2. • There is flood of mobile and smart phones in
the market now a days. And games are one of
the most downloaded category for any smart-
phone. So, as there is rise in the number of
smartphone and mobile, so there is rise in the
games being downloaded for these devices.
3. • As the popularity of smartphones and tablets
continues to expand, gaming will remain a key
component in the use of these devices. Although
they are never used primarily for gaming, mobile
games are the most downloaded application
category across most application stores
• “For this reason, mobile gaming will continue to
thrive as more consumers expand their use of
new and innovative portable connected devices.”
• Gartner defines Gaming ecosystem to include :
Hardware, software and online gaming.
4. • Shanda's game products will become lighter and lighter
in the future; it's an update and development of our
current game portfolio," said Alan Tan, chief executive
officer of Shanda Games Ltd, China's second-largest
online game company by market share.
• By "lighter", he referred to games that don't run on
client software but enable users to play directly on a
Web page. He said Shanda's "massively multiplayer
online games" (MMOG), the majority of its portfolio,
have been absorbing the features of Web games that
provide players with easier access and have easier
designs.
5. • The 'lightness' of these games also mean that
players may spend less time and money on
them,"
6. "The increasing capability of handsets, having more games
on 'freemium' (under which games can be downloaded
free but extras cost money) - in line with Chinese people's
paying habits - and an increase in wifi coverage. These are
key catalysts to speeding up the growth of smartphone
mobile games," said Ray Cheng, the China president of
Glu Mobile Inc, a leading publisher of social mobile games
worldwide.
He predicted that China may surpass the United States as
the world's largest mobile gaming market by 2015. He
added mobile devices are fighting for users' free time with
games, which are taking a growing percentage of all
online games.
7. • High-end graphics have been a feature in all NaturalMotion's games
so far, capitalising on its Morpheme animation engine. Another
common strand, though, is the way hardcore graphics have been
complemented by casual gameplay mechanics: the Backbreaker
games are far from full-blown simulations, for example.
• "We want to produce really high-end games for a big mainstream
audience," says Reil. "We think it's a big opportunity. There has
been a belief in the industry that casual games are 2D and hardcore
games are 3D, but that doesn't make any sense. The reason has
been that there was no platform to deploy high-end content to
casual users. Flash can't do it. But now smartphones and tablets
can."
• Reil believes that mobile devices will overtake even Xbox 360 and
PS3 for graphics quality in the next three years, based on the
roadmaps of companies like Imagination Technologies and Nvidia.
8. • An increasing number of young Chinese
citizens prefer mobile games over traditional
online games that involve players having to
sit beside a desk with an electronic screen
showing the action.
9. Effect of games
• A psychotherapist (Klein, 1984) noticed that some
of his teenaged clients exhibited what he would
term addictive behavior regarding video game
play (e.g.,
• stealing money or spending lunch money to play
videogames
• Experimental, longitudinal and meta-analytic data
indicate that playing violent video games
increases aggression, hostility, and aggressive
thoughts
10. • Games with positive content show positive effects
• The Energization Theory of motivation and emotion
• (e.g., Brehm, Wright, Solomon, Silka, & Greenberg,
1983) predicts effort and energy mobilization to be
greatest for a difficult, but possible task where success
is rewarded.
• Videogames are an excellent example of what this
theory of motivation predicts to be the most highly
motivating tasks (Dill & Dill, 1998)
• video game effects literature shows, through a variety
of research methodologies, a consistent link between
violent video game play and aggression
11. • For example, Carnagey and Anderson (2005) found that
when a car racing game rewarded players for violent acts,
those players were more likely to attack an opponent than
when the same game punished players for aggression.
• Konijn, Bijvank, & Bushman (2007) found that adolescent
boys who identified with aggressive characters in
immersive, realistic games were most aggressive, going so
far as to blast opponents with noise levels they believed
would cause permanent hearing damage
• Researchers have recently begun to focus attention on
stereotypical portrayals of women and minorities in video
games and the adverse effects of these characterizations
12. • Maximum revenue comes from gaming consoles like – Xbox, Kinect,
Playstation etc. For 2010, more than two-thirds of gaming revenue
was collected through gaming consoles.
• For years to come, in-app purchases, micro-transaction and virtual
good purchase would drive the gaming industry.
• In future, gaming would be used as a medium for advertisements.
• The same game would be made available in all the platforms. Very
recent example for this is that Angry Birds is now available on
iPhone, Android, Google Chrome and WP7.
• Softwares would lose some of its market share to mobile gaming in
years to come.
• Online gaming used for social and casual segment.