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视频游戏生产商在手机游戏市场掀起掘金热

级别: 管理员
A Gold Rush for Game Makers

At a wireless industry conference last week in San Francisco, an audience member asked a group of panelists what advice wireless carriers would give to developers of mobile games, a field that has seen an explosion of interest from entrepreneurs and investors.

"Get into a new business," teased one of the panelists, Jason Ford, general manager for wireless games and entertainment at Sprint Nextel Corp. Mr. Ford said it has become difficult for game developers to make money, and there's little room left for businesses that want to publish games made by other companies.

Mobile games are quickly becoming a popular pastime among cellphone users, who purchase and download everything from puzzles to shoot-'em-up games for playing in taxis, subways, airports and other places where people have time to kill. The growth in the market has touched off a gold rush among game makers and investors unlike anything the videogame industry has seen in years.

PHONE & GAMES


? Cellphone Users Boost Carriers With Games
10/11/05

Yet some executives see signs that mobile gaming has become overheated, attracting more software suppliers than the market is likely to sustain. While some games may become big moneymakers, companies are running into problems getting cellphone carriers to distribute and promote all the games being created. Some game companies with shaky profit prospects may soon find themselves out of business.

"You are seeing a kind of dot-com madness," said Jonathan Sacks, chief executive officer of Mforma Group Inc., a mobile-media company that has raised $93 million in venture-capital financing.

There are already early signs of a shakeout, including a flurry of acquisitions of smaller game makers since last year by larger game publishers. Executives say more companies are scrambling to find bigger partners.

"Not everybody is for sale, but just about everybody is for sale," said Jim Voelker, chairman and CEO of InfoSpace Inc., a Bellevue, Wash., company that publishes mobile games and information services for cellphones. Mr. Voelker says InfoSpace isn't among the companies for sale.

"I think you're going to see companies out-and-out failing this year," said Greg Ballard, CEO of publisher Glu Mobile Inc.

Since 2000, mobile-game companies in the U.S. and Europe have collectively attracted nearly a half-billion dollars in funding from venture capitalists or public investors, estimates Screen Digest, a U.K.-based research firm. Companies raised 68% of the money, or about $337 million, in the past two years alone, the firm says.

In a watershed for the business, venture capital flooded the market after Jamdat Mobile Inc. filed registration papers to go public in June of 2004. Last October, Jamdat became the first major publisher in the U.S. devoted to mobile games to hold an initial public offering, raising more than $65 million.

"I think it has given false encouragement to" venture capitalists, said Mitch Lasky, CEO of Los Angeles-based Jamdat. "They view it as a hyper-growth market with low barriers to entry. It's not. It's much more difficult to enter than they've given it credit for."

Even Jamdat has had a bumpy ride. The company -- publisher of hit mobile games like Bejeweled, in which players match diamonds and other shapes with each other, and Tetris, a classic puzzle game -- earned $2.6 million on revenue of $19.3 million in the second quarter, a more than sixfold increase in profit and more than doubling in revenue from a year earlier. But Jamdat has seen its shares fall to $18.95 from a high of $32.50 in July after the company issued financial forecasts for the third quarter that disappointed investors.

One reason for the exuberance in mobile gaming is a belief that the approximately two billion cellular-phone users could result in a gaming market that might eventually dwarf the audience for traditional game consoles. The relatively low costs of creating titles for cellphones, at around $150,000 to $250,000, has also drawn start-ups. In contrast, games for PlayStation 2 or Xbox can cost $15 million to $20 million to make.

The capital requirements of making console games and the dominance of top publishers like Electronic Arts Inc., Activision Inc. and THQ Inc. are two reasons why there's little venture capital or IPO activity in the game industry outside the mobile market. Some of these companies are also extending their reach into mobile games, including Electronic Arts, VeriSign Inc. and Infospace Inc., which could put further presure on weaker publishers.

While they may be cheaper to make than console titles, mobile games are tricky to sell to consumers. The vast majority of mobile games are sold in partnership with wireless carriers, who determine the titles they are going to promote on their "decks," the listings of games available for purchase on a carrier's network that show up on users' cellphone screens. For mobile-game publishers, decks are the virtual equivalent of shelf space in retail stores, though with far more limited space due to the challenges of navigating small cellphone screens.

The result is that mobile-phone decks have become a "real estate battleground" for game makers, said Trip Hawkins, CEO of mobile-game publisher Digital Chocolate Inc. "There are too many publishers trying to bring too many conventional games to carriers," Mr. Hawkins said. "They don't have the people to process them."

The difficulty of merchandising games on mobile-phone decks is one reason, Mr. Hawkins said, why Digital Chocolate is now emphasizing new online-enabled games that allow users to send electronic invitations to friends to play so they don't have to go looking for games on their own. This month Digital Chocolate will begin selling for $2.99 a month Mobile League Sports Network through Sprint, Cingular Wireless, a joint venture of Bellsouth Corp. and SBC Communications Inc and and other networks, a game that lets players compete in leagues by answering questions about coming sports events.

Some wireless carriers have already told publishers they plan to cut back on the number of games they promote on the screens of mobile phones, hoping to reduce a clutter of titles that has become increasingly difficult for some users to navigate. Sprint's Mr. Ford, for instance, said the carrier late last year reduced to about 200 from 250 the number of games it promotes on its mobile-phone deck. The growing pickiness of carriers is likely to put further pressure on weaker mobile-games publishers.

"I still think we're in chapter one" of the mobile games market, said Michael Moritz, a veteran venture capitalist at Sequoia Capital who invested in Digital Chocolate. Yet, with more game companies than the market is likely to support, he added: "I'm sure there will be a lot of Chapter 11s and 13s."
视频游戏生产商在手机游戏市场掀起掘金热

在上周于旧金山举办的一次无线行业大会上,一位列席人士向来自无线运营商的一批与会者提出要求,请他们给手机游戏开发商出些点子,手机游戏业已成为令众多企业和投资者趋之若鹜的地方。

“改行吧,”Sprint Nextel Corp.的手机游戏和娱乐部总经理詹森?福特(Jason Ford)笑著说。福特表示,游戏开发商越来越难赚钱了,靠发布其他公司开发的游戏来赚取利润的企业已经没有多少生存空间。

手机用户们正在对手机游戏日益痴迷,他们从网上购买和下载各种各样的游戏,从猜谜到射击,五花八门,不一而足。在出租车上、地铁上、飞机场,只要有一点空闲,他们都会拿出来玩上一把。

这一市场的迅猛增长让视频游戏行业掀起了一场史无前例的掘金热。

不过部分管理人士已经看到了手机游戏业过热的迹象,软件供应商的热衷程度可能已超过了市场的吸收能力。虽然部分游戏仍可能给企业带来滚滚财源,但某些公司已开始面临难以将所有游戏推销出去的困境。一些收益前景不佳的企业可能很快就要被市场淘汰。

“这像是当年互联网业泡沫的重现,”移动媒体公司Mforma Group Inc.的首席执行长乔纳森?塞克斯(Jonathan Sacks)说。Mforma通过风险筹资募集了9,300万美元资金。

这个行业已经隐约显现出衰退的早期迹象,从去年开始有很多小型的游戏开发商陆续被较大的游戏开发商所吞并。业内管理人士称,越来越多的公司正在费尽心机地投靠大企业。

“并不是每家公司都在寻求出售,但也差不多了,”开发手机游戏并为手机用户提供信息服务的InfoSpace Inc.的董事长兼首席执行长吉姆?沃尔克(Jim Voelker)说。沃尔克表示,InfoSpace尚未寻求将自身出售。

“我认为今年就将有很多公司彻底出局,”手机游戏开发商Glu Mobile Inc.的首席执行长格雷格?巴拉德(Greg Ballard)表示。

据英国研究公司Screen Digest估计,自2000年以来,美国和欧洲的手机游戏公司从风险投资家及公众投资者手中累计吸引了近5亿美元资金。其中68%(约3.37亿美元)的资金是在近两年融得的。

去年Jamdat Mobile Inc.提交上市申请成为这一业务领域的里程碑,自此以后风险投资资金如潮水般涌入这一市场。同年10月,Jamdat成为致力于手机游戏开发的首家上市公司,融资6,500多万美元。

“我认为这对风险投资家而言是一种错误的诱导,”Jamdat的首席执行长米奇?拉斯基(Mitch Lasky)表示。“他们把这个市场看成了一个高速增长而门坎又很低的市场,然而它并不是。与他们对这一市场寄予的厚望相比,进入的难度要大得多。”

甚至Jamdat也并非一帆风顺。该公司第二财政季度实现利润260万美元,较上年同期增长五倍多,收入1,930万美元,增长一倍以上,让玩家将菱形和其他形状配对的Bejeweled游戏以及传统的猜谜游戏Tetris都出自这家公司。然而在该公司发布令投资者失望的三季度业绩预期后,其股价却从7月份高点32.50美元跌至了18.95美元。

手机游戏市场如此繁荣的一个原因在于,人们相信高达20亿的手机用户最终将造就出一个能令传统的机打游戏市场相形见绌的新市场。开发手机游戏相对低廉的成本也吸引了大量初创公司前来一试身手。相比之下,为PlayStation 2或Xbox等游戏机开发游戏需耗资1,500万至2,000万美元。

生产游戏机游戏的巨额资本要求和该市场被电子艺界(Electronic Arts Inc.)、 Activision Inc.和THQ Inc.等顶尖制造商占据的特点成为除手机游戏市场以外游戏行业风险投资和IPO活动稀少的两项重要原因。电子艺界、VeriSign Inc.和Infospace Inc.等机打游戏开发商也陆续进入了手机游戏市场,这给力量薄弱的该行业厂商进一步带来压力。

虽然生产手机游戏比机打游戏成本更低,但手机游戏却不那么容易推广出去。大部分手机游戏通过作为合作伙伴的无线运营商推广,由他们来决定在他们的目录上推广哪些游戏,这些游戏可以在运营商的网络上购得,游戏名单显示在用户的手机屏幕上。对手机游戏发行商而言,无线运营商的目录就像零售店里的货架一样,由于在小小的手机屏幕上的操作空间有限,这个放置产品的地方就更小了。

结果是,手机目录就成为游戏生产商争夺地盘的战场,手机游戏开发商Digital Chocolate Inc.的首席执行长特里普?霍金斯(Trip Hawkins)说。“开发商太多,他们向无线运营商推荐的游戏也太多。”霍金斯说。“没有人来处理这些游戏。”

霍金斯表示,在手机目录上推广游戏的难度成为Digital Chocolate目前将重点放在新型网络游戏的重要原因,这种游戏允许玩家向朋友们发送电子邀请,这样他的朋友们就不用费尽心机地自己找游戏了。Digital Chocolate将于本月起通过斯普林特(Sprint)、Cingular Wireless以及其他无线运营商推广它的Mobile League Sports Network,每月收费2.99美元。在这个游戏中,玩家们将组成不同的组,通过竞答体育赛事赢分。

一些无线运营商已经告知游戏开发商,他们将削减手机屏幕上的游戏名单,这些混乱的游戏名单让手机玩家越来越难操作了。例如Sprint Nextel的福特表示,公司已于去年年末将手机目录上的游戏数量由250个削减至200个。无线运营商的日益挑剔无疑将给不太景气的游戏发行商造成进一步的压力。

“我仍然认为手机游戏市场方兴未艾,”Sequoia Capital的风险投资家迈克尔?莫里茨表示。该公司对Digital Chocolate进行了投资。但由于游戏厂家太多,他补充说,“不久后将有很多公司破产。”
级别: 管理员
只看该作者 2 发表于: 2006-01-06
Go Ahead, You Can Ask Anything

AskMeNow Service Sends Answers
To Your Handset In a Matter of Seconds

If you're one of those people who thinks he's always right, but can't prove it on the spot, we might have just the technology for you.

This week, my assistant Katie Boehret and I tested a new service called AskMeNow that attempts to be like a digital version of Who Wants to Be a Millionaire's phone-a-friend. This service works by answering questions of all sorts in just a few minutes for free, or in some cases for 49 cents per question.


AskMeNow answers your questions in SMS or email format, sent directly to your mobile device, for free or 49 cents each.


AskMeNow, based in Irvine, Calif., is a division of Ocean West Holding Corp. and is currently only available in beta (or prerelease version), but its full-scale service will come out in the beginning of next month. Its concept is very straightforward: You send questions to the service by calling from your cellphone or emailing directly from a portable smartphone, and answers are sent back to your phone or hand-held via Short Messaging Services (SMS) or email within about a minute.

Questions can be asked for free using a form-entry method, called "auto answers," or by calling in questions that don't fit into one of the form-entry categories. (These are referred to as "AskAnything" questions, and they are the ones that cost 49 cents each.)

To answer your questions, the company employs real people who sit at computers in the Philippines, furiously researching the Internet (using data from content partnerships) trying to respond to your queries within three minutes. This doesn't always mean the response is correct. It simply means that the retrieved information was online somewhere. But our results proved rather accurate.

If your question has been asked before, it's more likely to get a faster response because its answer is already on file. AskMeNow reserves the right to not answer questions that aren't family friendly. The service sometimes answers opinion questions using opinions posted online, but we couldn't get an answer to our question, "What is the hippest bar in Washington, D.C.?"

To start using AskMeNow, users must go to its Web site, www.askmenow.com, to enter sign-up information including your name, ZIP Code, country and cellphone number; you'll never have to enter credit-card information as fees are all charged through your carrier. BlackBerry users also need to enter their email addresses, because answers are emailed to BlackBerrys. On all other phones and devices they are sent via SMS.

AskMeNow began its testing with BlackBerry devices, and these hand-helds are still the most compatible with the service right now. Katie used a BlackBerry 7290 to test a few features, including a downloadable version of the program that resides on your hand-held. This included eight icons for auto-answer questions, or form-entry categories, that make it simple to get information about certain categories including weather, stocks, directory assistance, sports, movies, flights, directions and horoscopes. Answers to these questions are free, excluding carrier fees.

Next month, AskMeNow plans to offer downloadable auto-answer programs for other phones and gadgets, including the Palm Treo and other cellphones. Extra icons will also become available, eventually including one that saves local settings so you can more easily ask about restaurants, movies and weather in your area.


Katie tested these auto answers with questions about the weather in the small town of Batesville, Ark., by entering the city and state in the appropriate blank spaces. About 10 seconds later, an email message including the five-day forecast for this locale appeared in her inbox. Another question returned the name, address and phone number for a nearby movie theater where "In Her Shoes" was playing, by just entering the movie title. She also saw final scores for a Red Sox game by selecting "MLB" from a list and typing out the team name.

I used my Treo smartphone to sign up for AskMeNow, and asked my questions by calling 585-419-0412. Currently, instructions for call-in questions are as simple as stating your question and hanging up, but when the service comes out of beta (and the phone number changes to 1-888-EZ-ASK ME), it will offer more-specific narrations to differentiate between auto-answer questions and others that fall under the AskAnything category and incur a 49-cent fee per question.

I asked why the leaves on trees were green and received a formulaic, but seemingly correct, answer involving chlorophyll.

Katie also tried the call-in questioning, asking a specific question about the average life expectancy of males and females, as well as a general question about whether it's worse for your health to smoke every day or drink every day. The first question returned a satisfying answer from the National Center for Health Statistics, but AskAnything said it couldn't respond to the second question due to company policy. The question was actually interpreted incorrectly as "What is worse for your house" instead of "health." Exaggerated pronunciation must be used for the call-in questions, we learned.

You can also ask these AskAnything questions using the downloadable hand-held program, which Katie did by selecting the AskAnything icon on her BlackBerry, typing out a question and pressing send, just like with regular emails. At its start, the company expected users to ask more cut-and-dry questions, but it soon found questions coming in that ranged from what to wear on a date to why the sky is blue (we also asked the latter).

We asked some tough questions like, "Where are the Rolling Stones playing tonight in Washington, D.C.?" and "Why do men have nipples?" But we got accurate responses to both. Katie even tried a snarky question: Why are girls smarter than boys? But the response just said that her question was unanswerable due to editorial policy.

In its release mode, AskMeNow will run one-liner "sponsored by" references to other companies at the very bottom of each answer response. It will also sell ringtones, cellphone wallpaper (screen designs) and games using icons in the auto-answer section.

Users who sign up for the service now will have to re-register with the revised version that will be released in November, as that new version won't be able to transfer accounts from the current registry. But sign-up doesn't take long at all.

If you're asking yourself whether AskMeNow is worth a try, we think the answer is yes. But take heed, all ye who think you've found the way to prove that you really are always right; AskMeNow just might prove you wrong.
百问百答的手机新服务

如果你认为正确答案就在自己手中,但又无法当场得到验证,那我们可能有你需要的服务。

10月初,我和助手凯蒂?伯莱特(Katie Boehret)体验了一种叫做“现在就问我”(AskMeNow)的新服务,它有点象“谁想当百万富翁的电话朋友”节目的数码版本,能在短短几分钟内免费给出各种问题的答案,在有些情况下一个问题收费49美分。

AskMeNow的服务商位于美国加州欧文市,是Ocean West Holding Corp.旗下的公司,目前AskMeNow服务尚在试运行期,不过全面服务将于下月初开始。这项服务的商业模式很简明:你用手机打电话或用智能手机发送电子邮件给AskMeNow提出问题,约一分钟后答案就会以短信或电子邮件方式发到你手机或掌上设备上。

如果用户将问题填入标准格式后发问,则能免费获得答案,这叫做“自动回答”模式,如果问题不在现有内容中,则可以打电话提问。(这叫做“随便提问”模式,每个问题收费49美分。)

AskMeNow公司在费城聘请员工坐在电脑前回答用户的问题,工作人员利用互联网迅速搜索答案(查询有合作关系的内容服务商的资料),尽可能在三分钟之内给出结果,但并不保证答案始终正确,只能把网上找到的结果如实反馈给用户。不过我们在试用过程中感觉答案相当准确。

如果你的问题以前有人问过,那结果可能会快一些,因为系统会保存回答记录。AskMeNow对非善意问题保留不予答复的权利;针对评价类问题,有时它会用网上的民意调查结果作为答案。不过,我们提的问题--“华盛顿最时尚的酒吧在哪里?”--没有得到回答。

要使用AskMeNow,用户必须先去公司网站www.askmenow.com注册,包括姓名、邮递区号、国家和手机号码,不需提供信用卡资讯,因为费用是通过电信服务商收取的。BlackBerry掌上设备的用户须输入其电子邮件地址,因为答案是以电子邮件发出的;其他手机和掌上设备则以短信方式发出。

AskMeNow在BlackBerry上开始试运行,目前这种掌上设备与该服务的兼容性最好。凯蒂用BlackBerry7290型测试了几个功能,包括试用一个内置于掌上设备的可下载程序。该程序包括8个用于“自动回答”的功能图示,让用户便捷地获得天气、股票、目录帮助、体育、电影、航班、地图和占星等方面的资讯。这些答案都是免费的,电信服务商收取的费用除外。

AskMeNow计划于11月份向其他手机和Palm Treo等掌上设备提供可下载的“自动回答”程序,也会增加新图示,最终会加入一个保存本机设置的功能,使用户能更方便地查询当地餐馆、电影和天气等资讯。

凯蒂用自动回答服务询问了阿肯色州巴泰斯维尔小镇的天气情况,只要在相应的地方填入州和城市的名字,约10秒钟后手机信箱就会收到一封邮件,给出该地未来五天的天气预报。另外,她只要输入电影名称,就能得到离她最近的放映该片的影院名称、位置和电话。她还从目录中选择了”MLB”(美国职业棒球大联盟)并输入了球队名称,便查到了红袜队(Red Sox)参加的一场比赛的最终比分。

我用自己的Palm Treo智能手机注册了AskMeNow服务,拨打585-419-0412提问。目前的语音提示很简单,让你说出问题并挂机,不过全面服务推出后(届时电话号码会变为1-888-EZ-ASK ME),将会有更详细的语音提示,以区分免费的“自动回答”和每条49美分的“随便提问”。

我提的问题是为什么树上的叶子是绿的,收到一个术语连篇但似乎正确的答案,提到了叶绿素等等。

凯蒂也试用了电话提问方式,问的是男性和女性的平均寿命,以及每天抽烟喝酒对健康是否有害。第一个问题的答案令人满意,是国家健康统计中心的资料,但在第二个问题上,“随便提问”服务的反馈是:因公司政策无法回答。其实问题被错误理解成了是否对“房子”(house)有害,而非“健康”(health),看来系统会对提问者的发音有些超乎寻常的理解。

我们还用手机上的可下载程序问了几个“随便提问”的问题。凯蒂在BlackBerry上选择“随便提问”图示,提出一个问题,然后按下发送键,和普通的电子邮件方式一样。一开始AskMeNow公司以为用户会问一些乾脆俐落的问题,但很快发现有些问题有如天马行空,比如“我约会时该穿什么衣服?”、“天空为什么是蓝色的?”等等。(第二个问题我们也问了。)

我们也提了一些刁钻的问题,如“滚石乐队今晚在华盛顿什么地方演出?”、“男人为什么有乳头?”,但获得的两个答案都很准确。凯蒂甚至还提了一个尖刻的问题:“为什么女孩比男孩聪明?”不过反馈的回答是:因编辑政策无法回答。

在全面服务推出时,AskMeNow会在每条答案的下面打上一条“由某某公司赞助”的广告,公司还会经营手机铃声、壁纸以及在“自动回答”区自带的游戏。

现在已注册这项服务的用户在11月份完整版推出后需重新注册,因为新版本无法继承现有版本的注册帐户,好在注册不用花很长时间。

如果你想知道AskMeNow服务是否值得一试,我们的回答是肯定的。不过要留神,你可能以为找到了方法证明自己总是对的,但AskMeNow也许会证明你是错的。
级别: 管理员
只看该作者 1 发表于: 2006-01-06
'Can't Talk Now, I'm Winning'

Competing or Just Killing Time,
U.S. Cellphone Users Delight
Carriers by Playing Videogames

Cellphone companies looking for growth opportunities have their eyes on customers like Ben Tamler, a police officer in Margate, Fla. Mr. Tamler, 30 years old, plays cellphone games more than three hours a day and in September alone downloaded more than 50 games, at a cost of $350.

He has lots of company. Videogames on cellphones are gaining popularity among zealous gamers as well as people who have never played games on consoles or personal computers. U.S. wireless companies, trying to make up for a saturated voice market, are racing to tap into this demand with new games that can be downloaded wirelessly.


Cellphone games: Major League Baseball by Jamdat Mobile (left and below); 'Destroy All Humans' by THQ Wireless (middle); 'Extreme Air Snowboarding' by Sprint Nextel (right).


The mobile gaming business is poised for a breakout in part because the number of consumers with cellphones that can download games has risen sharply -- to about 112 million as of August, compared with 83 million in November 2004. The only games consumers could play on earlier handsets were those that were preinstalled, and many users tired of them quickly.

With 194.6 million Americans -- almost two-thirds of the population -- now owning cellphones, wireless companies are having a hard time finding new customers. Worse, voice-calling prices have been stagnating and even falling in recent years. Meanwhile, the video gaming industry has been exploding. Some 108 million Americans 13 years and older spent a total of $7.4 billion on games in 2003, and the numbers are expected to grow to 126 million and $8.3 billion by 2008.

As of August, some 63 million wireless customers in the U.S., or 35% of the total, played cellphone games, according to M:Metrics Inc., a Seattle research firm. While most played preinstalled games, 16 million paid for games they play, compared with about 12 million in January. Yankee Group estimates that revenue from cellphone gaming in the U.S. totaled $41.6 million in 2003 and will hit about $1 billion in 2009 -- still small compared with the gaming industry.


But cellphone gaming is one of few wireless data services that is growing across a broad consumer base. Women make up half of the cellphone-gamer population, and the average age of the gamers is older than console and PC game players.

Actually, the wireless-gaming growth rate is one area in which the U.S., considered a wireless laggard, can compete with some European countries, says Seamus McAteer, an analyst with M:Metrics. And unlike wireless Web browsing and music downloading, U.S. cellphone gaming isn't that far behind Japan, the global wireless data consumption pioneer. Subscribers of Japan's largest cellphone operator, NTT DoCoMo Inc. downloaded $186 million of games in 2004.

No major U.S. wireless companies discloses its revenue from gaming, but all cite rapid growth. Sprint Nextel Corp., says revenue from its gaming service is catching up to revenue from ringtone downloading. "Game" is the most popular category in Verizon Wireless's online-content store -- ahead of ringtones, wallpaper and Web access, says a spokesman. Gaming is also the fastest-growing business in Cingular Wireless's data services on a month-by-month basis in 2005, according to the largest wireless carrier.

As cellphone games have increased in popularity, their prices have gone up. Phone companies charge on average about $5 on single-download games, and many formerly free games have a price tag. Some carriers charge $2 to $3 monthly subscription fees for popular games.

PHONE & GAMES


? Mobile Games Produce Gold Rush
10/11/05

Cellphone games started about a decade ago with preloaded monochrome games like Snake. But U.S. wireless carriers didn't make money from gaming until 2002 when they started selling phones capable of downloading games over the air. The mobile-gaming market has been developing so fast in the past three years that established videogame publishers like Electronic Arts Inc. and THQ Inc. entered the playground.

The most-popular cellphone game is Tetris, published by Jamdat Mobile Inc. The game requires players to neatly arrange block-like falling pieces into rows. In less than two years, it has been downloaded more than two million times by Sprint PCS customers. Most other popular cellphone games are similarly simple. This is partly because cellphones' screens and keypads are tiny.

Despite their simplicity, cellphone games are proving to be highly addictive to some users. For example, James McCarthy, 27, a logistics executive for a Target store in Raleigh, N.C., had never played a console or computer game before. But after his fiancée, Amy Lynn Cook, introduced him to a cellphone puzzle game called Bejeweled a year ago, he has been playing constantly -- mainly against Ms. Cook. "We're so competitive -- almost to the point that it's unhealthy," says Ms. Cook, 26, a marketing contractor in Raleigh.

Many gamers play to kill time or alleviate boredom. Dale Kang, a marketing executive in San Francisco, accompanies his wife on weekend shopping trips but plays cellphone games while she browses. Stella Joo, a recent graduate of the University of California, Irvine, says she played games during classes when she was bored.


Whatever their motives, cellphone gamers represent a premium class of subscribers for wireless carriers, says Clint Wheelock, an analyst for market researcher NPD Group. An NPD online survey in June found that cellphone gamers spent 154% more on wireless data and invested an average of 57% more on their handset than nongamers.

The biggest challenge phone operators and game publishers face is to make consumers more aware of wireless gaming. "It hasn't got into the monologues and late-night shows yet," says Jason Ford, general manager of games and entertainment at Sprint.

Carriers have made various efforts to raise awareness. Cingular has joined forces with THQ Wireless Inc., a subsidiary of THQ, to launch an exclusive Star Wars Battlefront Mobile. Sprint has been advertising its games in various media outlets and has an online club for gamers to compete and exchange information.

Cellphone companies are also looking at ways to help sell other data services via gaming. Buyers of some games are also offered (at an additional price) related ringtones and wallpapers.

But the most important thing for carriers to remember is that "mobile gamers are not necessarily console gamers," says Jim Ryan, Cingular's vice president of consumer-data products. The key to continued cellphone-gaming growth, he believes, is simplicity.
手机游戏风靡美国

寻找增长机会的手机公司将目光瞄准了佛罗里达州警官本?泰姆勒(Ben Tamler)这样的客户。30岁的泰姆勒每天玩手机游戏的时间都在3小时以上,仅在9月份就下载了50多个游戏,花费了350美元。

像他这样的人有很多。手机游戏正越来越被游戏迷以及从不玩游戏机和电脑游戏的人们所青睐。美国的无线公司正在竞相推出能够无线下载的游戏来满足这种需求,以便在市场日渐饱和的语音业务之外新开辟一片天地。

手机游戏业务面临著突破,原因之一就是能够用手机下载游戏的消费者数量大幅增长,到今年8月份,他们的人数已经从2004年11月份的8,300万增加到大约1.12亿。早期的手机只能为消费者提供预装的游戏,许多手机用户很快就会感到厌烦。

现在有1.946亿美国人拥有手机,约占全国人口的三分之二,因此无线公司越来越难以找到新客户。更糟糕的是,语音通话的价格近年来停滞不前,甚至出现了下跌。与此同时,视频游戏行业则在爆炸性发展。2003年,1.08亿13岁以上的美国人在游戏上支出了74亿美元,预计这两个数字到2008年将分别达到1.26亿人和83亿美元。

根据西雅图研究机构M:Metrics Inc.的数据,截至8月份,美国共有6,300万无线客户玩手机游戏,占手机用户总数的35%。尽管他们大多玩的是预装游戏,但也有1,600万人在玩付费游戏,而这个数字在1月份时为1,200万人左右。Yankee Group估计,2003年美国手机游戏业的收入为4,160万美元,到2009年将达到10亿美元左右,虽然这在游戏行业的总收入中依然只占很小的比例。

但手机游戏是为数不多的各个客户群普遍增长的无线数据服务业务之一。女性占手机游戏人群的一半,游戏玩家的平均年龄也高于游戏机和电脑游戏玩家。

M:Metrics的分析师谢默斯?麦卡蒂尔(Seamus McAteer)说,实际上,在无线业务停滞不前的美国,无线游戏的增长率是可与部分欧洲国家媲美的一个领域。同无线网页浏览和音乐下载不同,美国手机游戏业与日本的差距没有那么大。2004年,日本最大的手机运营商NTT移动通讯(NTT DoCoMo Inc.)的订户共下载了1.86亿美元的游戏。

美国各大无线公司都未公布来自手机游戏的收入,只是都表示该业务在高速增长。Sprint Nextel Corp.称,来自游戏服务的收入正在赶上来自铃声下载的收入。“游戏”超过了铃声、壁纸和网页接入,成为Verizon Wireless网上内容店中最受欢迎的领域,该公司发言人表示。美国最大的无线运营商Cingular Wireless称,2005年按月度增长率计算,游戏也成为该公司数据服务中增长最快的业务。

随著手机游戏越来越受欢迎,其价格也不断攀升。手机公司对下载一个游戏平均收费5美元左右,许多以前免费的游戏现在也开始收费了。部分运营商对热门游戏每月收费2至3美元。

手机游戏出现在大约10年前,当时都是预装的单色游戏,如贪吃蛇(Snake)等。但美国无线运营商直到2002年才开始通过游戏获得收入,当时他们开始销售能够无线下载游戏的手机。手机游戏市场在过去3年中一直高速发展,电子艺界(Electronic Arts Inc.)和THQ Inc.等老牌视频游戏公司也进入了这一领域。

最流行的游戏是Jamdat Mobile Inc.发布的俄罗斯方块(Tetris)。在不到两年的时间里,斯普林特(Sprint PCS)的客户就下载了200多万次。其它许多深受欢迎的手机游戏也都同样简单,原因之一就是手机屏幕和键盘的尺寸较小。

尽管简单,但手机游戏对部分用户而言却具有非同寻常的魅力。比如,27岁的詹姆斯?麦卡锡(James McCarthy)是Target在北卡罗来纳州一家商店的的物流主管,他以前从不玩游戏机或电脑游戏。但在他的未婚妻艾米?林恩?库克(Amy Lynn Cook) 1年前向他介绍了一款叫做Bejeweled的手机游戏后,他就迷上了这款游戏──主要是同库克一起玩。26岁的营销承包商库克说:“我们棋逢对手,有时会玩到废寝忘食的地步。”

许多玩家玩游戏的初衷是为了消磨时间,或消除烦躁。旧金山的营销主管Dale Kang每到周末都要陪妻子购物,在太太闲逛时,他就玩手机游戏。加州大学欧文分校今年毕业的斯特拉?约(Stella Joo)说,她在课堂上感到乏味时就会玩游戏。

市场研究机构NPD Group的分析师克林特?惠洛克(Clint Wheelock)表示,对无线运营商而言,不管动机如何,手机游戏玩家是订户中一个较富有的群体。NPD在6月份进行的一项网上调查发现,手机游戏玩家在网上数据方面的支出比非游戏玩家高出154%,在购买手机方面的支出平均比后者高出57%。

手机运营商和游戏开发商面临的最大挑战是让消费者更了解无线游戏。斯普林特的游戏及娱乐总经理詹森?福特(Jason Ford)说,手机游戏尚未成为人们生活的主流。

运营商想尽各种方法提高认知度。Cingular同THQ旗下的子公司THQ Wireless Inc.合作推出了关于星球大战的独家游戏Star Wars Battlefront Mobile。斯普林特一直在各种媒体上为其游戏做广告,并开设了一个网上俱乐部供玩家竞技和交流信息。

手机公司也在想方设法通过游戏推销其它数据服务。部分游戏的买家也额外花钱购买了相关的铃声和壁纸。

但Cingular的消费者数据产品副总裁吉姆?瑞恩(Jim Ryan)说,运营商应记住的最重要事情是,手机游戏玩家不见得就是游戏机游戏的玩家。他认为,手机游戏继续增长的关键是简捷。
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