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S T R AT E G Y W H I T E PA P E R




Mobile Gaming:
Excitement on the Move




Mobile gaming is an exciting and rapidly
growing activity that is currently being facilitated
by various technologies and business models.
For the consumer, the abundance of affordable
terminals possessing colour screens and
operating systems that allow game downloading
opens up a whole new world of mobile gaming
excitement.
With countries in Asia such as Japan and Korea
already leading the world with a staggering
adoption of mobile gaming, the future
worldwide looks extremely promising. Success
can be achieved through the provisioning of a
game service utilising different technologies and
business models. Alcatel has the solutions for
mobile network operators to realise this
potential.
A. Moreau, J. C. Sanchez, H. Niu




MOBILE GAMING:
EXCITEMENT ON THE MOVE
Mobile gaming is one of the fastest growing and most exciting business
opportunities for mobile service providers.


Introduction                                                                                  Differences between mobile and fixed gaming
  Mobile gaming is a nascent technology, but one that is                                        There are three main differences between mobile
currently experiencing rapid growth as a result of the                                        gaming and fixed gaming:
recent introduction of mobile terminals with color screens
and operating systems that support the downloading of                                              • Mobile network operators inherently have better
games. However, what exactly is mobile gaming? Surely it                                             access to and control over their subscribers.
has been possible for a long time to play games on small,                                            Consequently, they are in an ideal position to
portable “mobile” handheld gaming consoles?                                                          provide network gaming services, such as location
  In order to understand the different gaming                                                        and subscriber presence, that enhance the
technologies, we first separate wireless gaming                                                      important community aspects of gaming.
technologies from fixed technologies. The latter typically                                         • Extra revenue can be generated by a mobile
include games played on Personal Computers (PC),                                                     network operator from the traffic involved both in
television set top boxes, and dedicated gaming consoles,                                             downloading and playing the game, as opposed to
such as Microsoft’s Xbox and Sony’s PlayStation. Wireless                                            receiving just a flat fee.
gaming refers primarily to games played on mobile                                                  • The increasing importance of downloadable games
networked or portable handsets (see Table 1).                                                        means that mobile network operators are playing a
                                                                                                                        more important role in
                                                                                                                        distributing such games by, for
  Tab. 1                    Wireless gaming technologies                                                                example, providing a client-server
                                                    Mobile-Networked                                                    connection to download Java
                                                                                                                        archive and descriptor files.
                                                                Not downloaded
                                                                                                        Portable
                           Downloaded                  Network hosted
                                                                                   Handset hosted
                                                                                                                         Wireless Gaming
                                              Streaming           Message based                                          Technologies
                           Downloaded      Network hosted         Network hosted   Embedded
                                                                                                                           Mobile-networked handsets, such
           Multi-Player




                           multi- player   streaming multi-       message based    multi-player                          as mobile phones, smartphones, and
                           online games,   player games, e.g.     multi-player     online games,                         Personal Digital Assistants (PDA),
                           e.g. TibiaME    Picofun soccer         games, e.g.      e.g. Pathway
                                                                  Atomic Dove      to Glory                              usually include a mobile network
 Online




                                                                                                                         connection. Portable devices, on the
                                                                                                                         other hand, do not have a network
           Single player




                           Downloaded      Network hosted         Network hosted   Embedded
                           single player   streaming single       message based    single player                         connection, but may be connected to
                           online games,   player games,          games played     online games,
                           e.g. Ultima     e.g. face to face      alone, e.g.      e.g. Galaxa
                                                                                                                         other devices via an ad hoc network,
                           Online          animation              Wireless Pets                                          such as a Bluetooth or Wireless
                                                                                                                         Local Area Network (WLAN), giving
                           Downloaded                                              Embedded           Portable multi-    the user multi-player capability. The
                           games played                                            games played       player games
           Multi-Player




                           on ad-hoc                                               on ad-hoc          played on          portable gaming market is
                           network, e.g.                                           network, e.g.      ad-hoc network,    dominated by Nintendo, which has a
                           MotoGP                                                  Splinter Cell      e.g. GameBoy
 Offline




                                                                                                                         14 year history in this market. The
                                                                                                      Advance (with
                                                                                                      Bluetooth) range   company has a large installed base,
                                                                                                                         but is experiencing slow growth. It is
           Single player




                           Downloaded                                              Embedded           Portable games     a market with a narrow demographic
                           games played                                            games played       played alone,
                           alone, e.g.                                             alone, e.g.        e.g. GameBoy
                                                                                                                         profile focus, being young and
                           Tetris                                                  Snake              range              sophisticated. Table 2 summarizes
                                                                                                                         the portable device market [1].




2 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
MOBILE GAMING: EXCITEMENT ON THE MOVE



  The mobile-networked gaming market, on the other                                 content, or message based for simple Short
hand, has a mass market demographic profile of all ages,                           Message Service (SMS) types of game.
and is currently growing strongly from a small installed
base. Figure 1 reflects the worldwide growth potential                          Game genres include action, adventure, classic,
for gaming revenues in terms of the revenues generated                        educational, First Person Shooters (FPS), flight
from airtime charges, service subscriptions and download                      simulation, racing, real-time strategy, Role Playing Games
purchases [2].                                                                (RPG), shoot-em-ups, space simulations, sports and
                                                                               strategy.
 Tab. 2        Total sales in the portable device market                       Successful Gaming Markets
               (Source: Games Analyst)                                           While mobile-networked gaming exists in the advanced
  Machine                                 Date released      Units (mil.)      mobile markets, like Western Europe, it has grown
  Nintendo Game Boy (including Color)     Apr-89                   119.0       massively in two distinct Asian markets.
  Nintendo Game Boy Advance               Mar-01                    33.8         Korea and Japan are currently considered as the most
  Sega Game Gear                          Oct-90                    12.0       advanced markets for mobile application usage, and users
  Atari Lynx                              Jun-89                     5.0       have adopted mobile-networked games as one of their
  Bandai WonderSwan                       Dec-00                     2.0       top five applications. The Korean mobile-networked
  Neo Geo Pocket                          Fall 1998                  0.4       gaming market reached US$ 85 million (100 billion Won)
  Game Park GP32                          Nov-01                     0.1       in 2002, including airtime charges, service subscriptions
                                                                               and download purchases. This represented an increase
                                                                               from 4.4% in 2001 to 6.9% of the total mobile-networked
 Fig. 1        Projected mobile-networked gaming                               gaming market [3]. Estimates for 2003 and 2007 are
               revenues up to 2007 (Source: ARC Group)                         US$ 180 million and US$ 470 million, respectively [4].
                                                                                 In China, the world’s largest single mobile service
    $m
                                                                               market, the three most popular SMS applications are
 $5,000
                                                                               gaming, ringtone and character downloads, and news and
                 M p
                 Multi-platform/                                               information subscriptions. In 2002, these services
 $4,000          networked
                 Downloads                                                     contributed about 4% of total mobile revenue,
 $3,000
                 Messaging based                                               representing approximately 15 billion sent messages.
                 SIM/embedded                                                    The success of SMS games may be attributed to their
 $2,000                                                                        lower prices and minimal handset requirements.
                                                                               Nevertheless, the Chinese mobile-networked gaming
 $1,000                                                                        market is shifting from SMS games to richer games based
                                                                               on Java and Qualcomm’s Binary Runtime Environment
     $0                                                                        for Wireless (BREW) technologies. BREW is used
               2002     2003       2004      2005     2006       2007
                                                                               primarily on Code Division Multiple Access (CDMA)
                                                                               networks.

   The markets for portable and mobile-networked gaming                       Market Factors Driving Gaming
are expected to develop separately for at least the next                        Classical fixed game developers who have considerable
five years.                                                                   expertise in the traditional games industry are again
   There are several possibilities for games played on a                      offering the most attractive content. Using the improved
mobile-networked device:                                                      capabilities of today’s handsets and networks, games
                                                                              developers can now reproduce the experience players
 • Game can be downloaded over the operator’s                                 have become used to on fixed consoles and computers.
   network, or embedded as part of the device’s                               Namco is claiming to have performed the most ambitious
   preloaded software.                                                        mobile game adaptation from its best selling PlayStation
 • Online or offline, with online games requiring a                           car racing game “Ridge Racer”; J-phone users can enjoy
   network connection during play.                                            the same game play and full 3D motion on their mobile
 • Single player games, or multi-player games                                 devices.
   involving players from other mobile access devices,                          The success of mobile-networked games in Korea and
   or even players from the fixed access gaming                               Japan can be attributed to the strong gaming culture in
   world. Multi-player games can also be played offline                       these two countries. At the same time, this success is also
   via an ad hoc network, such as Bluetooth or WLAN.                          in line with the national usage share of mobile
 • Games can be hosted on a server to provide                                 applications. For example, downloadable applications,
   streaming games with enhanced audio and visual                             such as mobile karaoke, are proving a real success with




                                                                            Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004 | 3
MOBILE GAMING: EXCITEMENT ON THE MOVE



Asian people, who are fond of singing their favorite songs                      Technical trends, such as migration to the Universal
in front of a screen. Historically, the Japanese have always                  Mobile Telecommunications System (UMTS), CDMA, Java
been enthusiastic about arcade and console games.                             and BREW, have also played a role.
  In the meantime, Korea has also developed a strong                            Revenue-sharing models that provide developers with a
enthusiasm for online PC games. It is the same experienced                    high share of the revenues have also been a key factor in
actors in this established industry that have created the                     encouraging experienced gaming companies to extend
“extension to mobile”, leveraging existing market factors,                    into the mobile arena.
such as user demand, branding, license recognition and an
established non-mobile gaming environment.                                    Mobile-networked Gaming Economics:
  The successful launch of mobile data networks by                            Value Chain
operators in northern Asia has also contributed to the                          Mobile-networked gaming represents a significant
success of gaming, which is only one of the many                              business opportunity for all the players involved.
possibilities offered by mobiles. While developers in other                   However, the associated business models vary depending
countries have to face the challenge of adapting games for                    on the games.
each type of device on the market, phone subsidizing and                        Figure 2 outlines the value chain related to delivering
branding in Japan and Korea have helped to ease both                          games that are downloaded to mobile terminals. While the
games development and service adoption by users.                              value chain is fairly straightforward, the business model
  Operators in Korea and Japan have exerted a lot of                          and actors involved will depend on which player “owns”
influence on the interfaces and outputs of mobile devices,                    the user (i.e. who provides access to game services,
and have provided manufacturers with strict definitions of                    billing and customer service).
the specifications they will accept. This has considerably                      Aside from the Mobile Service Provider (MSP), who is
eased the job of the games developer in these markets. In                     the traditional supplier of services to mobile users, at
the more fragmented General Packet Radio Service                              least two other types of “retailers” have emerged in the
(GPRS) handset market, a developer or operator is faced                       gaming arena:
with the need to customize the application according to
the implementations of the standard by different handset                       • Games developers, such as Game Loft and THQ, are
makers.                                                                          leveraging their established branding via the web to
  Unlike Korea and Japan, Chinese operators have almost                          complement their existing indirect marketing
no control over handsets, and are not able to subsidize                          channels, and are selling directly to the gaming
handsets significantly because of the low Average                                community.
Revenue Per User (ARPU). However, mobile-networked                             • Entertainment portals, such as Zingy,
gaming is still taking off for other reasons:                                    myphonegames.co.uk, and Kiwee, have emerged.
                                                                                 These are primarily “e-tailers”, aggregating a range
  • Huge mobile user base: 240 million in mid 2003.                              of existing games (licensed from the developers),
  • Social context which means that people have long                             which they then distribute to users via the fixed or
    commuting times during which they can play                                   mobile Internet. Their core competencies are in
    games.                                                                       the area of branding (i.e. creating brand
  • Large number of innovative service providers and                             recognition and association) and assuring
    ambitious operators.                                                         customer service.


 Fig. 2      Mobile-networked gaming value chain

  MSPs
  Billing Co.
                                                                                                                            SW Client
  Game ASP                                                                                                                   Supply

  Entertainment Portal                                                                                                      Handset
                                                                                                                            Supply
  Game Developers



                                                            Supply Platform
                                License     Develop                              Animate     Service   Service   Customer
                                Content     Games      Aggregate     Operate     Community   Access    Billing   Service




4 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
MOBILE GAMING: EXCITEMENT ON THE MOVE



  In the absence of widespread e/m-commerce                            the players involved while reflecting their cost structures.
facilitators, such as PayPal, both of these players                    Figure 3 illustrates a typical revenue sharing scenario
currently rely on existing credit card companies or                    between the mobile operator and games provider for
telecommunication operators (fixed and mobile, using                   downloading a game (game price $3) and unlocking the
premium charge numbers or premium SMS) to bill for                     next level for further game play (price $1).
services.                                                                As the mobile-networked gaming market continues to
  However, the mobile operator is well placed to play a                develop, driven by richer and more diverse games and a
broader role in the mobile-networked gaming value chain.               wider range of compatible terminals, the business
By combining their established customer relationship                   opportunities will multiply.
(including service access, billing and customer service)
with a back-end operating role (games aggregation,                     Mobile-networked Gaming Evolution
platform operation and, in some cases, the animation or                  If mobile operators are to continue to add value to this
stimulation of extra revenues through additional features              service, and avoid simply becoming a data transport pipe,
and services), they can reap the rewards of having                     they will need to provide service enhancements linking
greater control over the value chain. In this case, the                the gaming experience with the user’s personal service
main operating expenses are related to the payment for                 environment. The following domains have the potential
third-party games, licensed once again from developers.                for further gaming evolution:
Vodafone (via its joint venture Vizzavi), Sonera (via
subsidiary Zed) and SK Telecom (South Korea) are                            • Flexible billing options:
examples of this type of advanced mobile operator.                             - Differentiated service charging: the ability to
  However, some MSPs are unwilling to take on an                                 charge for game play based on session time,
operating role, preferring to outsource the service to                           validity period, etc, with different rates according
specialized games Application Service Providers (ASP).                           to the time of day, date and player profile.
While the games ASP aggregates and operates the gaming                         - Provision of playing bonuses and rewards: free
service, its core competency has become the animation of                         game levels, bonus calling minutes, etc.
the gaming business through targeted campaigns (using                       • Gamer communities and communication:
customer data mining), posting of high scores, unlocking                       - Defining and managing gamer groups: subscribe
new game levels and other techniques to incite further                           to a closed game community, complete with
interest in game playing and thereby generate increased                          forums and newsletters accessible via the
revenue. In-Fusio and Zed are typical games service                              Internet.
providers.                                                                     - Presence information for communities: see which
                                                                                 members of your game community are physically
Revenue Sharing                                                                  available to play the game, and seamlessly invite
  When the mobile operator outsources its gaming                                 them to participate at the click of a button.
operations to a specialist games ASP, it will need to                          - Enabling communication between players: allows
develop a revenue-sharing model that is equitable for all                        gamers to chat before, during and after a game
                                                                                                  using a variety of integrated
                                                                                                  communication means, such as
 Fig. 3       Typical revenue sharing model                                                       SMS, Multimedia Messaging
                                                                                                  Service (MMS) and instant
                Game Download                                 Unlocking new level                 messaging. This adds a personal
                                                              (Using premium SMS)                 aspect to multi-player gaming.
                                                                                                  • Location awareness:
         8%                   Hosting                                         Content             - Location–dependent presence:
 45%                                                               50%        Provider/Hoster
        37%                   Content Provider                                                      allows players to find nearby
                                                                              Operator              gamers, providing a more
        28%                   Operator Share
 55%                          of Premium Fee                       50%                              exciting and interactive game
        27%                                                                                         session.
                              Airtime
                                                                                                  - Location-aware games: integrate
                                                                                                    player’s local environment with
    Game Download                              Unlocking Game Level                                 the game. Such features provide
    Price for User          = $ 3.00           Price for User             = $ 1.00                  a new dimension to the gaming
    Operator’s Revenue      = $ 1.65           $ 0.15 (SMS send)+ $ 0.85 (premium SMS service)      experience.
    Game Provider’s Revenue   = $ 1.35
                                             Operator’s Revenue = $ 0.575 (0.15 + 0.425)
                                                                                                   Providing these types of features
                                             Game Provider’s Revenue    = $ 0.425
                                                                                                 requires increased cooperation




                                                                    Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004 | 5
MOBILE GAMING: EXCITEMENT ON THE MOVE



between developers, network solution suppliers and                            Fig. 4   Alcatel’s Scalextric demonstration at CeBit:
service operators to develop games that implement the                                  (Left) real car track, and (right) virtual
required integration between application and network                                   car track
environment. However, if they are to be widely accepted,
enhancements like these need to offer real value for
gamers, to be user friendly, and to be based on business
models that are fair for all those involved.
  This will be made possible by various platforms
covering aspects like service access control, billing and
customer care, communication services (i.e. SMS, MMS,
instant messaging, and instant voice), and online
communities with presence or even location information
[5,6]. Alcatel’s application platforms support all these
domains; as a result, Alcatel is currently playing a leading
role in this field.                                                             Real Car Track                  Virtual Car Track


Alcatel’s Current Initiatives
                                                                              Fig. 5   Game playing on
  Alcatel is actively involved in the mobile-networked                                                        Adelaide (Australia),
                                                                                       an Alcatel One
gaming arena through a number of initiatives:                                                                 Shanghai (China),
                                                                                       Touch 735
                                                                                                              Taipei (Taiwan),
  • 3GSM World Congress, Cannes, 2001: Alcatel                                                                Kuala Lumpur
    provided the world’s first demonstration of a two-                                                        (Malaysia), Milan
    player, real-time interactive online game over a                                                          (Italy), Lisbon
    UMTS network using “Galleon”, a pirate action game.                                                       (Portugal), Paris
  • CeBit, Hanover, 2002: Alcatel demonstrated                                                                (France), Malmö
    “Scalextric”, a real-time interactive virtual/real car                                                    (Sweden), Rijswijk
    racing game (see Figure 4) played over a UMTS                                                             (Netherlands), and
    network which provided the necessary real-time                                                            Stüttgart (Germany).
    multiplayer interactivity and quick response times.                         Other centers are planned in the near future for
  • Worldwide, 2002: Alcatel teamed up with In-Fusio                            Tokyo (Japan), Seoul (South Korea), London (UK),
    to provide a pre-packaged, ready for market,                                Sao Paulo (Brazil) and Plano (USA).
    downloadable gaming service on the Alcatel 535
    and 735 handsets. Coupling In-Fusio’s extensive                           Fig. 6   Alcatel/BeTomorrow games optimized
    games catalog and know-how with the ease of use                                    for UMTS terminals
    and style of Alcatel’s mobile phones has enabled
    Alcatel to make a bold entry into the expanding
    world of downloadable gaming (see Figure 5).
  • Western Europe, Asia Pacific, Americas since
    2002: With its 3rd Generation Reality Centre (3GRC)
    program, Alcatel has created a live and
    comprehensive end-to-end environment (2.5G,
    Enhanced Data rate for GSM Evolution or EDGE,
    3G) for the development, validation and testing of                          Brick Smasher         Stacker              Super Tank
    advanced mobile applications and data services,
    including games. External partners, including local
    content and applications providers, as well as other                      • Europe, 2003: In conjunction with BeTomorrow,
    handset suppliers, are invited to contribute. In the                        Alcatel has implemented a number of online and
    gaming domain, the 3GRC is used for interoperability                        offline games developed and optimized specifically
    testing, ensuring and validating that gaming services                       for UMTS terminals. This was done within the
    work as expected on terminals from different                                scope of a 3G trial (providing the required real-time
    vendors. In certain cases, it is used for prototyping                       multiplayer interactivity) with leading international
    (e.g. with games developer BeTomorrow) new                                  mobile operator Orange [5]. Games include Brick
    mobile-enabled games. Finally, through the                                  Smasher (an offline shooting game), Stacker (an
    partnership program, Alcatel is able to tap into the                        on/offline strategy puzzle), and Super Tank (an
    innovation of local gaming content and application                          online 3D graphics combat/action game), as shown
    developers. Such centers are already operational in                         in Figure 6.




6 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
MOBILE GAMING: EXCITEMENT ON THE MOVE



  • Worldwide, 2004: As part of its new mobile phone
    range with the 536 and 736 handsets, Alcatel is
    ensuring an exciting gaming experience by
    supporting the Java Mobile Information Device
    Profile (MIDP) 2.0. These capabilities will enable                   Innovative programs like the 3GRC are bringing gaming
    users to play a wider range of games with rich 3D                 content and application developers into an end-to-end
    color graphics and increased interactivity. Coupled               solution that can be created and tested in a live environment.
    with other mobile services that Alcatel is                           Alcatel’s advanced terminals are also helping to deliver a
    developing [6], such as MMS, instant messaging,                   richer and more enjoyable gaming experience for users, while
    push-to-talk, presence, and location, and supported               ensuring compatibility with ongoing market developments.
    by our extensive portfolio of flexible charging                      Through selected strategic partnerships and field trials,
    products, mobile operators will benefit by being                  Alcatel is ensuring that these solutions help drive the
    able to offer a wider range of games titles, allowing             popularity and global acceptance of mobile-networked
    them to address broader market segments and                       gaming, while ensuring that these services are profitable
    helping to ensure profitability.                                  for the mobile operator and other key players.

Conclusion                                                            References
  Mobile-networked gaming has quickly become a key                    [1] “Games Analyst”, volume 2, no 13, 11th July 2003.
business focus for mobile operators worldwide. Various                [2] “Mobile Games - Expanding Roles and Revenue
business models exist, each of which provides distinct                    Opportunities”, Worldwide Market Analysis & Strategic
advantages for the operator and the other key players                     Outlook 2002-2007, ARC Group, November 2002.
involved.                                                             [3] “Mobile Gaming Market Structure”, iPark Beijing, China-
  Numerous technologies can help deliver a profitable                     Korea Value Added Service Seminar, 20th June 2003.
gaming service. With this in mind, Alcatel is currently               [4] “Mobile Gaming Forecast in Korea”, Marketing Research
offering mobile network operators solutions that will                     Institute, Chinese Ministry for the Information Industry, 8th
enable them to realize their current business                             August 2003.
opportunities, while actively developing solutions that will          [5] S. Wolfe, S. Robinson: “Offering the Town … Orange 3G
address the challenges of tomorrow’s mobile-networked                     Services!”, Alcatel Telecommunications Review, 4th Quarter
gaming market. These solutions include flexible charging                  2003 /1st Quarter 2004, pp 31-33 (this issue).
and billing options, support for messaging services and               [6] J. Tessot: “Instant Messaging”, Alcatel Telecommunications
presence information to support communities, as well as                   Review, 4th Quarter 2003 / 1st Quarter 2004, pp 34-38
location-aware games facilities.                                          (this issue).



            André Moreau is a research engineer in the Mobile                       Huarong Niu is Application Domain Manager,
            Strategy Project of the Network Strategy Group,                         Network Strategy Group, Shanghai, China
            Antwerp, Belgium (andre.moreau@alcatel.be)                              (huarong.niu@alcatel-sbell.com.cn)


            Juan Carlos Sanchez is Senior Business Consultant
            within Solutions Marketing, Mobile Services Division,
            Vélizy, France. (juan-carlos.sanchez@alcatel.fr)




                                                                    Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004 | 7
MOBILE GAMING: EXCITEMENT ON THE MOVE


Abbreviations
         2.5G    2nd and a half Generation mobile / GPRS
           3G    3rd Generation mobile / UMTS
        3GRC     3G Reality Center
       ARPU      Average Revenue Per User
          ASP    Application Service Provider
       BREW      Binary Runtime Environment for Wireless
       CDMA      Code Division Multiple Access
        EDGE     Enhanced Data rate for GSM evolution
          FPS    First Person Shooter
        GPRS     General Packet Radio Service
         GSM     Global System for Mobile communication
           IM    Instant Messaging
        MIDP     Mobile Information Device Profile
           MII   f Information Industry
        MMS      Multimedia Messaging Service
         MSP     Mobile Service Provider
           PC    Personal Computer
          PDC    Personal Digital Cellular
         RPG     Role Playing Game
          SIM    Subscriber Identification Module
         SMS     Short Message Service
           SP    Service Provider
       UMTS      Universal Mobile Telecommunications System
         WIPI    Wireless Internet Protocol for Interoperability
       WLAN      Wireless Local Area Network




8 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
www.alcatel.com

       Alcatel and the Alcatel logo are registered trademarks of Alcatel. All other trademarks
       are the property of their respective owners. Alcatel assumes no responsibility for the
       accuracy of the information presented, which is subject to change without notice.
       © 06 2002 Alcatel. All rights reserved.
       3GQ 00006 0010 TQZZA Ed.01

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Mobile Gaming: Excitement on the Move

  • 1. S T R AT E G Y W H I T E PA P E R Mobile Gaming: Excitement on the Move Mobile gaming is an exciting and rapidly growing activity that is currently being facilitated by various technologies and business models. For the consumer, the abundance of affordable terminals possessing colour screens and operating systems that allow game downloading opens up a whole new world of mobile gaming excitement. With countries in Asia such as Japan and Korea already leading the world with a staggering adoption of mobile gaming, the future worldwide looks extremely promising. Success can be achieved through the provisioning of a game service utilising different technologies and business models. Alcatel has the solutions for mobile network operators to realise this potential.
  • 2. A. Moreau, J. C. Sanchez, H. Niu MOBILE GAMING: EXCITEMENT ON THE MOVE Mobile gaming is one of the fastest growing and most exciting business opportunities for mobile service providers. Introduction Differences between mobile and fixed gaming Mobile gaming is a nascent technology, but one that is There are three main differences between mobile currently experiencing rapid growth as a result of the gaming and fixed gaming: recent introduction of mobile terminals with color screens and operating systems that support the downloading of • Mobile network operators inherently have better games. However, what exactly is mobile gaming? Surely it access to and control over their subscribers. has been possible for a long time to play games on small, Consequently, they are in an ideal position to portable “mobile” handheld gaming consoles? provide network gaming services, such as location In order to understand the different gaming and subscriber presence, that enhance the technologies, we first separate wireless gaming important community aspects of gaming. technologies from fixed technologies. The latter typically • Extra revenue can be generated by a mobile include games played on Personal Computers (PC), network operator from the traffic involved both in television set top boxes, and dedicated gaming consoles, downloading and playing the game, as opposed to such as Microsoft’s Xbox and Sony’s PlayStation. Wireless receiving just a flat fee. gaming refers primarily to games played on mobile • The increasing importance of downloadable games networked or portable handsets (see Table 1). means that mobile network operators are playing a more important role in distributing such games by, for Tab. 1 Wireless gaming technologies example, providing a client-server Mobile-Networked connection to download Java archive and descriptor files. Not downloaded Portable Downloaded Network hosted Handset hosted Wireless Gaming Streaming Message based Technologies Downloaded Network hosted Network hosted Embedded Mobile-networked handsets, such Multi-Player multi- player streaming multi- message based multi-player as mobile phones, smartphones, and online games, player games, e.g. multi-player online games, Personal Digital Assistants (PDA), e.g. TibiaME Picofun soccer games, e.g. e.g. Pathway Atomic Dove to Glory usually include a mobile network Online connection. Portable devices, on the other hand, do not have a network Single player Downloaded Network hosted Network hosted Embedded single player streaming single message based single player connection, but may be connected to online games, player games, games played online games, e.g. Ultima e.g. face to face alone, e.g. e.g. Galaxa other devices via an ad hoc network, Online animation Wireless Pets such as a Bluetooth or Wireless Local Area Network (WLAN), giving Downloaded Embedded Portable multi- the user multi-player capability. The games played games played player games Multi-Player on ad-hoc on ad-hoc played on portable gaming market is network, e.g. network, e.g. ad-hoc network, dominated by Nintendo, which has a MotoGP Splinter Cell e.g. GameBoy Offline 14 year history in this market. The Advance (with Bluetooth) range company has a large installed base, but is experiencing slow growth. It is Single player Downloaded Embedded Portable games a market with a narrow demographic games played games played played alone, alone, e.g. alone, e.g. e.g. GameBoy profile focus, being young and Tetris Snake range sophisticated. Table 2 summarizes the portable device market [1]. 2 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
  • 3. MOBILE GAMING: EXCITEMENT ON THE MOVE The mobile-networked gaming market, on the other content, or message based for simple Short hand, has a mass market demographic profile of all ages, Message Service (SMS) types of game. and is currently growing strongly from a small installed base. Figure 1 reflects the worldwide growth potential Game genres include action, adventure, classic, for gaming revenues in terms of the revenues generated educational, First Person Shooters (FPS), flight from airtime charges, service subscriptions and download simulation, racing, real-time strategy, Role Playing Games purchases [2]. (RPG), shoot-em-ups, space simulations, sports and strategy. Tab. 2 Total sales in the portable device market Successful Gaming Markets (Source: Games Analyst) While mobile-networked gaming exists in the advanced Machine Date released Units (mil.) mobile markets, like Western Europe, it has grown Nintendo Game Boy (including Color) Apr-89 119.0 massively in two distinct Asian markets. Nintendo Game Boy Advance Mar-01 33.8 Korea and Japan are currently considered as the most Sega Game Gear Oct-90 12.0 advanced markets for mobile application usage, and users Atari Lynx Jun-89 5.0 have adopted mobile-networked games as one of their Bandai WonderSwan Dec-00 2.0 top five applications. The Korean mobile-networked Neo Geo Pocket Fall 1998 0.4 gaming market reached US$ 85 million (100 billion Won) Game Park GP32 Nov-01 0.1 in 2002, including airtime charges, service subscriptions and download purchases. This represented an increase from 4.4% in 2001 to 6.9% of the total mobile-networked Fig. 1 Projected mobile-networked gaming gaming market [3]. Estimates for 2003 and 2007 are revenues up to 2007 (Source: ARC Group) US$ 180 million and US$ 470 million, respectively [4]. In China, the world’s largest single mobile service $m market, the three most popular SMS applications are $5,000 gaming, ringtone and character downloads, and news and M p Multi-platform/ information subscriptions. In 2002, these services $4,000 networked Downloads contributed about 4% of total mobile revenue, $3,000 Messaging based representing approximately 15 billion sent messages. SIM/embedded The success of SMS games may be attributed to their $2,000 lower prices and minimal handset requirements. Nevertheless, the Chinese mobile-networked gaming $1,000 market is shifting from SMS games to richer games based on Java and Qualcomm’s Binary Runtime Environment $0 for Wireless (BREW) technologies. BREW is used 2002 2003 2004 2005 2006 2007 primarily on Code Division Multiple Access (CDMA) networks. The markets for portable and mobile-networked gaming Market Factors Driving Gaming are expected to develop separately for at least the next Classical fixed game developers who have considerable five years. expertise in the traditional games industry are again There are several possibilities for games played on a offering the most attractive content. Using the improved mobile-networked device: capabilities of today’s handsets and networks, games developers can now reproduce the experience players • Game can be downloaded over the operator’s have become used to on fixed consoles and computers. network, or embedded as part of the device’s Namco is claiming to have performed the most ambitious preloaded software. mobile game adaptation from its best selling PlayStation • Online or offline, with online games requiring a car racing game “Ridge Racer”; J-phone users can enjoy network connection during play. the same game play and full 3D motion on their mobile • Single player games, or multi-player games devices. involving players from other mobile access devices, The success of mobile-networked games in Korea and or even players from the fixed access gaming Japan can be attributed to the strong gaming culture in world. Multi-player games can also be played offline these two countries. At the same time, this success is also via an ad hoc network, such as Bluetooth or WLAN. in line with the national usage share of mobile • Games can be hosted on a server to provide applications. For example, downloadable applications, streaming games with enhanced audio and visual such as mobile karaoke, are proving a real success with Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004 | 3
  • 4. MOBILE GAMING: EXCITEMENT ON THE MOVE Asian people, who are fond of singing their favorite songs Technical trends, such as migration to the Universal in front of a screen. Historically, the Japanese have always Mobile Telecommunications System (UMTS), CDMA, Java been enthusiastic about arcade and console games. and BREW, have also played a role. In the meantime, Korea has also developed a strong Revenue-sharing models that provide developers with a enthusiasm for online PC games. It is the same experienced high share of the revenues have also been a key factor in actors in this established industry that have created the encouraging experienced gaming companies to extend “extension to mobile”, leveraging existing market factors, into the mobile arena. such as user demand, branding, license recognition and an established non-mobile gaming environment. Mobile-networked Gaming Economics: The successful launch of mobile data networks by Value Chain operators in northern Asia has also contributed to the Mobile-networked gaming represents a significant success of gaming, which is only one of the many business opportunity for all the players involved. possibilities offered by mobiles. While developers in other However, the associated business models vary depending countries have to face the challenge of adapting games for on the games. each type of device on the market, phone subsidizing and Figure 2 outlines the value chain related to delivering branding in Japan and Korea have helped to ease both games that are downloaded to mobile terminals. While the games development and service adoption by users. value chain is fairly straightforward, the business model Operators in Korea and Japan have exerted a lot of and actors involved will depend on which player “owns” influence on the interfaces and outputs of mobile devices, the user (i.e. who provides access to game services, and have provided manufacturers with strict definitions of billing and customer service). the specifications they will accept. This has considerably Aside from the Mobile Service Provider (MSP), who is eased the job of the games developer in these markets. In the traditional supplier of services to mobile users, at the more fragmented General Packet Radio Service least two other types of “retailers” have emerged in the (GPRS) handset market, a developer or operator is faced gaming arena: with the need to customize the application according to the implementations of the standard by different handset • Games developers, such as Game Loft and THQ, are makers. leveraging their established branding via the web to Unlike Korea and Japan, Chinese operators have almost complement their existing indirect marketing no control over handsets, and are not able to subsidize channels, and are selling directly to the gaming handsets significantly because of the low Average community. Revenue Per User (ARPU). However, mobile-networked • Entertainment portals, such as Zingy, gaming is still taking off for other reasons: myphonegames.co.uk, and Kiwee, have emerged. These are primarily “e-tailers”, aggregating a range • Huge mobile user base: 240 million in mid 2003. of existing games (licensed from the developers), • Social context which means that people have long which they then distribute to users via the fixed or commuting times during which they can play mobile Internet. Their core competencies are in games. the area of branding (i.e. creating brand • Large number of innovative service providers and recognition and association) and assuring ambitious operators. customer service. Fig. 2 Mobile-networked gaming value chain MSPs Billing Co. SW Client Game ASP Supply Entertainment Portal Handset Supply Game Developers Supply Platform License Develop Animate Service Service Customer Content Games Aggregate Operate Community Access Billing Service 4 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
  • 5. MOBILE GAMING: EXCITEMENT ON THE MOVE In the absence of widespread e/m-commerce the players involved while reflecting their cost structures. facilitators, such as PayPal, both of these players Figure 3 illustrates a typical revenue sharing scenario currently rely on existing credit card companies or between the mobile operator and games provider for telecommunication operators (fixed and mobile, using downloading a game (game price $3) and unlocking the premium charge numbers or premium SMS) to bill for next level for further game play (price $1). services. As the mobile-networked gaming market continues to However, the mobile operator is well placed to play a develop, driven by richer and more diverse games and a broader role in the mobile-networked gaming value chain. wider range of compatible terminals, the business By combining their established customer relationship opportunities will multiply. (including service access, billing and customer service) with a back-end operating role (games aggregation, Mobile-networked Gaming Evolution platform operation and, in some cases, the animation or If mobile operators are to continue to add value to this stimulation of extra revenues through additional features service, and avoid simply becoming a data transport pipe, and services), they can reap the rewards of having they will need to provide service enhancements linking greater control over the value chain. In this case, the the gaming experience with the user’s personal service main operating expenses are related to the payment for environment. The following domains have the potential third-party games, licensed once again from developers. for further gaming evolution: Vodafone (via its joint venture Vizzavi), Sonera (via subsidiary Zed) and SK Telecom (South Korea) are • Flexible billing options: examples of this type of advanced mobile operator. - Differentiated service charging: the ability to However, some MSPs are unwilling to take on an charge for game play based on session time, operating role, preferring to outsource the service to validity period, etc, with different rates according specialized games Application Service Providers (ASP). to the time of day, date and player profile. While the games ASP aggregates and operates the gaming - Provision of playing bonuses and rewards: free service, its core competency has become the animation of game levels, bonus calling minutes, etc. the gaming business through targeted campaigns (using • Gamer communities and communication: customer data mining), posting of high scores, unlocking - Defining and managing gamer groups: subscribe new game levels and other techniques to incite further to a closed game community, complete with interest in game playing and thereby generate increased forums and newsletters accessible via the revenue. In-Fusio and Zed are typical games service Internet. providers. - Presence information for communities: see which members of your game community are physically Revenue Sharing available to play the game, and seamlessly invite When the mobile operator outsources its gaming them to participate at the click of a button. operations to a specialist games ASP, it will need to - Enabling communication between players: allows develop a revenue-sharing model that is equitable for all gamers to chat before, during and after a game using a variety of integrated communication means, such as Fig. 3 Typical revenue sharing model SMS, Multimedia Messaging Service (MMS) and instant Game Download Unlocking new level messaging. This adds a personal (Using premium SMS) aspect to multi-player gaming. • Location awareness: 8% Hosting Content - Location–dependent presence: 45% 50% Provider/Hoster 37% Content Provider allows players to find nearby Operator gamers, providing a more 28% Operator Share 55% of Premium Fee 50% exciting and interactive game 27% session. Airtime - Location-aware games: integrate player’s local environment with Game Download Unlocking Game Level the game. Such features provide Price for User = $ 3.00 Price for User = $ 1.00 a new dimension to the gaming Operator’s Revenue = $ 1.65 $ 0.15 (SMS send)+ $ 0.85 (premium SMS service) experience. Game Provider’s Revenue = $ 1.35 Operator’s Revenue = $ 0.575 (0.15 + 0.425) Providing these types of features Game Provider’s Revenue = $ 0.425 requires increased cooperation Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004 | 5
  • 6. MOBILE GAMING: EXCITEMENT ON THE MOVE between developers, network solution suppliers and Fig. 4 Alcatel’s Scalextric demonstration at CeBit: service operators to develop games that implement the (Left) real car track, and (right) virtual required integration between application and network car track environment. However, if they are to be widely accepted, enhancements like these need to offer real value for gamers, to be user friendly, and to be based on business models that are fair for all those involved. This will be made possible by various platforms covering aspects like service access control, billing and customer care, communication services (i.e. SMS, MMS, instant messaging, and instant voice), and online communities with presence or even location information [5,6]. Alcatel’s application platforms support all these domains; as a result, Alcatel is currently playing a leading role in this field. Real Car Track Virtual Car Track Alcatel’s Current Initiatives Fig. 5 Game playing on Alcatel is actively involved in the mobile-networked Adelaide (Australia), an Alcatel One gaming arena through a number of initiatives: Shanghai (China), Touch 735 Taipei (Taiwan), • 3GSM World Congress, Cannes, 2001: Alcatel Kuala Lumpur provided the world’s first demonstration of a two- (Malaysia), Milan player, real-time interactive online game over a (Italy), Lisbon UMTS network using “Galleon”, a pirate action game. (Portugal), Paris • CeBit, Hanover, 2002: Alcatel demonstrated (France), Malmö “Scalextric”, a real-time interactive virtual/real car (Sweden), Rijswijk racing game (see Figure 4) played over a UMTS (Netherlands), and network which provided the necessary real-time Stüttgart (Germany). multiplayer interactivity and quick response times. Other centers are planned in the near future for • Worldwide, 2002: Alcatel teamed up with In-Fusio Tokyo (Japan), Seoul (South Korea), London (UK), to provide a pre-packaged, ready for market, Sao Paulo (Brazil) and Plano (USA). downloadable gaming service on the Alcatel 535 and 735 handsets. Coupling In-Fusio’s extensive Fig. 6 Alcatel/BeTomorrow games optimized games catalog and know-how with the ease of use for UMTS terminals and style of Alcatel’s mobile phones has enabled Alcatel to make a bold entry into the expanding world of downloadable gaming (see Figure 5). • Western Europe, Asia Pacific, Americas since 2002: With its 3rd Generation Reality Centre (3GRC) program, Alcatel has created a live and comprehensive end-to-end environment (2.5G, Enhanced Data rate for GSM Evolution or EDGE, 3G) for the development, validation and testing of Brick Smasher Stacker Super Tank advanced mobile applications and data services, including games. External partners, including local content and applications providers, as well as other • Europe, 2003: In conjunction with BeTomorrow, handset suppliers, are invited to contribute. In the Alcatel has implemented a number of online and gaming domain, the 3GRC is used for interoperability offline games developed and optimized specifically testing, ensuring and validating that gaming services for UMTS terminals. This was done within the work as expected on terminals from different scope of a 3G trial (providing the required real-time vendors. In certain cases, it is used for prototyping multiplayer interactivity) with leading international (e.g. with games developer BeTomorrow) new mobile operator Orange [5]. Games include Brick mobile-enabled games. Finally, through the Smasher (an offline shooting game), Stacker (an partnership program, Alcatel is able to tap into the on/offline strategy puzzle), and Super Tank (an innovation of local gaming content and application online 3D graphics combat/action game), as shown developers. Such centers are already operational in in Figure 6. 6 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
  • 7. MOBILE GAMING: EXCITEMENT ON THE MOVE • Worldwide, 2004: As part of its new mobile phone range with the 536 and 736 handsets, Alcatel is ensuring an exciting gaming experience by supporting the Java Mobile Information Device Profile (MIDP) 2.0. These capabilities will enable Innovative programs like the 3GRC are bringing gaming users to play a wider range of games with rich 3D content and application developers into an end-to-end color graphics and increased interactivity. Coupled solution that can be created and tested in a live environment. with other mobile services that Alcatel is Alcatel’s advanced terminals are also helping to deliver a developing [6], such as MMS, instant messaging, richer and more enjoyable gaming experience for users, while push-to-talk, presence, and location, and supported ensuring compatibility with ongoing market developments. by our extensive portfolio of flexible charging Through selected strategic partnerships and field trials, products, mobile operators will benefit by being Alcatel is ensuring that these solutions help drive the able to offer a wider range of games titles, allowing popularity and global acceptance of mobile-networked them to address broader market segments and gaming, while ensuring that these services are profitable helping to ensure profitability. for the mobile operator and other key players. Conclusion References Mobile-networked gaming has quickly become a key [1] “Games Analyst”, volume 2, no 13, 11th July 2003. business focus for mobile operators worldwide. Various [2] “Mobile Games - Expanding Roles and Revenue business models exist, each of which provides distinct Opportunities”, Worldwide Market Analysis & Strategic advantages for the operator and the other key players Outlook 2002-2007, ARC Group, November 2002. involved. [3] “Mobile Gaming Market Structure”, iPark Beijing, China- Numerous technologies can help deliver a profitable Korea Value Added Service Seminar, 20th June 2003. gaming service. With this in mind, Alcatel is currently [4] “Mobile Gaming Forecast in Korea”, Marketing Research offering mobile network operators solutions that will Institute, Chinese Ministry for the Information Industry, 8th enable them to realize their current business August 2003. opportunities, while actively developing solutions that will [5] S. Wolfe, S. Robinson: “Offering the Town … Orange 3G address the challenges of tomorrow’s mobile-networked Services!”, Alcatel Telecommunications Review, 4th Quarter gaming market. These solutions include flexible charging 2003 /1st Quarter 2004, pp 31-33 (this issue). and billing options, support for messaging services and [6] J. Tessot: “Instant Messaging”, Alcatel Telecommunications presence information to support communities, as well as Review, 4th Quarter 2003 / 1st Quarter 2004, pp 34-38 location-aware games facilities. (this issue). André Moreau is a research engineer in the Mobile Huarong Niu is Application Domain Manager, Strategy Project of the Network Strategy Group, Network Strategy Group, Shanghai, China Antwerp, Belgium (andre.moreau@alcatel.be) (huarong.niu@alcatel-sbell.com.cn) Juan Carlos Sanchez is Senior Business Consultant within Solutions Marketing, Mobile Services Division, Vélizy, France. (juan-carlos.sanchez@alcatel.fr) Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004 | 7
  • 8. MOBILE GAMING: EXCITEMENT ON THE MOVE Abbreviations 2.5G 2nd and a half Generation mobile / GPRS 3G 3rd Generation mobile / UMTS 3GRC 3G Reality Center ARPU Average Revenue Per User ASP Application Service Provider BREW Binary Runtime Environment for Wireless CDMA Code Division Multiple Access EDGE Enhanced Data rate for GSM evolution FPS First Person Shooter GPRS General Packet Radio Service GSM Global System for Mobile communication IM Instant Messaging MIDP Mobile Information Device Profile MII f Information Industry MMS Multimedia Messaging Service MSP Mobile Service Provider PC Personal Computer PDC Personal Digital Cellular RPG Role Playing Game SIM Subscriber Identification Module SMS Short Message Service SP Service Provider UMTS Universal Mobile Telecommunications System WIPI Wireless Internet Protocol for Interoperability WLAN Wireless Local Area Network 8 | Alcatel Telecommunications Review - 4 th Quarter 2003/1 st Quarter 2004
  • 9. www.alcatel.com Alcatel and the Alcatel logo are registered trademarks of Alcatel. All other trademarks are the property of their respective owners. Alcatel assumes no responsibility for the accuracy of the information presented, which is subject to change without notice. © 06 2002 Alcatel. All rights reserved. 3GQ 00006 0010 TQZZA Ed.01