MOBILE GAMES:
• 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.
• 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.
• 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.
• The 'lightness' of these games also mean that
  players may spend less time and money on
  them,"
"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.
• 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.
• 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.
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
• 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
• 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
• 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.

Mobile Games- A Critical Analysis of Players and Culture

  • 1.
  • 2.
    • There isflood 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 thepopularity 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 gameproducts 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 capabilityof 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 graphicshave 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 increasingnumber 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 withpositive 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 revenuecomes 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.