A number of mobile applications are driven by TV gaming, which is frankly not at the forefront of the business mind. You could look at entertainment as being a Trojan horse to the business community. |
Although 13 to 24-year-olds make up less than 20 percent of the mobile audience in the UK and Germany, they show a high propensity to consume mobile content, with 62 percent of British, and 47 percent of German members of Generation M using one or more mobile applications. But the appeal of mobile content extends beyond youth, as the majority of mobile content consumers are over 25. The challenge the mobile content industry faces is to similarly engage a higher percentage of older consumers. |
Despite the growing selection of games on the operators' portals, consumers still are not finding games that appeal to them and are complaining that prices are too high. Faster networks and devices with larger screens will help improve the discovery process, operators and games publishers must do a much better job of marketing and merchandising mobile gaming content. |
That's way beyond anything you could possible attribute to early adopters. |
The challenge the mobile content industry faces is to similarly engage a higher percentage of older consumers. |