, with 32.4 percent of all iPhone users reporting they downloaded a game in the month, compared with a market average of 3.8 percent.
Downloaded Mobile Game by Platform: Audience Three-month average ending November 2007 vs. November 2008 US Mobile Phone Users (000s) Source: comScore M:Metrics November 2007 (000s) November 2008 (000s) YoY Growth Smartphones 734 2,869 291% Non-Smartphones 6,486 5,593 -14% Total 7,220 8,463 17%
“As the mobile phone has evolved into a better platform for both playing and merchandising games, the games being offered have also been improved, drawing in a broader user base,” observed Donovan. “Over the past year, we have seen mobile gaming expand into a broadening demographic, with strongest growth among teens, who previously eschewed their mobile device in favor of handheld gaming devices, and those 35 and older.”
comScore M:Metrics also announced the results of its Mobile Benchmark Study. With the exception of ringtone purchases, which fell 1.1 percent from October to November, all mobile content categories posted strong growth, most notably downloaded application usage and access to social networking. Below are the complete results of the
comScore Mobile Benchmark Study Three-month average ending November 2008 US Mobile Subscribers Source: comScore M:Metrics Reach (% of all % Change vs. Audience (000s) Mobile Month Ago Subscribers) Activity Sent/received photos or videos 63,736 27.7 5.6 Received SMS ads 54,922 23.9 8.2 Accessed news/info via browser 41,894 18.2 9.7 Used email 38,370 16.7 6.3 Listened to music 21,006 9.1 8.5 Accessed social networking sites 20,668 9.0 14.2 Played downloaded game 20,468 8.9 6.1 Purchased ringtones 19,556 8.5 -1.1 Accessed downloaded application 18,337 8.0 15.8 Watched Video 7,523 3.3 +5.6
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SOURCE comScore, Inc.