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From Exuberant Youth to Sustainable Maturity - DTI Home

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We project the value of the mobile games market in<br />

Europe, the US and Japan <strong>to</strong> grow from £73m in<br />

2001, <strong>to</strong> over £1.4bn by 2005. Japan dominates this<br />

market in 2001 with over 50% share (largely driven<br />

by the popularity and success of DoCoMo's i-mode<br />

service). But this decreases over time as other<br />

countries begin using mobile games more. The UK<br />

contributes 5% initially, growing <strong>to</strong> 9% by 2005 16 .<br />

(See Appendix C, Market Forecasts)<br />

c) Online games<br />

The UK has high Internet penetration (38%) 17 driving<br />

demand for Internet usage and simple gaming.<br />

However, high quality online, networked gaming<br />

requires high-speed broadband connections and with<br />

broadband penetration of just 3.1% 18 , the demand<br />

base for high-quality games remains small.<br />

Online, networked gaming has the potential <strong>to</strong> turn<br />

games playing from a largely solitary activity <strong>to</strong> a<br />

social one involving potentially thousands of other<br />

concurrent players located around the globe. To date,<br />

this has been largely the province of PC games but<br />

the new generations of consoles either have online<br />

connectivity built-in or have it planned. Online<br />

gaming has also largely been an extension <strong>to</strong> singleplayer<br />

games but also offers a potential new revenue<br />

model in the form of subscription-based gaming.<br />

The key driver of demand for online gaming will be<br />

the availability of cheap, reliable broadband<br />

connectivity.<br />

We project the value of the online games market in<br />

Europe, the US and Asia <strong>to</strong> be £0.5bn in 2001,<br />

growing less than mobile and iTV <strong>to</strong> only £0.89bn by<br />

2005. Due <strong>to</strong> its high broadband penetration,<br />

particularly in South Korea, Asia mainly drives online<br />

gaming, followed by the US. The UK contributes<br />

only a tiny fraction of this for the first few years, as<br />

broadband connectivity is highly limited 19 .<br />

(See Appendix C, Market Forecasts)<br />

16 Source: Spectrum games industry forecasts<br />

17 Source: Continental Internet Report Quarter 4, November 2001<br />

18 Source: Jupiter -Broadband forecasts, Oc<strong>to</strong>ber 2001<br />

19 Source: Spectrum games industry forecasts<br />

GAMES MARKET OVERVIEW<br />

d) Web games<br />

There are already many portal opera<strong>to</strong>rs who have<br />

launched online games services over the Internet.<br />

Distinct from the download of PC games, the Internet<br />

games platform caters <strong>to</strong> leisure surfers and casual<br />

gamers.<br />

Demand will be driven by the need for convenience,<br />

but, until broadband networks are widely available,<br />

the lower graphics, sound and effect quality of these<br />

game experiences are likely <strong>to</strong> limit demand. The key<br />

selling point of Internet games is simplicity and<br />

availability of content at low or no cost.<br />

The value of this market will be based almost entirely<br />

on advertising revenues.<br />

Competitiveness analysis of the UK games software sec<strong>to</strong>r Main report 15

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