Mobile game
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A mobile game is a
In 1997,
History
Towards the end of the 20th century, mobile phone ownership became ubiquitous in the industrialised world due to the establishment of industry standards, and the rapid fall in cost of handset ownership, and use driven by
In 1999,
The launch of Apple's
A further major shift game with 2012's
Other major trends in mobile games have include the
.Mobile gaming has impacted the larger video game market by drawing demand away from
Calculator games
Calculator gaming is a form of gaming in which games are played on programmable calculators, especially graphing calculators.
In 1980,
Calculators such as
By the 1990s, programmable calculators were able to run implementations by hobbyists of games such as
The look and feel of these games on an HP-48 class calculator, due to the lack of dedicated audio and video circuitry providing hardware acceleration, can at most be compared to the one offered by 8-bit handheld consoles such as the early
Games continue to be programmed on graphing calculators with increasing complexity. A wave of games appeared after the release of the
Because they are easy to program without outside tools, calculator games have survived despite the proliferation of
Industry structure
Total global
Mobile gaming revenue reached $50.4 billion in 2017, occupying 43% of the entire global gaming market and poised for further growth.
Different platforms
Mobile games have been developed to run on a wide variety of platforms and technologies. These include the (today largely defunct)
) is also actively supported, although in terms of market share remains marginal compared to iOS and Android.Java was at one time the most common platform for mobile games, however its performance limits led to the adoption of various native binary formats for more sophisticated games.
Due to its ease of porting between mobile operating systems and extensive developer community, Unity is one of the most widely used engines used by modern mobile games. Apple provide a number of proprietary technologies (such as Metal) intended to allow developers to make more effective use of their hardware in iOS-native games.
Monetization
With the introduction of the
- Premium
- The premium model is akin to the traditional model where the user pays for the full game upfront. Additional downloadable content may be available which can be purchased separately. Initial games released to the App Store before in-app purchases were available used this approach, and still common for many types of games.
- Freemium
- The freemium or "free to try" model offers a small portion of the game for free, comparable to a game demo. After completing this, the player is given the option to make a one-time in-app purchase to unlock the rest of the game. Early games shortly after the introduction of the in-app purchase feature used this approach such as Cut the Rope and Fruit Ninja.
- Free-to-play
- A free-to-play game requires no cost at all to play, and generally is designed to be playable from start to finish without having to spend any money into the game. However, the game will include gameplay mechanics which may slow progress towards completing the game. Commonly in mobile games, this is some form of energy or stamina that limits how many turns or actions a player can take each day. By using in-app purchases, the player can immediately restore their energy or stamina and continue on. In-app purchases can also be used to buy power-ups and other items to give the player a limited-time advantage to help complete the game. While free-to-play games had been common on computers prior to mobile, the method was popularized in mobile gaming with Candy Crush Saga and Puzzle & Dragons.
- Advertising-supported
- A developerearns revenue from the advertising network. In some cases, an in-app purchase allows the player to fully disable ads in these games.
- Subscription model
- A subscription-based game will offer a base version with limited features that can be played for free, but additional premium features can be obtained if the user pays a monthly subscription fee. If they terminate their subscription, they lose access to those features, though typically not any game progression related to those features, and can pick up those features later by restarting their subscription.
Many game apps are free to play through a combination of these models. Over time, mobile developers of these types of apps have observed that the bulk of their players do not spend any funds on their game, but instead revenues are generated from a small fraction, typically under 10% of their total players. Further, most of the revenue is generated by a very small fraction, about 2%, of the total players, who routinely spend large amounts of money on the game. A similar split on revenue had been seen in
Common limits of mobile games
Mobile games tend to be small in scope (in relation to mainstream PC and console games). Storage and memory limitations (sometimes dictated at the platform level) place constraints on file size that presently rule out the direct migration of many modern PC and console games to mobile. One major problem for developers and publishers of mobile games is describing a game in such detail that it gives the customer enough information to make a purchasing decision.
Location-based mobile games
Games played on a mobile device using localization technology like
A well known example is the outdoor recreational activity of geocaching, which can be played on any mobile device with integrated or external GPS receiver.[28] External GPS receivers are usually connected via Bluetooth.[29]
Several other location-based mobile games, such as the 2001 game BotFighters, were closer to research prototypes rather than being commercial successes.
Location-based mobile games sometimes have
Augmented reality games
Mobile devices have been used as a platform for Augmented reality (AR in short) games, using the device's camera(s) to as an input for the game. While playing the game, the player aims the device's camera at a location and through the device's screen, sees the area captured by the camera plus
Multipurpose games
Since mobile devices have become present in the majority of households (at least in the
There are also apps with similar purposes which are not games per se, in this case, they are called gamified apps. Sometimes it is difficult to draw a line between multipurpose games and gamified apps.
Multiplayer mobile games
Many mobile games support multiple players, either remotely over a network or locally via Wi-Fi, Bluetooth or similar technology.
There are several options for playing multiplayer games on mobile phones: live
In asynchronous tournaments, there are two methods used by game developers centered around the idea that players matches are recorded and then broadcast at a later time to other players in the same tournament. Asynchronous gameplay resolves the issue of needing players to have a continuous live connection. This gameplay is different since players take individual turns in the game, therefore allowing players to continue playing against human opponents.
This is done using different networks including Facebook. Some companies use a regular turn-based system where the end results are posted so all the players can see who won the tournament. Other companies take screen recordings of live players and broadcast them to other players at a later point in time to allow players to feel that they are always interacting with another human opponent.
Distribution
Mobile games can be distributed in one of four ways:
- Over the Air (OTA): a game binary file is delivered to the mobile device via wireless carrier networks.
- Sideloaded: a game binary file is loaded onto the phone while connected to a PC, either via USB cable or Bluetooth.
- Pre-installed: a game binary file is preloaded onto the device by the original equipment manufacturer (OEM).
- Mobile browser download: a game file is downloaded directly from a mobile website.
Until the launch of Apple App Store, in the US, the majority of mobile games were sold by wireless carriers, such as
, games were distributed equally between carriers and off-deck, third-party stores.After the launch of Apple App Store, the mobile OS platforms like Apple
The popularity of mobile games has increased in the 2000s, as over US$3 billion worth of games were sold in 2007 internationally, and projected annual growth of over 40%. Ownership of a smartphone alone increases the likelihood that a consumer will play mobile games. Over 90% of smartphone users play a mobile game at least once a week.[34]
Many mobile games are distributed free to the end user, but carry paid advertising: examples are Flappy Bird and Doodle Jump. The latter follows the "freemium" model, in which the base game is free but additional items for the game can be purchased separately. Some of the most popular mobile game developers and publishers include Gameloft and King.[35][36][37]
See also
- Digital zombie – Person overengaged with digital technology
- iPod game
- Handheld electronic game
- Handheld game console
- Handheld video game
- List of most-played mobile games by player count
- Mobile app
- Mobile gambling
- Mobile development
- N-Gage (device)
- Scalable Network Application Package
- Transreality gaming
References
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- PocketGamer. Retrieved August 18, 2020.
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