According to a report by Pyramid Research, Smartphones will capture 37% of the worldwide cell phone market by 2014. This is an increase of 16%in 2009.
- China will capture the No. 1 position in 2010
- Brazil will have a CAGR of 43% over the next five years
- India will have a CAGR of 39% over the next five years
- Turkey will have a CAGR of 37% over the next five years
- Nigeria will have a CAGR of 34% over the next five years
- Latin America will be the fastest growing region at a compound annual growth rate of 48%
- Africa and the Middle East will have a 39% CAGR
Pyramid also forecasts sales of 1.8 billion smartphones over the next five years
Filed under:
Africa, Android, Brazil, China, India, Latin America, Market Research, Middle East, Mobile, Mobile Games, Smartphones, Turkey, Windows Mobile, iPhone
Niko Partners’ forecast for 2009 revenue of $3.65 billion (24.9 bil RMB) was right on target, matching what the China Games Industry Association (CGIA) announced at the Ministry of Culture’s conference held in Beijing on December 1st. At the conference it was also revealed that there are:
- 750 online game companies in China
- Only about 20 of them make significant revenue
- Revenues generated by mobile and web games will exceed $370 Million (RMB 3 billion)
According to eMarketer, the U.S. Mobile phone Market will reach 255.4 Million people by 2013. This represents 80% of the population.

According to an article in BusinessWeek, the mobile app market is currently a $1 billion per year market. Analysts estimate the market will grow to $4 Billion per year by 2012. That’s a CAGR of 100%.
- The article also talks about social games, stating:
- U.S. revenues from social games to $720 million
- Analysts project that U.S. revenues from social games will grow to $2 billion by 2012.
According to an article in the New York Times, Japan’s mobile market was ¥16.75 Billion in 2007 ($178.75 Million US). The article also gives some info on Hudson, one of the first Japanese publishers to embrace the iPhone market. Hudson has launched 26 Apps so far and received 3 million downloads. The company plans to release 20 titles per year on the platform going forward.
Dean Takahashi over at VentureBeat posted an article on Apple with some mobile market data:
- There are 20 million iPod Touches (and another 200 million regular iPods)
- iPhone/iPod Touch have 21,178 games available now
- In July there were 13,000 games available for iPhone and iPod Touch
- There were approximately 6,500 game available for iPod in March
- Gameloft, has had 20 million downloads of its 35 games on the App Store

- Sony PlayStation Portable (PSP) has 607 games available
- Nintendo DS has 3,680 titles available
There is interesting data on China’s mobile market in an article on the Wall Street Journal Online today. According to the story:
- China is the world’s largest mobile market by subscribers, with 687 million subscribers
- There are more than 270 million subscribers in the U.S.
- Toni Sacconaghi, an analyst with Sanford C. Bernstein & Co., predicts Apple can sell 2.9 million iPhones in China by the end of 2011
- iPhone has so far sold more than 26 million units worldwide in more than 80 countries, but the majority of sales are in the U.S.
- According to IDC, 7% of total iPhone sales in the second quarter, ended in June, came from the Asia Pacific
- 49% of total iPhone sales in the second quarter came from the U.S. and 25% from Western Europe
There is new information on iPhone and Smartphone usage from the Wall Street Journal and Gamesindustry.biz. Data from the two articles includes:
- There are now 13,000 games for the iPhone and iPod Touch (20% of applications)
- Free titles for iPhone and iPod Touch account for 22.6% of available games according to Mobclix
- Puzzle games are 16.4% of the offerings (iPhone and iPod Touch)
- Action games are 11.2% (iPhone and iPod Touch)
- Arcade games are 11.1% (iPhone and iPod Touch)
- The number of games on iPhone and iPod Touch has doubled since March
- U.S. smartphone penetration is estimated at 18%
- Samsung expects 500 million global smartphone users by 2012
- 17% of teens use their smartphones as a gaming platform while on the go (versus 10% of teens on traditional mobile phones) according to Harris Research
According to the NPD Group, The percentage of Americans who over the last six months have:
- 63% have played a video game
- 94% have listened to music
- 53% have gone to the movies
- 10% of U.S. consumers played video games on a social network
- 5% have paid to download a video game from the Web (an increase of nearly 2% since 2008)
According to NPD’s March 2009 update to the “Entertainment Trends In America” consumer tracking study, which provides an in-depth look at U.S. entertainment consumption, the average gamer spent just over $38 per month on all types of gaming content, based on reported spending in the three months prior to March 2009.
“As with video and music, sales of physical gaming products still account for the bulk of consumer spending on video games, but digital downloads and other delivery and game-play formats are also rising in popularity,” said Russ Crupnick, entertainment industry analyst for NPD.
NPD’s report revealed that:
One in three gamers (31%) bought a console video game or portable game over the past 12 months – a 7% increase in traditional game purchasers compared with the year prior.
Among consumers who play console or portable games:
- 31% also played a game on a gaming website
- 12% played on a social networking site
- 19% played a game that came with their mobile phones
- 11% purchased and downloaded a game to a mobile phone
“Video games account for one-third of the average monthly consumer spending in the U.S. for core entertainment content, including music, video, games,” said Anita Frazier, video games industry analyst for NPD. “While a portion of that share stems from the premium price of console games, we’re also seeing an overall increase in the number of people participating in gaming year-over-year.”
Data note: Information was derived from The NPD Group’s “Entertainment Trends In America” consumer tracking study. The study is conducted online and is based on more than 11,000 completed responses from U.S. consumers. “Core entertainment spending” is defined as expenditures on gaming, music, home video, movies, and show/concert tickets excluding any subscription spending (e.g., cable TV, subscription movie rentals). Final survey data was weighted to represent U.S. population of individuals age 13 and older. All data was tested for statistical significance at 95% confidence level.