From an external point of view, it may be true. From a people like me, who helps clueless developers to ship their product in an usable state, especially from the user experience side of things, this graph is a laughable number-mansturbation.
The problem is who is a gamer for Apple. Apple is very proud to share numbers, big numbers. Most of the time they are out of context, though. To Apple a gamer is anyone downloaded a game, even a free one. To Apple there are more than 85M iOS device, even if more than 40M are out of support and obsolete form a software developer point of view.
In fact the number of “gamers” in this research is almost like the real iOS attach rate. Apple continues to say it has a stable and unified software enviorment, even if you need to explicitly support at least 5 different platforms (iPhone 1&2, iPhone 3G, iPhone 3GS/iPod 3, iPhone 4/iPod 4, iPad) if you really want to tap the 85M market power. In fact nobody does that and almost everybody supports from 3GS on, even because using only iPad and iOS 4 as a reference will leave you with less than 5M of potential customers in total. A commercial suicide, and lots of iPad developers learned that in their early days: the boom didn’t happen (everything stopped a 2M units) and they needed to turn back to iOS 4 portable devices to remain profitable and delay further iPad projects after the mobile ones.
But I digress. The problem in comparing iOS to dedicate game devices in market analysis is that they are basically giving the wrong message: as iOS games become more costly and complicated, they tend to fail more, the sale price is too low, the attention span of users is scarce. iOS games are not comparable to DS or PSP ones. Not even graphically, most of the time.
The problems is about user perception. iOS games are good time-wasters but rarely you will see an iOS user consider him/herself a gamer just because downloaded a free puzzle game. It not a criticism, it’s perfectly normal, because Apple sells an MP3/Movie Player as their main game platform, followed by a phone with a quite short battery life and a costly transportable eBook reader. The latter two platforms can play games but they are hardly the primary choice for that and Apple knows that well, just look at the Apple Store. Once again the market research removes context from AppStore earnings, impliying that iPad is leading in gaming sales, instead of saying that the platform is leading for eBooks, newspaper subscriptions and application sales (I’d like to share the exact numbers but as usual, I can’t). Perfectly logical, if you ask me.
Frankly, I’ve seen worse: like assuming that every cent iTunes earned was from Apps, when it’s mostly from music and videos.
So iOS is the next hardcore gaming platform? Ask Square or any other high-level developer that has shipped a real game on iOS. It’s a wonderful platform for some type of games (especially one shot ones, since users tends to use entertainment application just once) but not for all. Sure, Apple is trying to make the iPod their leading gaming platform (well, it’s leading overall, so why not make it the entertainment platform of choice?), but, sincerely, I can buy the superior PSP version of Chinatown Wars at 9.99$ from Sony Store or in a supermarket, why bother with a PSP-ized DS version on iOS? I did out of novelty but then I realized the sad state of touch controls that kills traditional games on the platform. With exceptions: Square’s Song Summoner was great, even if only I and a few others bought it. Yes, I saw Epic Citadel, but remember the market segmentation ot there. You’re not Epic.
It’s different for very well planned, designed and masterfully placed games like Hoggy or Flight Control, for example: games that can be played in very short spurs (even 30 seconds at time!) without need to focus too much on them are a masterful placement on iOS mobile devices. You need still to battle with a fierce opposition, no different from other gaming markets (as this year GamesCom iOS panels said ad nauseam) but at least you’re sure to compete on the reference target for the platform.
Update. Today Epic announced that their citadel demo was downloaded 1M times. Even assuming that every download is a different device (absolutely not true when it comes to free apps), the “conversion rate” of the demo is as small as 1/40 of the devices able to run it (from 3GS on). Epic showed the demo worldwide at an Apple Keynote event. Could a less famous developer with a smaller marketing exposition place such hardcore software on a higher user-base? Hardly not. Comparing the dozens of millions of download of the few low-budget but massively successful iOS games, Epic’s title reception is less than relevant. 🙂