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Wireless Gaming

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Wireless Gaming

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    1. Wireless Gaming

    3. Technology Today Mobile Phones Europe: SMS, WAP US: HDML, SMS (sort of) Japan: iMode Small Screen size B&W bitmaps (at best) No application management Static browser model Non-Standard “Standards”

    4. Technology Today PDAS Palm WinCE devices Psion “Pull” Data model High Price Few with Wireless Connections As Yet Color Still Rare

    5. Technology Tomorrow J2ME Handsets No integration with WAP Fuller WAP implementation WMLscript, WTA, etc. Color, Larger Screens Location-Based Services

    6. Technology Tomorrow GameBoy Advance Cable-Connectible to Cellphone (in Japan at least) Japanese don’t get online Improved Wireless PDAs Color Faster Processors Better Wireless Data model Special Purpose Devices Cybiko, Red Jade

    7. Technology A Little Later 3G 2Mb data transfer rates Streaming video (irrelevant to games) Color, Large Screens Fully packetized voice & data Bluetooth PDAS: Pervasive computing Quite likely voice integration (Visorphone) Desktop integration

    8. Technology a Little Later Handheld Console Convergence Platform GameBoy Advance doesn’t do the trick Voice chat Substantial persistent data storage Bluetooth for “LAN” play TCP/IP stack Downloadable apps Possibly PDA-based [Red Jade?]

    9. Strengths Ubiquity Play Any Time Portability Play Anywhere Networked Multiplayer Rules Voice Communication Community

    10. Weaknesses Latency of 1 sec+ Desktop in µmecs; Internet 200-400 msecs 3G does NOT solve the problem No Simultaneous Voice & Data Packetized data could solve problem, but carriers haven’t been interested. Signal Coverage & Bandwidth More of a problem in North America Must handle drops gracefully

    11. Game Styles Skill & Action: Fuggedaboudit Pacing: 5 minute games Turn-Based Slow Update Persistent World Styles Prize-Based Simple Social “Gamers’ Games”

    12. Community Vital for Online Games No integration of community features at present. Features: Buddy Lists Microcommunities Voice Call & SMS support Invitations/Bans Find-a-Friend (“Lovegetty”)

    13. The Case for the Operators Games Drive Usage Like Nothing Else 30-70 mins/visit (Lycos Gamesville, Uproar, Flipside) 30-40 hrs/month (EverQuest, Gemstone) Customer Retention Another ‘Switching Cost’ Community Persistence Gamers Lead Hardware Curve Spurring Upgrades Making Wireless Data a Consumer Norm People will Pay The only successful for-fee services on the Internet: Porn, Financial services, and Games

    14. Competitive Landscape Europe Digital Bridges/Wireless Games ($17m round) [Scotland] Riot-E (Nokia, Softbank) (Licensed-based) [Finland] In-Fusio (looking for 2nd round; BT, FT, Telefonica, T-Mobil) [France] Ludi WAP (Ff60m funding from Guillemot family) [France] PicoFun (soccer game; ties to Ericsson) [Sweden] SpringToys (Sonera et al.) [Finland] Nokia Mobile Entertainment Service platform

    15. Competitive Landscape North America pogo.com (Nokia major investor) iWireless (iEntertainment spin-off) Unplugged Games Sega preloaded games for Motorola handsets Japan Capcom, Bandai, Sony developing for J2ME iMode handsets

    16. Business Models iMode Model: customers pay by the 256 byte block 9% of revenue off the top to DoCoMo Remainder split with service provider Airtime Share problematic as packetized data spreads Turn-Key Licensing “Cable-Tier” Model Pay-Per-Play Advertising & Sponsorship

    17. Conclusions “Wireless carriers have solved the basic business problem Internet firms have never solved; extracting revenues from customers.” — The Economist Yes, Virginia, you can do good games with a tiny little b&w screen. Someone’s going to make a lot of money here.

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