Mobile Games Pekka Kinnunen Dap02s. Topics: History Economics Technology Platforms Future / Conclusions.

Slides:



Advertisements
Similar presentations
By Emilia Kaszubowska Cindy Strong-Jones. Revenue from European mobile computing business will increase at a compound annual growth rate of 4% over the.
Advertisements

Presentation 11: Developing for small devices. Ingeniørhøjskolen i Århus Slide 2 af 11 Outline Which small devices? What are the limitations and what.
Emoze Push Content. How Can You…… Get the information you want, when you want, where you want and how you want? Only with Emoze Mobile Push Messaging.
J2ME & BREW Game Design Code running on the handset (at last) Greg Costikyan
Introduction to Unlicensed Mobile Access. Contents Basic Concept Operation Overview Major Advantages.
1 Digital Chocolate Java: write once, run everywhere – or how did it go again? December 2005 Valtteri Pirttilä, Technology Team Leader Digital Chocolate.
On Device Portals Presented By:. Mobiletain & The On Device Portal Consortium The ODPC was formed by Mobiletain/B2 Group to: Further the advancements.
Deden Mulyana Indonesia 2013 Transforming the Mobile Advertising Industry V.2 MOBILE OPPORTUNITY 2013.
Mobil game : A mobile game is a video game played on a mobile phone, smartphone, PDA, handheld computer or portable media player Type of language writing.
All Rights Reserved © iGROUP 2004 MOBILE WIRELESS ACCESS.
Moscow, 21 June 2006 Off Portal Strategy Experiences from Gallery in France Vincent Roger
Will Wireless Gaming Be a Winner? February 1, 2007 Sumit Rohit Thaker Sung Ho Hwang.
Public Displays and Private Mobile Phone Displays in Multiplayer Games Riku Suomela Nokia Research Center.
Copyright © 2005 Mobile People Slide 1 This is Mobile People  Established in Copenhagen January 2002  Now 10 highly technically.
1 © 2003, Mobile Ecosystem State of the Wireless Industry Pacific Research Institute Conference April 15, 2003 Mobile Ecosystem Mark Lowenstein, Managing.
The Future of Mobile Games Greg Costikyan
DEPARTMENT OF COMPUTER ENGINEERING
5 th Nov 2003 Mobile Technical Internet Architecture Terminals and Terminal software Samuli Lahnamäki Martta Seppälä
Technology Center VP Ari Tolonen Service Platforms.
MULTIMEDA SYSTEMS IREK DEFEE MULTIMEDIA SYSTEMS PERSPECTIVES.
B.RAMAMURTHY UNIVERSITY AT BUFFALO Introduction to Hardware (& Software) 5/30/2013 Amrita-UB-MSES-CSE
SMARTPHONE OPERATION SYSTEM MARKET IN U.S. Ryan (Jang-Hoon) Doo ISM 158.
Himanshu Pant Co Founder and Director Mactabilis Arts.
Symbian os with smart phones Guided by: Hetal A Josiyara
China Technology Market Dana Liang. Contents Telecom / Wireless Financial Institutions.
Online Game JAVA for PDA WAP for Mobile Phone. Java for PDA  Hardware limit - Java API Power Memory  JDK 2M byte. Connectivity Display size.
Copyright © 2006 ClearSky Mobile Media, Inc. Planning Mobile Entertainment Strategy Planning Your Mobile Entertainment Strategy.
Week 1 Game Design & Development for Mobile Devices.
Programming mobile devices Part II Programming Symbian devices with Symbian C++
Copyright ARC Group 2000 September 2000Regina Wong- GSM Congress Asia Pacific Wireless Internet: Market Trends and Strategies Regina Wong Consultant.
P2P Systems Meet Mobile Computing A Community-Oriented Software Infrastructure for Mobile Social Applications Cristian Borcea *, Adriana Iamnitchi + *
Copyright 2009 Mobitween. All rights reserved. Mobile Developer Program Philippe Chassany Head of Flash January 30 th, 2008.
1 Casual Games: Where It’s All Going Rob Glaser Founder & CEO, RealNetworks.
Starfish/Motorola Confidential 1 September 8, 2015 Starfish/Motorola Confidental Overview Starfish Software, Inc. Bob Koche (Ko-chee) Director of Partner.
BREW Client for GHRC Prem Kumar, QUALCOMM Inc. BREW Client – 4.1 Overview Confidential and Proprietary 2 BREW GHRC Document History >Kicked off in the.
Wireless Application Protocol. . The Two Paradigms W – World W – Wide W -- Web W – World W – Wide W – Wireless W -- Web.
Mobile data. Introduction Wireless (cellular) communications has experienced a tremendous growth in this decade. Most of the wireless users also access.
Presentation 11: SOAP on small devices. Ingeniørhøjskolen i Århus Slide 2 af 11 Outline Which small devices? What are the limitations and what kind of.
Embedded Systems Mohammad A. Gowayyed (c) 2012 Mohammad A. Gowayyed1.
Framework and application bytecode size CLDC MIDP kXML parser Utility classes Graphics Logic (MIDlet) Application Data (XML file)
Key Technology Enablers for Mobile Value-Added and Content Services - MMS, Java and XHTML OFTA Hong Kong, Marko Keskinen Nokia Mobile Phones.
Technical Seminar Introduction to networking with Linux Administration Amit Kumar Sahoo EC ADVANCED EMBEDDED MICROPROCESSORS AND APPLICATIONS.
China Mobile Mobile Service Jan 24th,2006. Outline ▪Market in China ▪Service Requirements ▪Business Model ▪Expectation.
Key Issues facing Mobile Carriers Matt Davey Deputy Managing Director OPTUS MOBILE 25 th September 2003.
Seamless Mobility: Michael Wehrs Director of Technology & Standards Mobile Device Division, Microsoft Corp. Wireless Software Innovations Spurring User.
Mobile – Internet &Business Applications Presentation by Mr Birendra singh on AKWL-IIA joint venture program.
Android Overview History and architecture. Brief History 1996 The WWW already had websites with color and images But, the best phones displayed a couple.
Near Field Communications
CONFIDENTIAL SPE Service Opportunities Draft 4. page 1 Traditional Studio Content and Distribution Businesses are Fragmenting Studio User Generated Games.
EirplayGames Mobile Gaming. Presentation A bit about us Casual gaming: games for non-gamers Wireless gaming: downloadable games Working on wireless.
Mobile Browsers Research Seminar on Telecommunications Business T Janne Hakola Mika Lahti.
VirtuCo :: Authentication and Billing ::. VirtuCo v©v© Authentication schemes –Public key –Username and password –Combination –Additional possibilities.
Will Cellular beat the Internet? David Lisbona ISOC_IL 5th Annual Conference4/3/01.
MAI Technical Workshop, Stockholm, 29 June 2000 Mobile Internet Game Development.
WAVECOM©2005. All rights reserved 1 Intelligent Device Management Service Offer Emmanuel Walckenaer April Lisboa.
CONFIDENTIAL SPE Service Opportunities Draft. page 1 Traditional Studio Content and Distribution Businesses are Fragmenting Studio User Generated Games.
The Whole new Experience - By Mahesh Chauhan. Its sounds strange but the fact is that :-  More than 90% of the CPUs in the world are not in desktops.
1 Get All Answers Get All Answers. Contents History of Android Android Fragmentation The Role of Google Features and Architecture Android Software Development.
Android operating system N. Sravani M. Tech(CSE) (09251D5804)
By Adam Reimel. Outline Introduction Platform Architecture Future Conclusion.
Mobile Computing Lecture#01 Mobile Horizon. Leading Mobile Phone Technologies  iOS  Android  Blackberry  Symbian  Windows Phone  J2ME.
TwitHere Bartosz MALOCHA Ioannis PAPATHANASIOU Luis SALAZAR Jakub SENDOR Sharique KHAN Mobile Communications Services Applications Challenge Feb. 19th.
1. Introduction 2. Need of Symbian o.s. 3. Platform 4. Software development 5. Overall evaluation.
Exclusivity in sports broadcasting Some media economic notes Tom Evens (IBBT-MICT-UGent) E: Association for the Study of Sport and the.
Introduction to Mobile Computing
“An Eye View On the Future Generation Of Phones”
Contents: Introduction Different Mobile Operating Systems
Chapter 15: App Monetization Strategies
Software engineering in the mobile phone platform war.
Beacon Types Beacon Type Granularity Beacon coverage Tech Rollout
Presentation transcript:

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?