| Playing games has always been a favorite | | | | their simple design makes them easiest to |
| pastime for kids and adults alike, and online | | | | play on hand-held devices. However, game |
| games are right up there with the best of | | | | creators are working to change that. As |
| America's passions. With the advent of | | | | mobile devices become more sophisticated, the |
| mobile gaming, we are no longer tied to the | | | | door will open for more advanced game play. |
| computer, but are free to roam and play at | | | | |
| will. Simple pre-programmed games used to be | | | | The push for open platforms, such as Google's |
| the standard, but with more sophisticated | | | | Android, and unlimited access to the real |
| devices on the market like Windows Mobile, | | | | power of the Internet has created quite a |
| Blackberry, and the Apple iPhone, the window | | | | stir in the mobile device and entertainment |
| of opportunity for online mobile gaming has | | | | industry. Wireless providers must make the |
| been flung wide open. | | | | choice to create their own games or open |
| | | | their networks to a variety of mobile |
| Mobile gaming is big business for the game | | | | applications. With more than 13.5 million |
| industry and big fun for mobile device users. | | | | mobile subscribers downloading games, a shift |
| The freedom to play games when and where we | | | | to a different wireless provider because of |
| want makes mobile game downloads highly | | | | game availability could be devastating. |
| popular with consumers and the market | | | | |
| reflects this as sales are expected to grow | | | | The Future of the Mobile Gaming Market |
| to 11.1 billion by 2010, up from 1.5 billion | | | | |
| in 2007. As demand grows, so will mobile game | | | | With the introduction of the iPhone and other |
| titles and mobile device abilities. | | | | mobile devices with easy-to-use interfaces, |
| | | | game developers are getting even more |
| Who plays games on their phone? | | | | creative in how they address current |
| | | | drawbacks such as pay-before-play, limited |
| The ability to play games while riding in the | | | | functionality, soundless system browsers and |
| car, standing in line, and between activities | | | | accuracy issues. More and more companies are |
| makes mobile games highly enticing to both | | | | getting around these issues by building games |
| teens and adults. Although stereotypes | | | | specifically for mobile devices. |
| maintain that men have the greatest interest | | | | |
| in digital entertainment, the convenience of | | | | How the games are delivered to the mobile |
| playing online games via mobile devices may | | | | user will change also. It used to be that |
| open up an even broader game playing | | | | wireless carriers dictated the size and |
| audience. | | | | sophistication of mobile games, but companies |
| | | | such as Apple will bypass this obstacle by |
| Research has shown that more than half of the | | | | offering games through an iTunes type of |
| 117-million active game players in the US | | | | service and through over-the-air stores |
| play online games and nearly 64% of these | | | | available from the iPhone home screen. This |
| online game players are women. As online | | | | will allow developers to create bigger and |
| games already appeal strongly to women of all | | | | better games that users may be able to |
| ages, it is likely that mobile game play will | | | | control through touch, tilt, and shaking, |
| find a strong foothold with this demographic | | | | instead of the current push-button approach. |
| in addition to reaching adult men and teens | | | | |
| of both genders. By enhancing games with | | | | With the mobile entertainment industry having |
| social networking technologies, developers | | | | the potential to reach millions of buyers, |
| also have the ability to appeal to audiences | | | | game developers are working on mixing mobile |
| who enjoy the more social and challenging | | | | and social media applications by creating |
| aspects of online game play. | | | | social game networks where people can play |
| | | | games against each other in tournaments and |
| Mobile Game Design | | | | place on leader boards. Realizing the power |
| | | | of social play combined with the advancements |
| So what qualities make a mobile game a hit? | | | | in mobile technology platforms sets up an |
| The most popular mobile games in the US are | | | | almost limitless potential of possibilities |
| puzzle, strategy and trivia games because | | | | in the made-for-mobile service arena. |