Apple is still hot and here comes Android; the mobile web is now at a tipping point. 3G, WiFi, touchscreens and app stores are now proliferating across numerous platforms and devices, and for billions of consumers their next phone will be a mobile web device. The West finally has a chance to catch and pass pioneering markets like Japan and Korea. This is exciting for Digital Chocolate as most of our channels and customers are in the West, where it now looks like the mobile game market can grow four times larger in the four years from 2008 to 2012.
Before the App Store, the Western game market was mostly Java games on 2G networks using slow WAP browsers. I think it is reasonable to believe that this Western market consisted of 1 billion of these feature phones but that only 50 million were actively buying games from the carrier decks. If we assume that those gamers spent $20 per year then the market would be $1 billion in consumer spending. If half of that revenue share went to the game publishers it would size the pre-Apple Western mobile game business at $500 million in 2008. But that’s only 50 cents per year per handset in the market because of the low level of customer participation.
Led by the iPhone and 3G networks, the mobile web is coming fast to the West. AT&T and Verizon recently reported respective annual increases of 87% and 92% in the number of customers owning phones with mobile web capability. They also reported year-over-year increases of 33% and 28% in quarterly revenue from web data traffic. These are the first tectonic shifts from the first network with a great device and the first one with a great 3G network; the best is yet to come.
Earlier in 2009, the Apple audience reached 50 million, at which time I would estimate that the annual rate of Apple game purchases by consumers was $200 million. At 70% revshare, the game publishers’ share of market would be $140 million. Some will complain about lower app store pricing but in reality this market is much healthier because a lot more customers are playing games. Let’s assume that these mobile web users are 4 times more likely to pay for games. That would mean that 20% of this audience, or 10 million handsets, generated the $200 million in purchases. If so, we’re right back to the $20 per year being spent by each gamer on the carrier deck. But now there are 4 times more gamers! And since the revshare is higher at 70%, the net revenue per handset to the game publishers is $2.80 per handset – nearly 6 times more than the 50 cent level of the carrier deck.
And this is the tip of the iceberg since handset forecasters believe that most of those 1 billion Western feature phones will become mobile web phones in the next three years. The behavior we see on the iPhone has been seen before in Japan and Korea, and can and will become mass market. The primary reason for this change in behavior is that with the improvements in networks, devices and apps, the web is finally *fun* on mobile devices. And much more convenient than a desktop PC. And everyone wants to do it. Like they’re already doing it in Japan!
If we apply “ Apponomics” to 1 billion Western mobile web phones, the game market would be 20 times larger than it was on 50 million iPhones. That would be $4 billion in consumer spending, but perhaps to be cautious we should trim $1 billion from this number to account for the late adopters who have tighter budgets. Then the market in 2012 would “only” be $3 billion at retail and at 70% revshare would be $2.1 billion in publisher revenue. That’s more than 4 times larger than our $500 million estimate for 2008, and it is only three years away. And it’s not crazy. Apps are catching on and will go mainstream. Once upon a time nobody had a PC and now every desktop has one. The mobile web will be like that. Even if only half of this audience of 1 billion handsets buys a game, we are talking about 500 million casual gamers. If that many people are playing they would only need to spend $6 per year to hit these forecasts. That’s only 50 cents a month. I think this amply proves that pricing is not going to be an issue – it will be dwarfed by the increase in viable mobile web devices and the higher degree of audience participation. What a surprise, the mobile web will be a lot like … the web.






