The market for wireless games and content is here and now according to recent announcements by industry pundits. Nokia has estimated that in 2003 there were more than 10,000,000 downloads of Java enabled games per month worldwide; Ovum claims over 250 million Java enabled devices are in the market today; and, mobile industry analysts Zelos Group recently estimated 2003 mobile content revenues at over $500 million globally. All suggest that this is just the beginning of a lucrative market for mobile entertainment products.
One of the biggest challenges facing the mobile games industry, however, is the sheer number of different devices and local market requirements. With more than 250 different J2ME enabled devices in the market, along with multi-language and other customization requirements from mobile operators, a game developer faces a challenge in tapping into this broad market opportunity. Porting games from one mobile device to another has become a thorn in the side of an otherwise successful industry.
