"They don't have fancy 3-D graphics, but video games for handheld devices stand poised to capture a huge U.S. market. Why? Because we all have to wait.
It’s game time....
Inside the conference room, a standing-room-only crowd has assembled for the “Wireless Game Summit,” a marathon exploration of the first new gaming platform in three decades....
Wireless games are played on Internet-enabled portable devices such as personal digital assistants and, particularly, cell phones. Though most of us are now familiar with the idea of getting driving directions or surfing the Web on a cell phone, the real killer app of wireless devices is games. Primitive-looking wireless games have already gained enormous popularity overseas. And bolstered by new software tools that allow game creators to deliver robust, colorful images, and by the emergence of third-generation, or 3G, cellular networks, wireless games may be on the verge of commercial success. The New York-based market research firm Datamonitor projects that by 2005, 80 percent of all wireless users in the United States and Western Europe—200 million people—will at least occasionally play games on their handhelds. In that period, the wireless-games market will zoom from less than $1 million per year to $6 billion, if the rosier estimates are to be believed.
Everybody waits: for school to let out, for planes to arrive, for dentists to see us. To the wireless-gaming industry, these unoccupied interludes in an average day are opportunities—minutes waiting to be killed with their creations. 'There are plenty of time-saving applications,' says Paul Goode, entertainment platforms group manager for Motorola. 'We’re working on the time-wasting ones.' " [Technology Review]