Nielsen Entertainmen Study (2006) found that among the roughly 117 million active gamers in the U.S. in 2006, more than half (56%) play games online, and that 64% of all online gamers are women.
Obviously, these guys have done their own local market segmentation homework and research, before launching the Hello Kitty Sport Series games to China mobile phone users to tap into this lucrative market. I wonder what is their business model?
Last month, when I was in Hong Kong MTR, I noticed lots of young females were seriously engaged in a portable gaming device which looks like
(but wasn’t) a Nintendo DS with a stylus. They were playing casual, mentally stimulating puzzles like games. Maybe this sports games series is similar but on a mobile phone.
27/6: Looked like the device was really Nintendo DS and there is a game called Brain Age to give one’s brain a workout.