A new study by Juniper Research estimates that revenues from mobile content and applications in North America will reach $10 billion by 2015 up from $4.0 billion in 2009
Other findings include:

• Competition in the Canadian wireless market is heating up as new carriers launch HSPA networks
• The future of Mobile TV in North America is in streaming content as consumers embrace on-demand viewing

VentureBeat has a nice article with Foundation 9 Entertainment that helps define the downloadable console games market. Here are the key points:

  • F9E estimates that the XBLA market will hit $140 – $160 million in 2010, up 15% over 2009
  • Microsoft’s Xbox Live revenue, including subscriptions and movie downloads is estimated $1 billion a year
  • There are 43 million Xbox 360 owners
  • Approximately 25 Million Xbox 360 owners go online with Xbox Live
  • XBLA games sell for about $9 on average.
  • There is $140 million in XBLA revenue —30% goes to Microsoft

According to a new report released by The Nielsen Company and the Cable & Telecommunications Association for Marketing on 3DTV:

  • 77% of consumers believe 3DTV is better-suited for special events such as movies or sporting events, as opposed to everyday viewing
  • 42% say they are interested in playing video games in 3D
  • 71% of hardcore or regular gamers are interested in 3D video games
  • 60% of viewers say 3DTV made them feel like they were “part of the action”
  • Nearly 50% felt it made them more engaged with what they were watching
  • 47% said 3DTV would make them watch programs they wouldn’t normally watch
  • Almost 90% felt the 3D glasses would constrain their multitasking activities

Lightspeed Research put out new data on social games. Here are some of the findings:

  • 58% of the social network users surveyed had played a social game, with 68% starting to play in the last year and 12% in the last month.
  • Of social gamers, 17% considered themselves ‘addicted’ to social games
  • 59% of social networkers have up to 10 friends playing the same social games as them
  • 11% have also invited strangers to play games with them
  • 36% of the total respondents cited being invited by a friend as the reason they started playing social games
  • 16% started playing social games by reading a friend’s newsfeed
  • 18% started playing social games by reading a friend’s recommendation
  • 29% play social games daily
  • 67% play one to two different social games at least once per week
  • 10% play five or more different social games at least once per week
  • 24% play several times per day
  • 67% play for up to an hour per day
  • 24% play up to two hours
  • 10% play for two hours or more
  • People aged 55-64 play more frequently than 18-34 year olds
  • 68% play social games for fun
  • 26% play to compete with friends
  • 20% play to relieve stress
  • Men are more likely to play to compete with friends (28% vs. 23% of women)
  • Women are more likely to play for fun (71% vs. 66% of men)
  • Men are also more likely to say they play to connect with others (17% vs. 9% of women)
  • 17% of social game players have played on their mobile
  • 23% for 18-34 year olds have played on their mobile

Monetising social games

  • Many social gamers are motivated to interact with brands to get rewards for their games
  • 34% have responded to some kind of marketing activity to get game rewards
  • 18% have clicked on an advertisement or offer to get rewards
  • 14% have signed up to a newsletter or a new game
  • 10% have signed up for a free offer
  • 3% have signed up for a new credit card for game rewards

Our friends at M2 Research recently put out a report called Kids and Games: What Boys and Girls Are Playing Today, which outlines the major gaming trends and preferences among children. Some of the report findings include:

  • Nintendo still dominates with kids in the portable space
  • Apple is becoming a significant player especially with girls.
  • 44% of tween girls (8-11) are now using an Apple device to play games
  • 58% of teen girls (12-15) are now using an Apple device to play games
  • 17% of teen girls (12-15) play games on the Sony PSP
  • 44% of teen boys (12-15) play games on the Sony PSP
  • The videogame franchise girls prefer is the Mario series
  • 36% of teen boys prefer Call of Duty: Modern Warfare
  • The key demographic for online games are boys and girls ages 8-11.
  • 91% of tween boys play games online
  • 93% of tween girls play games online
  • Facebook is now the favorite website among tween (8-11) boys and teen (12-15) girls

The report also includes:

  • Overview of Markets and Trends Specific to Kids Gaming
  • Companies to Watch
  • Buying Habits
  • VC Investment Update
  • Marketing Games to Kids
  • Survey data collected from 5,000 kids

M2 analysts Louise Curcio, Billy Pidgeon, and Wanda Meloni developed Kids and Games: What Boys and Girls Are Playing Today in partnership with KidSay, a research company that has been tracking kids’ preferences for over 10 years. M2 Research and KidSay have formed a strategic partnership to create this ongoing report series, which will be released twice per year.

Computerworld reported new smartphone unit predictions for 2010. IDC’s forecasts:

  • Mobile phone vendors will ship nearly 270 million smartphones in 2010
  • 173.5 million smartphones shipped in 2009
  • For the first half of 2010, vendors shipped 199.4 million smartphones, a 55.5% increase over the same period in 2009

Smartphone shipments will increase in 2011 by 24.5%

They also broke out market percentage predictions for the end of 2010 by operating system:

  • Symbian (Nokia devices), will finish 2010 with 40% of the global market
  • BlackBerry has 18%
  • Android 16%
  • Apple’s iPhone will have nearly 15%,
  • Windows Phone 6.8%

IDC predicts that in 2014, Android will have almost 25% market share, Windows Phone will have almost 10% and the other major OSs will decline.