Greenfield Online, a marketing research provider, has released a new study of online gamblers claiming that “online gamblers are not satisfied, in spades.” A closer look at the survey, however, reveals serious inaccuracies in Greenfield’s reporting.
According to Greenfield’s press release “Nearly a third (31 percent) of game online are not satisfied with Internet gambling sites. Only 15 percent of respondents feel online casinos are more fun than their offline counterparts. Furthermore, 89 percent are willing only to play for free, and a majority of those who do risk money spend less than $10 per visit.” The press release goes on to state that “the most serious gripe is that some 60 percent of the 2,000 people surveyed believe online gambling sites are ‘fixed.'”
But data in the press release raises questions about the accuracy of the study. For example, Greenfield cites “Freelotto.com,” “Gamesville.com,” “Prizecentral.com,” “Golden Palace,” “Virtualeyes.com” and “Casinonet.com” as the six most popular gambling sites. In fact, only one of these sites — Golden Palace — accepts real money bets. Freelotto, Gamesville and Prizecentral are free-play sites. Virtualeyes.com leads to a “forbidden access” page and the URL Casinonet.com jumps to a page for ComNetwork, a URL brokering company.
Greenfield says their survey, which is entitled “What Are the Odds?”, was conducted online between May 25 and June 1, 2000, with a sample of 2,122 respondents aged 21 and over that have visited an online gambling site.
Internet games on mobile phones are set to become a massive market in Europe and the US, with 200 million people playing these games by 2005, according to Datamonitor.
Classic games like card games, quiz games, and bingo will be the most popular games, due to their familiarity among users. Location-specific games and multi-player games will also become popular gaming applications on mobile phones, according to the ‘Wireless Gaming’ report.
Revenues from wireless gaming will be low this year. However, by 2003, they will be worth USD1.6 billion, and by 2005 they will be worth a staggering USD6 billion in the US and Western Europe.
Germany and the UK will be the largest wireless gaming markets in Europe, with the report predicting that more wireless-gaming revenues will come from Western Europe than the US by 2005.
The US will continue to lag behind Western Europe until standards become more common on mobile phone platforms, but its wireless gaming market will still be worth a hefty USD2.4 billion by 2005.
Sponsoring of game players in contests will be the most profitable revenue stream, while subscriptions from pay-to-play customers will also prove successful in finding a receptive audience.
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