A mobile game is a computer software
game played on a mobile phone.
Mobile games may be played using the communications
technologies present in the phone itself, such as
by text message (SMS), multimedia message (MMS) or
GPRS location identification. More common, however,
are games that are downloaded to the mobile phone
and played using a set of game technologies on the
device.
Mobile games are usually downloaded via the mobile
operator's radio network, but in some cases are also
loaded into the mobile handsets when purchased, or
via infrared connection, Bluetooth or memory card.
Mobile games are developed using technologies such
as Macromedia's Flash Lite, DoCoMo's DoJa, Sun's J2ME
(Java 2 Micro Edition, recently rebranded simply "Java
ME"), Qualcomm's BREW (Binary Runtime for Wireless)
or Infusio's ExEn (Execution Environment). Other platforms
are also available, but not as common.
The different platforms
BREW is the more powerful technology, giving, as
it does, complete control of the handset and complete
access to its functionality. However this unchecked
power could be dangerous, and for this reason BREW
development process is tailored mainly towards recognised
software vendors. While the BREW SDK (Software Development
Kit) is freely available, running software on real
mobile hardware (as opposed to the provided emulator)
requires a digital signature which can only be generated
with tools issued by a handful of parties, namely
mobile content providers and Qualcomm themselves.
Even then, the game will only work on test enabled
devices. To be downloadable on regular phones the
software must be checked, tested and given approval
by Qualcomm via their TRUE BREW Testing programme.
Java (aka "J2ME" / "Java ME"
/ "Java 2 Micro Edition") runs atop a
Virtual Machine (called the KVM) which allows reasonable,
but not complete, access to the functionality of
the underlying phone. This extra layer of software
provides a solid barrier of protection which seeks
to limit damage from erroneous or malicious software.
It also allows Java software to move freely between
different types of phone (and other mobile device)
containing radically different electronic components,
without modification. The price that is paid is
a modest decrease in the potential speed of the
game and the inability to utilise the entire functionality
of a phone (as Java software can only do what this
middle-man layer supports.)
Because of this extra security and compatibility,
it is usually a quite simple process to write and
distribute Java mobile applications (including games)
to a wide range of phones. Usually all that is needed
is a freely available JDK (Java Development Kit)
for creating Java software itself, the accompanying
Java ME tools (known as the Java Wireless Toolkit)
for packaging and testing mobile software, and space
on a web server (web site) to host the resulting
application once it is ready for public release.
Common limitations of mobile games
Mobile games tend to be small in scope and often
rely on good gameplay over flashy graphics, due
to the lack of processing power of the client devices.
One major problem for developers and publishers
of mobile games is describing a game in such detail
that it gives the customer enough information to
make a purchasing decision. Currently, Mobile Games
are mainly sold through Network Carriers / Operators
portals and this means there are only a few lines
of text and perhaps a screenshot of the game to
excite the customer. Two strategies are followed
by developers and publishers to combat this lack
of purchasing information, firstly there is a reliance
on powerful brands and licences that impart a suggestion
of quality to the game such as Tomb Raider or Colin
McRae and secondly there is the use of well known
and established play patterns (game play mechanics
that are instantly recognisable) such as Tetris,
Space Invaders or Poker. Both these strategies are
used to decrease the perceived level of risk that
the customer feels when choosing a game to download
from the carrier’s deck.
Recent innovations in mobile games include Singleplayer,
Multiplayer and 3D graphics. Virtual love games
belong to both of singleplayer and multiplayer games.
Multiplayer games are quickly finding an audience,
as developers take advantage of the ability to play
against other people, a natural extension of the
mobile phone’s connectivity.
Mobile games on i-mode
Since the start of i-Mode in February 1999, the
global development of mobile games has been pioneered
and is driven by i-Mode games. DoCoMo was the first
carrier globally to introduce Java to mobile phones
and for games on mobile phones. Japan also was the
first country to introduce color screens and 3D
graphics for mobile phones, which are necessary
for expansion of the mobile game market beyond very
simple games. i-Mode allows to overcome many of
the limitations mentioned above.
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