NPD Seeks to Answer Who’s Playing Mobile Games and Why
Almost half of the U.S. wireless subscribers now own phones capable of downloading games, and 27% of those (or 13.5% of the total population) play games (premium, free or demo) on their phones. This is up from 20% of those with game capable handsets last year.
The NPD Group invited a balanced group of teens (13-17) and adults (18+) to complete the survey and received more than 8,700 responses, including over 6,700 from current wireless subscribers.
Key findings from the study included:
- 50% of U.S. wireless subscribers own a phone capable of downloading games
- 27% of wireless subscribers play games on their phones, including purchased downloads, free demos and pre-loaded games
- About 1/3 of those that play mobile games buy the games themselves
- About 2/3 of those that play mobile games only play demos or free pre-loaded games
- 6% of current non-gamers show an interest in playing games on their phone over the next 12 months
- The average mobile gaming session is 11 minutes in total length
- Consumers who play games on other devices (e.g. consoles, PC, laptop) are twice as likely to play on their cell phone
- 60% of kids between the ages of 13 and 17 are likely to be mobile gamers
- 23% of adults are likely to be mobile gamers
- Mobile gamers generally spend more money when buying their handsets; an average of 57% more
- Mobile gamers are generally “heavier users of their mobile phones” than non-gamers, using 48% more wireless minutes and spending 22% more than average
- The dominant purchase model in the U.S. is single downloads, as opposed to subscriptions
- “Compared to typical wireless subscribers, mobile gamers are twice as likely to be African-American, Hispanic or Asian”
- The most cited reason for playing mobile games is “to kill time or alleviate boredom”
While we would like to see more information regarding the demographic and economic split of the sample size, these high-level results and the overview of the full report, “Mobile Games: Who’s Playing”, are quite interesting and shed a good bit of needed light on the U.S. mobile games industry.

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