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One in four are willing to pay for a game

Finally, US seems to be catching up with Japan and Korea in wireless madness. When I was in Korea, I noticed normal households having 2GBPS bandwidth and I was stunned. In my previous company, I launched wireless sites on NTT DoCoMos I-menu and the wait times were an average 18-24 months. In the US, it is much easier to create an iPhone app - you dont have to wait that long to get noticed, if you can create that stickiness and addiction.

The new survey by PopCap Games on 57% of AT&T's wireless customers shows some interesting statistics - 50% play games during work time, 62% of the people play 15 minutes or less, and 40% play weekly or more often.

The question for the game developers is "Do they pay". The answer from this survey is 26% of them who played paid for it and overall 15% of users paid for it.

The argument may be is that the adoption is growing but conversion to paid customer is low. I would argue the other way around. 26% is phenomenal adoption for a country which did not even use mobile phones just a few years ago. The invention of the iPhone and other smart phones are creating the next generation gaming platforms.

Not surprisingly, if you are not a wireless-centric telco, you are history!

* Source Acknowledged:  PopGap games survey results.

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