But those barriers are destined to be toppled, and companies are
jostling for position under a rising new sun that promises to be bright
indeed. And Glu is an early entrant in the race to become to mobile
phones what Electronic Arts was to PCs and consoles.
So Glu is playing the right game. The question then is, is Glu the
best player? It's a question that Glu investors will need to consider,
and one that has yet to be answered definitively.
Games for mobile devices differ from consoles and PC games in
significant ways. They cost less to develop and distribute; they tend to
have longer life cycles. They aren't wedded to a particular device like
Microsoft's Xbox or
Nintendo's (NYDOY Quote - Cramer on NYDOY - Stock Picks) Wii, and
they don't necessarily become useless when a new generation of devices
is rolled out.
Then there's the freedom to be played anywhere -- on subways, in
airports, even in interminable business meetings while you pretend to be
checking email. However, as Glu notes in its prospectus: "Once
developed, mobile games may need to be customized, or ported, to more
than 1,000 different handset models."
The Obstacle Course
The biggest obstacle to Glu's becoming the Electronic Arts of mobile
devices is none other than ... Electronic Arts. The gaming giant bought
Jamdat, the largest maker of mobile games, in December 2005. That puts
Glu in third place, behind EA Mobile and Gameloft, owned by
France-based
Ubisoft.