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The opportunities in mobile gaming are in {asynchronous social multiplayer games}

It should be clear to anyone that is interested in computer games that the mobile gaming market is growing very fast and, with smartphone penetration still accounting for only 40% in even major markets, that there is room for a lot more growth and for several years still.

It is also clear, to anyone who is actually making mobile games, that creating a game that people want to play en masse, let alone pay for (or in) en masse, is extremely hard. There are already over 130,000 games already submitted to the Apple App Store. Games like CSR Racing may be pulling in US$12million in their first month, but there is a very long tail in action here and the average revenue for a mobile game is reportedly less than US$4,000. Whilst it is still theoretically feasible to develop a mobile game for a few thousand dollars (working unpaid still has an opportunity cost even if there is not an actual monetary expenditure) most games from professional studios will have development budgets ranging from US50,000 to as much as US$1million.

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