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Nelson Zagalo, University of Minho, Portugal

Mobile Games
 Universidade do Minho




Seminar for the Master on Social Media and Web Technologies,
Linnaeus University, Sweden, 8 May 2012
Video Games
   Involves interaction with electronic device.
   Requires receptor participation to become, the
    interactivity.
   Genre defines the way player interact and make
    sense of games.
   Games are made of mechanics and story, and some
    games only have mechanics.
   Are “supposed” to be fun.
Mobile Games
   Mobile games are defined by the platform.
   Platforms as phones, smart phones, and tablets,
    which are defined by technologies and OS.
   Technologies as Palm OS, Symbian, Adobe Flash
    Lite, Java ME, Apple iOS, Windows Phone 7 or
    Google Android.
   Java is the most common programming language
    used for mobile games (for the iOS is objective-c).
Contents

1.   Brief Story
2.   Platforms / OS
3.   Technologies
4.   Usability
5.   Game Design
6.   Economy
Brief Story
Brief Story
NOKIA, the pioneer

Was not only part of the mobile phone rising
success, but was also responsible for the
introduction of games in Mobiles.

In 1997 launched Snake with Nokia 6110.
Designed by Taneli Armanto, survied nine versions,   Snake, 1997, Nokia
and attained 400 million mobile phones.

The game design was not original, the very first
Snake-type game was an arcade game called
Blockade. It was created by Gremlin way back in
1976.

Snake has been adapted to almost any game
platform.
                                                     Blockade, 1976, Gremlin
Brief Story
NOKIA, the platform

In 2003 launched a platform N-Gage. A pocket-
size handset, a cross between a Game Boy
Advance and a Mobile Phone. Allowed single
player, but also multiplayer and location-based
playing via Bluetooth or via GPRS.

One of the biggest launches for N Gage was
Tomb Raider (1996) port. It served to demonstrate
the flop that N Gage would come to be. Game
Boy Advance didn’t had yet any such fully 3D
action adventure games.

Main reason to fail: trying to adapt console
games to mobile platform.                           Tomb Raider, 2003, Eidos
Brief Story
NOKIA, location-based

After the success of the urban chase Can You See
Me Now? (2003) game developed by Blast
Theory and the Mixed Reality Lab at Ars
Electronica 2003. They were using GPS and PDA.

Nokia invested in the launch of location-based
games that would be using Bluetooth and Cell
Network technologies.                                Can you see me now?, 2003, Blast Theory

Undercover by the portuguese Y-Dreams was one
of the first Massively Multiplayer Mobile games in
2005.

Main reason to fail: the prohibitive costs of
internet access.
                                                     Undercover 2, 2005, Y-Dreams
Brief Story
Apple, the iRevolution

In June 2007 Apple unveiled the iPhone.




Launched as a revolutionary platform for Music, Phone and Internet. Started as
a true revolutionary gaming platform with the launch of the App Store in 2008.
Brief Story
Google, response to Apple

In November 2007 Google plus 86 hardware/software/telecom companies
launched the initiative Open Handset Alliance.




They launched the Open Source OS, Linux based, Android.
Brief Story
Nokia unites with Microsoft

Nokia didn’t integrate Google OHA, an so continued alone to support Symbian
OS. However on February 11, 2011, Nokia announced that it would migrate from
Symbian to Windows Phone 7.




Nokia on Symbian OS 3                               Nokia on WP7
Platforms / OS
Platforms / OS
The Past         The Present




 calculators            phones


      PDAs                 tablets
Platforms / OS
The 3 survivors

Today the game mobile market is dominated by two types of mobile platforms –
smartphones and tablets. These are driven by 3 OS.




Google Android      Windows Phone         Apple iOS

 Being Apple the most renowned because of the quality of the App Store. On
 the other side Android has the biggest market audience (40%).
 Microsoft is only now trying to catch with the Nokia Alliance.
Technologies
Technologies
iOS -> Xcode 4




                                       Angry Birds, (2009), Rovio

Xcode is an IDE (integrated
development environment) for
creating apps for iPhone, and iPad.
The Xcode interface seamlessly
integrates code editing, UI design
with Interface Builder, testing, and
debugging, all within a single
                                        Fruit Ninja, (2010), Halfbrick Studios
window.
Technologies
Android -> Eclipse




                                CheeseMan, (2011), Alphanoize

Android plug-in for Eclipse.
Programming language is Java.




                                Hambo, (2012), Miniclip
Technologies
Microsoft -> XNA 4.0




                                       Kill the Duck, (2010), Andreas Vilela


XNA is a high level game creation
framework for Microsoft devices
including Windows PCs, Xbox 360, and
Windows Phone 7 operating system.


                                       Scribble Defense+, (2012), Elbert Perez
Usability
Usability
Touch and Multitouch




Multitouch is the ability to recognize the presence of two or more points of contact
with the surface. This multi-point awareness made possible complete new gestural
interfaces as the Pinch to Zoom or touch keyboards.
Using one finger to interact is highly limited for most functions, and so games.
Usability
Touch and Multitouch
                                                                                 video




Fingle (2011) was developed by Game Oven, two colleagues who graduated
from Utrecht School of the Arts, Netherlands. Fingle was Finalist on the Nuovo
Awards of IGF 2012. Made with Xcode and Photoshop in 8 months.

                          Watch - http://vimeo.com/30639604
Game Design
Game Design
Game design is the core of any game. It doesn’t matter if it is a console
game, a park attraction, or a mobile tiny game. The only thing that really
matter is your Design. However the design must always take into account the
platform.

To do that we need to understand what Game Design is made of:

                                      Space
                                      Objects
                                      Actions
                                      Rules
                                      Skills
                                      Uncertainty
Game Design
Let’s pick 3 of the most successful Mobile Games.



                                                       Play www.cuttherope.ie



Space - confined to one screen
Objects - confined to one character at the time
Actions - confined to mostly one action per time
Rules - very short levels
Skills - visual cognition and hand-eye coordination
Uncertainty – luck mixed with skill failure
Summary: Short duration experiences in restricted space, with restricted number of
characters and actions. Rewarding problem solving which are driven through physical
coordination.
Economy
Economy
The Mobile Games market in 2012 is more important and
powerful than ever.

Angry Birds is one of the most played Video Game in
history with 700 million downloads this March 2012. Cut the
Rope has made more then 100 Million, and Doodle Jump
more than 15 million.

Mobile games is becoming more and more present in the
video game triple A media, robbing attention from the
handheld market (Nintendo 3DS, Sony PS Vita).
Economy




 http://services.google.com/fh/files/blogs/AdMob%20-%20Tablet%20Survey.pdf
Economy
                                           The number of paying players
                                           has grown 35% to 37 million
                                           Americans.

                                           American players spend in
                                           total five times more on iOS
                                           games than on Android games.

                                           For both Android and iOS
                                           devices, the majority of money
                                           is not spent on downloading
                                           games but within the games
                                           through Microstransactions.

http://www.cgw.com/Press-
Center/News/2012/Mobile-Gaming-Grows-In-
US.aspx
Economy



 Apple (iPhone) is now the most valuable company in the world.
       Rovio (Angry Birds) reports high profits from 2011.




 Nintendo (3DS) reports the first annual loss in 30 years, in 2011.
      Sony (PS Vita) reports losses of $3.2 billions in 2011.
Universidade do Minho




Nelson Zagalo, nzagalo@ics.uminho.pt
Homepage. http://nelsonzagalo.googlepages.com
Facebook. http://www.facebook.com/nelsonzagalo

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Mobile Games

  • 1. Nelson Zagalo, University of Minho, Portugal Mobile Games Universidade do Minho Seminar for the Master on Social Media and Web Technologies, Linnaeus University, Sweden, 8 May 2012
  • 2. Video Games  Involves interaction with electronic device.  Requires receptor participation to become, the interactivity.  Genre defines the way player interact and make sense of games.  Games are made of mechanics and story, and some games only have mechanics.  Are “supposed” to be fun.
  • 3. Mobile Games  Mobile games are defined by the platform.  Platforms as phones, smart phones, and tablets, which are defined by technologies and OS.  Technologies as Palm OS, Symbian, Adobe Flash Lite, Java ME, Apple iOS, Windows Phone 7 or Google Android.  Java is the most common programming language used for mobile games (for the iOS is objective-c).
  • 4. Contents 1. Brief Story 2. Platforms / OS 3. Technologies 4. Usability 5. Game Design 6. Economy
  • 6. Brief Story NOKIA, the pioneer Was not only part of the mobile phone rising success, but was also responsible for the introduction of games in Mobiles. In 1997 launched Snake with Nokia 6110. Designed by Taneli Armanto, survied nine versions, Snake, 1997, Nokia and attained 400 million mobile phones. The game design was not original, the very first Snake-type game was an arcade game called Blockade. It was created by Gremlin way back in 1976. Snake has been adapted to almost any game platform. Blockade, 1976, Gremlin
  • 7. Brief Story NOKIA, the platform In 2003 launched a platform N-Gage. A pocket- size handset, a cross between a Game Boy Advance and a Mobile Phone. Allowed single player, but also multiplayer and location-based playing via Bluetooth or via GPRS. One of the biggest launches for N Gage was Tomb Raider (1996) port. It served to demonstrate the flop that N Gage would come to be. Game Boy Advance didn’t had yet any such fully 3D action adventure games. Main reason to fail: trying to adapt console games to mobile platform. Tomb Raider, 2003, Eidos
  • 8. Brief Story NOKIA, location-based After the success of the urban chase Can You See Me Now? (2003) game developed by Blast Theory and the Mixed Reality Lab at Ars Electronica 2003. They were using GPS and PDA. Nokia invested in the launch of location-based games that would be using Bluetooth and Cell Network technologies. Can you see me now?, 2003, Blast Theory Undercover by the portuguese Y-Dreams was one of the first Massively Multiplayer Mobile games in 2005. Main reason to fail: the prohibitive costs of internet access. Undercover 2, 2005, Y-Dreams
  • 9. Brief Story Apple, the iRevolution In June 2007 Apple unveiled the iPhone. Launched as a revolutionary platform for Music, Phone and Internet. Started as a true revolutionary gaming platform with the launch of the App Store in 2008.
  • 10. Brief Story Google, response to Apple In November 2007 Google plus 86 hardware/software/telecom companies launched the initiative Open Handset Alliance. They launched the Open Source OS, Linux based, Android.
  • 11. Brief Story Nokia unites with Microsoft Nokia didn’t integrate Google OHA, an so continued alone to support Symbian OS. However on February 11, 2011, Nokia announced that it would migrate from Symbian to Windows Phone 7. Nokia on Symbian OS 3 Nokia on WP7
  • 13. Platforms / OS The Past The Present calculators phones PDAs tablets
  • 14. Platforms / OS The 3 survivors Today the game mobile market is dominated by two types of mobile platforms – smartphones and tablets. These are driven by 3 OS. Google Android Windows Phone Apple iOS Being Apple the most renowned because of the quality of the App Store. On the other side Android has the biggest market audience (40%). Microsoft is only now trying to catch with the Nokia Alliance.
  • 16. Technologies iOS -> Xcode 4 Angry Birds, (2009), Rovio Xcode is an IDE (integrated development environment) for creating apps for iPhone, and iPad. The Xcode interface seamlessly integrates code editing, UI design with Interface Builder, testing, and debugging, all within a single Fruit Ninja, (2010), Halfbrick Studios window.
  • 17. Technologies Android -> Eclipse CheeseMan, (2011), Alphanoize Android plug-in for Eclipse. Programming language is Java. Hambo, (2012), Miniclip
  • 18. Technologies Microsoft -> XNA 4.0 Kill the Duck, (2010), Andreas Vilela XNA is a high level game creation framework for Microsoft devices including Windows PCs, Xbox 360, and Windows Phone 7 operating system. Scribble Defense+, (2012), Elbert Perez
  • 20. Usability Touch and Multitouch Multitouch is the ability to recognize the presence of two or more points of contact with the surface. This multi-point awareness made possible complete new gestural interfaces as the Pinch to Zoom or touch keyboards. Using one finger to interact is highly limited for most functions, and so games.
  • 21. Usability Touch and Multitouch video Fingle (2011) was developed by Game Oven, two colleagues who graduated from Utrecht School of the Arts, Netherlands. Fingle was Finalist on the Nuovo Awards of IGF 2012. Made with Xcode and Photoshop in 8 months. Watch - http://vimeo.com/30639604
  • 23. Game Design Game design is the core of any game. It doesn’t matter if it is a console game, a park attraction, or a mobile tiny game. The only thing that really matter is your Design. However the design must always take into account the platform. To do that we need to understand what Game Design is made of: Space Objects Actions Rules Skills Uncertainty
  • 24. Game Design Let’s pick 3 of the most successful Mobile Games. Play www.cuttherope.ie Space - confined to one screen Objects - confined to one character at the time Actions - confined to mostly one action per time Rules - very short levels Skills - visual cognition and hand-eye coordination Uncertainty – luck mixed with skill failure Summary: Short duration experiences in restricted space, with restricted number of characters and actions. Rewarding problem solving which are driven through physical coordination.
  • 26. Economy The Mobile Games market in 2012 is more important and powerful than ever. Angry Birds is one of the most played Video Game in history with 700 million downloads this March 2012. Cut the Rope has made more then 100 Million, and Doodle Jump more than 15 million. Mobile games is becoming more and more present in the video game triple A media, robbing attention from the handheld market (Nintendo 3DS, Sony PS Vita).
  • 28. Economy The number of paying players has grown 35% to 37 million Americans. American players spend in total five times more on iOS games than on Android games. For both Android and iOS devices, the majority of money is not spent on downloading games but within the games through Microstransactions. http://www.cgw.com/Press- Center/News/2012/Mobile-Gaming-Grows-In- US.aspx
  • 29. Economy Apple (iPhone) is now the most valuable company in the world. Rovio (Angry Birds) reports high profits from 2011. Nintendo (3DS) reports the first annual loss in 30 years, in 2011. Sony (PS Vita) reports losses of $3.2 billions in 2011.
  • 30. Universidade do Minho Nelson Zagalo, nzagalo@ics.uminho.pt Homepage. http://nelsonzagalo.googlepages.com Facebook. http://www.facebook.com/nelsonzagalo