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Mobile Games Pekka Kinnunen Dap02s
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Topics: History Economics Technology Platforms Future / Conclusions
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Where it all started… Some games have always been mobile Nintendo small LCD-games (1980s) Nintendo Gameboy(1990s) Nokia snake-game, mid-1990s
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…and where are we now Downloadable games SMS-games in TV Java 3D Nokia N-gage Nintendo Gameboy advance PSP
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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
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The growth of Mobile gaming 1997-1999: embedded games emerge 1999-2002: WAP, SMS-games 2002: Downloadable games finally arrive
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The growth of Mobile gaming Downloadable games profit growth prediction
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Who are involved? Game developers Publishers Game distributors Markerting Game console manufacturers
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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
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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
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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
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Where the money goes and where does it come from? Mobile console manufacturers + Mobile console sales - Personnel costs - R&D - Marketing costs - Distribution costs
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Economics
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Which technology will I use? Bluetooth (WLAN) G3 GPRS WAP
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Downloading mobile applications PC -> mobile phone (serial, infrared, bluetooth) OTA
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Types of OTA downloading Direct Carrier-assisted
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Direct download
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Carrier-assisted download
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Game traffic and carrier platforms Should I use carrier platform services? Networked game Independent
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Networked game architecture
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Independent model
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Benefits of carrier platform based games Developers don’t have start from scratch Focus on innovation, design and testing
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Different platforms Most powerful: Symbian C++ Visual C++ .Net Compact Framework Most used: J2ME BREW
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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
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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?
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”Write once, run everywhere” Nice dream Devices and models have differencies: Screen size Memory size CPU speed UI features JRE-problems
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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
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Thank you for listening Any questions?
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