Applet power: From snakes to spiders
If analysts are to be believed, we are standing on the threshold of a new age in mobile gaming. In a report released by research firm Datamonitor last August, wireless gaming revenues from the US, Europe and Asia-Pacific markets are exploding from an estimated US$950 million in 2001 to US$17.5 billion in 2006. Global phone makers are banking on the same trend. The year has so far been remarkable for the launch of several Java-enabled handsets, such as the Nokia 7210, the Sony Ericsson Z700, and the Siemens M50. Motorola has also unveiled a clutch of Java phones, including the V.60i. Java 2, Micro Edition (J2ME) allows handset owners to download applications from the Web, and is seen as a key vehicle in bringing personalized games into mobile phones.
Humble beginnings The popularity has given hope to gaming as a key driver of mobile revenues, especially with global sales of handsets declining in 2001. Industry players have been quick to identify the core strengths of mobile phone gaming--connectivity and human interactivity. This is evident from the mobile games currently available. Last November, Siemens released the C45, a phone with a built-in BattleMail game. One of the first cross-platform games on the handset, BattleMail allows users to challenge others to kung-fu fighting via PC or mobile phone. Similarly, Hattrick, a game where users pit football management skills against each other, has added SMS extensions to its predominantly Web-based platform. Thus, subscribers to Swedish mobile operator Europolitan Vodafone can issue game orders by SMS. In these multiplayer games, such convergence of platforms will help create a critical mass of users. Color my world
Color and other enabling technologies open up the possibilities for mobile game developers. This allows them to concentrate on content and makes it easier for games to be ported across platforms. For instance, the Trium Eclipse, one of the earliest GSM phones with color screens, included an excellent bowling game with vibrant environments. One of the signs of mobile gaming emerging as big business is the licensing of popular entertainment brands. Console and PC games often borrow star names from movies and sports to drum up interest. The same trend is occurring in mobile phones today. Sony is likely to introduce mobile games linked to its big screen releases, such as the blockbuster film Spiderman. The Motorola-THQ partnership is talking about releasing a slam-bam title using the World Wrestling Federation (WWF) license.
Games for all
Endgame Amid the optimism, phone makers will do well to remember that the mobile phone is not another Gameboy. Just as Nintendo's handheld console benefits from being a dedicated gaming device, mobile phones will have their inherent advantages, too. "I don't see mobile games developing the same way as arcade or PC games due to the three aspects that you can find in a mobile environment--connectivity, mobility and location," Mauro Montanaro, Nokia's Asia Pacific director of Digital Services, Mobile Phones, told CNETAsia last month. He described a dating game with three million subscribers, which makes use of location-based services. "It profiles the kind of people you want to meet to go out for an ice cream, then the phone recognizes and lets you know when similar-minded people are around," he said.
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