Mobile Games Pekka Kinnunen Dap02s
Topics: History Economics Technology Platforms Future / Conclusions
Where it all started… Some games have always been mobile Nintendo small LCD-games (1980s) Nintendo Gameboy(1990s) Nokia snake-game, mid-1990s
…and where are we now Downloadable games SMS-games in TV Java 3D Nokia N-gage Nintendo Gameboy advance PSP
PC/Console vs. mobile PC/Console game Tied to one place High costs Risky business Mobile game Mobility Fairly low costs Easy to experiment Costs are growing Devices get more technical Java 3D
The growth of Mobile gaming : embedded games emerge : WAP, SMS-games 2002: Downloadable games finally arrive
The growth of Mobile gaming Downloadable games profit growth prediction
Who are involved? Game developers Publishers Game distributors Markerting Game console manufacturers
Where the money goes and where does it come from? Distributors (20-25 % of total revenue) : + Fees (flat/subscription/usage) + Additional feature sales e.g. extra levels + Network access and trasfers fees - Personnel costs - Infrastructure building and operating costs - License fees to publisher
Where the money goes and where does it come from? Publishers (50-60% of total revenue) : + Flat fees/per sale/per usage + Advertising and sponsoring – including ads into games - Personnel costs - License fees to brand owners/console manufacturers - Payments to developers
Where the money goes and where does it come from? Game developers (10-15% of total revenues) : + Flat fee payments from publishers + Commissions per game usage/sales - Personnel costs - Hardware and software(licences) - License fees to brand owners
Where the money goes and where does it come from? Mobile console manufacturers + Mobile console sales - Personnel costs - R&D - Marketing costs - Distribution costs
Economics
Which technology will I use? Bluetooth (WLAN) G3 GPRS WAP
Downloading mobile applications PC -> mobile phone (serial, infrared, bluetooth) OTA
Types of OTA downloading Direct Carrier-assisted
Direct download
Carrier-assisted download
Game traffic and carrier platforms Should I use carrier platform services? Networked game Independent
Networked game architecture
Independent model
Benefits of carrier platform based games Developers don’t have start from scratch Focus on innovation, design and testing
Different platforms Most powerful: Symbian C++ Visual C++ .Net Compact Framework Most used: J2ME BREW
BREW -Binary Runtime Environment for Wireless C++ based Platform for handsets based on CDMA CDMA = 1/5 GSM Automatic support for content downloading and billing
J2ME Most popular platform Supported by all major GSM manufacturers Nokia’s CDMA Motorola’s WM-devices Automatic memory management Easy-to-use APIs Market share over 80% Problem: how to port games to different devices?
”Write once, run everywhere” Nice dream Devices and models have differencies: Screen size Memory size CPU speed UI features JRE-problems
Future & Conclusions Young but growing business Costs for developing a game are increasing Low barrier to enter the market A few problems The future is looking bright on mobile games
Thank you for listening Any questions?