Showing posts with label cross-platform. Show all posts
Showing posts with label cross-platform. Show all posts

2009-03-06

MEF's Crystal Ball

Industry body MEF had put out its top 10 predictions for the year a few weeks ago (inexplicably missed by me; well it was somewhere around Mobile World Congress, so probably at least excusable), which they gathered from their members and deep discussions around this. They believe that 2009 - recession and all - will be the year in which mobile entertainment (if you count everything in, apparently a $25bn industry) will start to deliver returns.


So now, without any further ado, here are the predictions:
  • The ‘iPhone effect' -Mobile applications have emerged as a new content category and the mobile internet will finally come of age
  • Greater value and transparency for consumers will help sustain demand in 2009
  • Some delay in the proliferation of mobile advertising
  • Telcos begin to acts as enablers for the Entertainment industry with services such as billing, authentication and zero tariff data
  • The emerging dominance of services that operate at a multi-platform level
  • The rise of ring back tones
  • Social networking becomes an important driver of mobile entertainment consumption
  • 2009 will be the year that mobile video really takes off
  • Emerging economies will become an increasingly important driver for mobile entertainment worldwide
  • A proliferation of touch screen devices drives discoverability and content usage
Now, now. I am glad to see that a lot of this ties in with "what I have been saying all along"... ;-) But let's have a closer look at a few of the points:

The iPhone effect. Yes, I have elaborated on this plenty a time, so I will only refer to previous posts, for instance here, here and here.

"Some" delays in mobile advertising. Also: dealt with on numerous occasions, and a while ago, too (see here and here)...

And now for a whole bunch of stuff that can, I believe, be grouped, namely greater (perceived?) value to consumers and carriers moving into smart-pipe models. The jury is still out on this, isn't it? Although it has to be said that there seems to be a learning curve indeed. But is this from new-found wisdom or because of the fruity pain from the guys in Cupertino?

Another group: multi-platform services and social networking. I would class the latter as the shining beacon of the former: social networks do one thing. They connect the dots, they are the switchboards of the digital life. And since users per se do not really care on which screen this happens, a lot of them have seen significant value contributions from mobile (e.g. MySpace sees incredible growth rates).

So there you have it...

2008-04-21

DigiChoc brings its mobile games to the web...

Mobile games developer & publisher Digital Chocolate has started to port some of its games over to the PC format in order to allow players a flavour of it prior to committing to pay. Users can play the game as an online Java version for free. They can then choose to purchase it as a downloadable PC product ($9.99) or - directly from the website - on mobile (prices will probably vary per country/operator).

It is yet again a try to get word out to the gaming community by more than just placing the games on as many mobile operator portals as possible (which is still where the majority of games are being sold). Digital Chocolate have been on the forefront here: their Facebook adaptation of their hit title TowerBloxx has found a huge following on the social network. There is no information (or at least none available to me) to tell if this leveraged sales of the title on mobile, too, but it is a good way to bypass the very limited space that carriers' WAP portals can allow.

The online trial version is a sweet idea although one could say that some connected features and high-score tables (as available on said Facebook app) might add a little more flavour. I suppose any premium PC sales will add incremental revenue. From a mobile game developers' perspective, it is only one more port after all, a laugh compared to the hundreds and hundreds of handsets that need to be supported.

Well done, guys!

2007-09-04

Games 2.0: UGG (or user-generated games)

The wonderful guys from French Flash specialists Mobitween launched a user-generated-games portal called ugenGames. Here's the PR blurb: "The site invites players, developers and designers to create, upload, customise and share web and mobile Flash-based games. It also offers the chance to personalise and share games with others players by embedding them into social websites such as Facebook and MySpace or blogs like Blogger and Wordpress."

Mobitween's CEO, Philippe Chassany, reckons that this approach "bridges the gap between web and mobile game developers and players allowing them to create, customise, embed and share an endless library of games".

The concept is intriguing: basic casual game engines that can - because all done in Flash - be easily customized even by amateurs. Moreover: as the creator can adapt screen sizes, you can also choose to have it output in Flash Lite flavour - suitable for higher-end mobile phones! It is a rather sweet accompaniment to the 2.0 revolution.

However, will Flash Lite become J2ME's nemesis and revolutionize mobile gaming? Probably not just yet but the potential would certainly appear to be there: with over 200m enabled devices it is no match to the other technologies around but it is reaching a size where development for it might make a lot of sense: it is faster and cheaper than J2ME or BREW (last but not least because the porting nightmare falls away due to the vector-graphics approach used by Flash). Given that the limitations of input via mobile handsets limit the complexity of game play anyhow, the inherent limitations of Flash might not actually be too much of an impediment. Interesting...