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Gaming has emerged as a mega business for the telecom industry constituting around 10-15% to the operator's revenue
Thursday, August 31, 2006
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The world of mobile gaming is also ­buzzing with action and it is getting bigger in the ever-growing wireless business. With ­saturated voice market and dipping ARPUs, gaming has become the key element for the developers and operators to generate new revenue streams. Mobile gaming is all set for immense growth. It is expected to rake in $7.2 bn a year worldwide by 2011, growing from the $2.4 bn sold in 2006, says informa.
According to Juniper Research, Asia Pacific region is expected to contribute around 38% of the total revenues. It is pertinent that India will form a significant part of it. The current mobile gaming business worldwide is expected to be around $2.2 bn and India accounts for around $100 mn of the overall market.

Trends
Gaming has emerged as a mega business for the telecom industry. The value-added services market is seeing a 100% growth Y-O-Y and gaming is a crucial component of this market, as it constitutes approximately 10-15% of the operator's revenue. The Indian mobile content market is currently valued at approximately USD 80 mn of which mobile games comprise approximately USD 4.5 mn or roughly 6%. The market has grown approximately 75% over the last 4 years. On the other hand, some experts peg the growth rate in MVAS much higher with the effective mobile games revenues accounting for between $150-$200 mn. Nasscom states that mobile gaming market is expected to touch $500 mn by 2010 in exports alone and with the introduction of next generation phones it is all set to be the next big rage in the country.

According to K. Rajesh Rao, CEO, Dhruva Interactive “Mobile Gaming constitutes a segment which has a very high degree of profitability and a very loyal audience. There are sufficient reasons for all people in the ecosystem to promote it.” Games are much more higher priced so considering the fact that the ARPUs are shrinking if a customer buys even 1 game that means a considerable addition to the average bill. According to Vishal Gondal CEO, Indiagames, “Currently of the total subscriber base in India, only 25% handsets are data enabled. Of these only 25% subscribe to data services while only 25% of this subscribe to games. Hence, there is tremendous opportunity for growth.”

The mobile gaming industry has grown and attained a unique identity of its own. The casual gaming sector is driving the mobile gaming market, as it optimally uses the inbuilt mobile platform. More over, Indian gamer is new to the gaming and casual games provide him a good gaming experience important to get them hooked on to mobile gaming. This model is better suited to mobile gaming due to its simpler learning curve, familiar concepts, and easier acceptability. “Games are competing with other modes of entertainment. So if they need to make a mark they have to have an experiential impact,” says Rao.

Another form of gaming getting considerable attention is the connected multiplayer gaming. Multiplayer games for mobile using GPRS, which enables end user to play from any location, is all set to make it big in the mobile gaming industry. In India, although it has not yet arrived but has an immense potential once the technology is introduced. They naturally fit with mobile devices due to their inherent potential for communication such as buddy lists, messaging, chat etc. According to Vishal Gupta, director (Product Technologies), Qualcomm,” Multiplayer gaming will really pick up in India once 3G is introduced as it will then have sufficient bandwidth for an ultimate gaming experience.” With an improvement in handset quality and higher bandwidth support, multiplayer and 3D games are likely to catch on in a big way.

Advergaming is another area that has immense potential in the country. Advertisers and marketers are waking up to this potential source of reaching out to younger audiences. Gaming in all forms has been catching up with the Indian youth in a very big way and is expected to surpass Bollywood as the leading source of entertainment in a few years. “Advergaming offers a targeted opportunity in terms of reaching out to a particular kind of audience: young, upwardly mobile, tech savvy, independent, and with a relatively high consumption ability,” says Vishal Gondal, CEO, Indiagames.
In case of sports related games like cricket, football, or racing in game, branding could help replicate the actual experience as seen while watching the sport on television. Interest for branding in these types of games has been the highest.

Roadblocks
Although mobile games are all set to rock the mobile world, it still has to overcome a number of challenges before becoming a mass-market phenomenon. One of the biggest challenges that the gaming market faces is easier availability of content. Mobile gaming quality has improved significantly, but until the content discovery and provisioning is simplified it will be tough to convince consumers of that. The primary area that needs work is to reduce the barriers for people's access to content. The biggest challenge is that phones in India are not configured for GPRS automatically and that is a potential barrier, as the average consumer is not tech savvy.

Another challenge is the availability of content to which the end user can relate. India is an entertainment-oriented country and for a means of entertainment to be popular ­acceptability is critical. In India, the most popular mobile gaming genres are cricket, racing, and action films. Localization of content has started happening with the aim of appealing to a wider audience. According to Rao, ”At the end of the day the content that will make progress is the content that finds acceptance.” The next challenge is related to the content developers. “The biggest issue faced by developers is the current revenue share models which vary from a 50:50 share to an 80:20 share in favor of telecom operators,” says Vishal of Indiagames.

However, with an increase in consumer demand for quality content and increasing licensing fees for big ticket titles, game developers would like telecom operators to take a relook at current revenue share agreements that would encourage higher investments in developing high-end quality content. Gupta says, “ The bigger challenge is to fix the business model which will happen as the market matures.” There is a need for higher revenue shares for the developers.

On the other hand, Indian operators need to manage their mobile games portals better, step up their marketing efforts, and introduce flexible billing for games. In order to popularize mobile gaming, we need to discover the preferences of the end user in paying for it. The desirable business model would be one, which gives the end user a choice to billing model. Where as pay per download model allows customer to ­experiment and explore games, subscription models do offer consumers great value as well as ­increase the likelihood of higher downloads. One could look at it as a volumes play. Higher volumes leading to higher profitability.

The Future
According to Informa, the Asia Pacific region will continue to dominate the mobile games market, accounting for nearly half of worldwide mobile games revenues in 2011 and India forming a considerable part of it. The future holds promise for real-time 3D multiplayer mobile gaming, which allows the end users to simultaneously play a game and compete. Another form, which holds immense future, is the cross platform gaming where a PC game can be continued on mobile. Gupta says, “Cross platform gaming business model could be a challenge, as it will involve large technology providers to provide common solutions to the third party.”

With all this activity, it's observed that gaming has immense future in India, once we get the large subscriber base.

Sonia Sharma

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