ANCHOR LEAD IN:
IF YOU OR ANYONE IN YOUR HOUSE HAS A CELL PHONE, YOU'VE NO DOUBT EXPERIMENTED WITH SOME OF THE BELLS AND WHISTLES--LIKE COOL RING TONES...OR PICTURE-TAKING.
HERE'S A HEADS UP:
THERE'S A FUN NEW WAY TO USE YOUR MOBILE PHONE...BUT BE WARNED, IF YOU'RE NOT CAREFUL, THE ADDED FEES CAN REALLY ADD UP.
_______________ HAS THE STORY.

NAT SOT Length: 01
Nats: Asteroids video game

TRACK ONE Length: 08
ASTRO POP...ZUMA...
DRIVER THREE...
EVEN YOUR FAVORITE SPORTS...
SOME OF THE HOTTEST VIDEO GAMES ...
AND THEY'RE POPPING UP ON SMALL SCREENS EVERYWHERE!

SOT
NO KEY
"Mobile gaming is huge and it's only getting bigger."

TRACK TWO Length: 11
CLIENT NOTE: Please see source information
THAT'S RIGHT...
VIDEO GAMES ARE NOW AVAILABLE ON ALMOST ALL INTERNET CAPABLE CELL PHONES. AND THEY'RE BIG BUSINESS. BY ONE ESTIMATE...2.6 BILLION DOLLARS WORLDWIDE IN 2005 ALONE.

SOT
KEY @: 24 ( QUICK) Megan Novak, Gamer
"I started playing mobile games about a year ago."

TRACK THREE Length: 03
AND NOW MEGAN NOVAK ADMITS SHE'S HOOKED.

SOT
KEY @: 32 (QUICK) Megan Novak, Gamer
"I play alot on the bus going to work. When I get off the bus I don't wanna stop playing. I just kind
of play while I walk."

SOT
KEY @: 34 Jill Braff, Glu Mobile
"People are playing games everywhere...at home...while they're at school...on the bus, waiting in line."

TRACK FOUR Length: 10
JILL BRAFF IS WITH GLU MOBILE...ONE OF THE LEADING MANUFACTURERS OF VIDEO GAMES FOR CELL PHONES.
SHE SAYS THEY'RE POPULAR WITH SERIOUS GAMERS AND THOSE JUST LOOKING FOR A LITTLE BIT OF FUN.

SOT
KEY @: 51 Jill Braff, Glu Mobile
"Young people...old people...men...women...we really find that all different types of people are playing mobile games."

SOT
NO KEY
"The games offer something for everyone."

TRACK FIVE Length: 04
GAMING JOURNALIST SCOTT STEINBERG SAYS
ACCESSING THEM IS SIMPLE.

SOT
KEY @: 1:04 Scott Steinberg, Gaming Journalist
"They're easy to install...they're easy to play...and they're a lot of fun."

TRACK SIX Length: 13
SO WHAT WILL ALL THIS FUN COST YOU?
SOME COMPANIES CHARGE A ONE-TIME DOWNLOAD FEE OF ABOUT FOUR TO SIX DOLLARS PER GAME FOR UNLIMITED USE.
OTHERS OFFER SUBSCRIPTIONS THAT AVERAGE TWO-TO-THREE DOLLARS PER GAME PER MONTH
DOESN'T SOUND LIKE MUCH, BUT--

SOT
NO KEY
"They're pretty addictive."

TRACK SEVEN Length: 03
AND THAT CAN TRANSLATE TO A LARGER-THAN-EXPECTED BILL.

SOT
NO KEY
"Parents should keep an eye on kids because these games can be billed to your cell phone bill on a monthly basis."

TRACK EIGHT Length: 05
MEGAN NOVAK CONSIDERS HERSELF A CASUAL GAMER...
BUT SAYS SHE'S ON BOARD FOR THE LONG HAUL.

SOT
NO KEY
"I see myself playing them for a while."

ANCHOR TAG:
THESE MOBILE GAMES ARE NOW AVAILABLE ON VIRTUALLY ALL MOBILE CARRIERS IN THE U-S... AND YOU CAN EXPECT NEW, THREE-D GRAPHICS IN THE NEAR FUTURE.
BUT YOU DO NEED TO BE 13 YEARS OF AGE OR OLDER TO DOWNLOAD THEM.

SOURCE INFORMATION

Scott Steinberg
International Game Journalists Association
www.igja.org
404-982-0803

Scott covers mobile gaming for the International Game Journalists Association, which provides resources and education to an international group of journalists covering video games.

Jill Braff
Glu Mobile
1800 Gateway Drive
2nd floor
San Mateo, CA 94404

Jill is the senior vice president of Glu Mobile, manufacturer of some of the most popular mobile video games on the market.

Source information for Track 2:
Informa Telecoms & Media
Mortimer House,
37-41 Mortimer Street,
London
W1T 3JH
UK

www.informatm.com

Informa Telecoms and Media is a London-based Consultancy group. It provides business intelligence and strategic services to the global telecoms and media markets. The article from which the statstics come from in Track 2 is from their website and in full below.
Press contact:
Email: Kathryn.Bushnell@informa.com
Marketing Communications Director
Phone: +44 (0) 207 017 4852

Article View
Mobile games industry worth USD 11.2 billion by 2010
Press Releases
19 May 2005


Total global revenues from mobile games are forecast to increase from USD 2.6 billion this year to USD 11.2 billion by 2010, according to Mobile Games, a new strategic research report from Informa Telecoms and Media.

Downloads will account for around two-thirds of total global revenues through 2010, but online multiplayer traffic will start to generate significant income for mobile operators, as cellcos launch more multiplayer games and
introduce community features that will encourage user uptake. By 2010, online multiplayer games will generate 20.5 percent of total global revenues.

"The Asia-Pacific and Europe will continue to dominate the global mobile gaming market in terms of revenues and users," says Pamela Clark-Dickson, co-author of the report, and editor of continuous research service Mobile
Games Analyst, published by Informa Telecoms and Media. "However the U.S. is set to become the second largest individual market by revenues and users,
behind Japan and China respectively, by 2010."

Meanwhile the mobile games industry still has work to do to encourage mass-market adoption of mobile games. This year, just 6.7 percent of all mobile subscribers globally will download and play a mobile game, rising to 15.2 percent by 2010.
"The cellcos' strategy of targeting hardcore gamers was the right thing to do when the market was in its early adopter phase," says Stuart Dredge,
co-author of Mobile Games and reporter at Mobile Games Analyst. "But now what the market needs is mass-market take-up, which means that the mobile games industry has to provide games that will encourage more casual users to
play."
Merger and acquisition activity is thinning out the mobile games market, especially in the games development and publishing sectors. The race is on to acquire the smaller mobile games companies whose survival to date has
relied on the production and distribution of good quality games based on desirable licenses, but which haven't been able to scale their operations.

"Previously consolidation occurred mainly among mobile games companies but recent acquisitions and investments by vendors such as RealNetworks and Cisco Systems attest to a growing interest in this sector from the wider
digital media and information technology industry," says Clark-Dickson.
Mobile games companies will also likely embark on brand-building and consumer marketing activities during 2005, as they launch their own direct-to-consumer offerings, and seek to build the profile of mobile gaming in the marketplace.

While the cellcos' decks will continue to be the primary source of games for mobile users, games companies have also started distributing their titles through third-party content portals and through bricks-and-mortar retailers.

"Multimedia memory cards will become an increasingly important games delivery mechanism at retail, particularly for 3D and feature-rich 2D titles," says Dredge. MMCs will contribute 9.1percent of total global revenues for mobile games by 2010.

  Coming Soon!
DIALING UP FUN HUM050704
Release Date: July 11, 2005
Run Time: 1:35