SOURCE: Elastic Path Sofrware Inc.

Elastic Path Sofrware Inc.

February 02, 2012 09:00 ET

New Research Reveals Mobile Gaming Becoming Alternative to Console and PC Gaming

Elastic Path offers recommendations to help gaming industry profit from mobile gaming boom

VANCOUVER, BRITISH COLUMBIA --(Marketwire - February 02, 2012) -  Elastic Path Software, the leader in digital commerce technology and expertise, released a new research paper targeting the gaming industry, "Cashing in on the Smartphone Gaming Boom." The paper offers recommendations for game publishers, developers, app stores and mobile gaming sites to capitalize on the promising mobile gaming market. It also tracks trends of gameplay and spending of avid and casual smartphone gamers.

While the research confirms the rise of mobile gaming, the US market set to nearly double to $1.5 billion by 2015, it also uncovers some new data:

Smartphone gamers are no longer just playing on the go; more mobile gaming is now occurring in the home. This suggests that mobile is becoming a viable alternative to traditional console and PC gaming.

The research also reveals avid mobile gamers are willing to spend more on mobile games and digital content, such as add-ons, character upgrades, extra levels, than ever before. In 2010, 54% of daily smartphone players bought mobile games and add-on content. In 2011, the number jumped to 66%.

Download "Cashing in on the Smartphone Gaming Boom" for other trends and recommendations at: www.elasticpath.com/mobilegaming.

About Elastic Path Software

Elastic Path is the leader in digital commerce technology and expertise for enterprises selling digital goods and content. Major global brands such as Google, Time Inc, and Virgin Media rely on Elastic Path to monetize digital relationships with their customers in ways that are frictionless, social, and everywhere.

Web: www.elasticpath.com 
Blog: www.getelastic.com
Twitter: www.twitter.com/elasticpath

Methodology
From January 5 to January 7, 2012 Elastic Path Software hired Vision Critical, an interactive research solutions company, to conduct an online survey among a sample of 503 US adults over the age of 18 who play games on their smartphones at least a few times a month. The full dataset has been statistically weighted to ensure a representative sample. The margin of error is ±4.4%, 19 times out of 20. Discrepancies in or between totals are due to rounding.

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