Wednesday, December 11, 2019

Mobile/Tablet Devices Bringing Gaming To Everyone

Question: Discuss about theMobile/Tablet Devices Bringing Gaming To Everyone. Answer: How Are Mobile/Tablet Devices Bringing Gaming to Everyone A mobile device is an electronic device that has a small form factor, at least one wireless interface for network access, local and non-removable storage, (Wi-Fi, cellular or other), and applications (Souppaya and Scarfone, 2013). Sales of mobile devices like smartphones, tablets, and feature phones all over the world are steadily increasing (Statista, n.d.). All of the modern devices are capable of running software in the form of applications. A video game is an electronic game for the entertainment of people. In the present-day, video games are available on many platforms and range in complexity from a simple Snake game to the visually lifelike graphics, like the bouncy ponytail of the protagonist in game Tomb Raider (Stuart, 2015). Video games' platforms have been growing from consoles, personal computers to mobile devices. Consoles are specialised and usually expensive. Personal computers are generic machines capable of running any software built for the operating system the computer is running, but the computers still require a financial investment. Mobile devices, on the other hand, are general, portable, represent a relatively minor financial investment and have surpassed the usage of computers around 2014 (Chaffey, 2016). This paper looks into how the mobile devices are bringing gaming to everyone. Background The background of this research topic is video games and the players. Traditionally consoles and handheld gaming devices were the means to play video games. Then, games were developed for personal computers also. In fact, games today are released across platforms i.e. for computer, Sony PlayStation and Microsoft Xbox (Lengyel, 2000). Then mobile devices began to take hold in people's lives, and most of us might remember the classic Snake game on Nokia mobiles. With the present-day smartphones and tablets (Android from Google, iOS from Apple, and others) the software and hardware capabilities of the devices are comparable to personal computers of yesteryears, and this allows for immersive games as well. However, the comparison is not only of the base platform but also the accessibility and portability of mobile devices. We carry a mobile phone everywhere but not a gaming console. A mobile device changes the landscape of gaming for the developers as well as the players. Some industry experts argue that mobile gaming will kill console/computer gaming, while others claim that they will co-exist and mutually fuel each other's growth. After all, once a gamer, always a gamer (Science on NBC News, 2009). Additionally, mobile devices are becoming more pervasive in our lives with the advent of wearable technology like smart watches (Charara, 2016). Such technology allows for even more venues for gaming and capturing traditionally inaccessible customer demographics (Tassi, 2016). It must be noted that mobile games and the traditional (console/computer) games are complementary and do not bite into one another. Passionate gamers are more than likely to be playing on consoles as well as mobile devices, and both industries are growing (Kharpal, 2016). Also, the two venues for playing games -mobile and console/computers cannot compete with the experience they provide. As an illustration, consoles and computers give visually arresting games like Fallout 4 while its mobile version is a simple game Fallout Shelter (Tassi, 2016). Mobile devices are helping to bring gaming to everyone by enabling people who would never invest their time and money in consoles or games on computers. A mobile device, coupled with the overflowing abundance of video games allows for people to play and enjoy video games at their convenience (Scimeca, 2015). Mobile devices are also helping to bring gaming to everyone by providing a convenient and accessible venue for playing to children. The kids are moving away from the family computer and beginning to spend their leisure time as well as more of their money on mobile video games and in-app purchases (Whitney, 2015). Another trend that may be helping in creating more dedicated gamers is the movement of mobile games to computers or consoles, and vice-versa. Present-day mobile devices together with their application marketplaces (also called app stores) are helping bring gaming to everyone by making it easier to find, download and play the games. Also, the shorter time investment required to gain gratification seems to adjust well to the schedules of busy people, and this helps to expand the reach of gaming, thus bringing it to more and more people (Scimeca, 2015) like toddlers, the housewives, the elderly (Tassi, 2016). Newer, smaller and more accessible technologies like wearable technologies are providing a more new venue for gaming on opening the gaming world for more people (Falstein, 2014). This availability of such devices will allow gaming to included in more day-to-day tasks (Keating, 2015). References Chaffey, D. (2016). Mobile marketing statistics 2016. [online] Smart Insights. Available at: https://www.smartinsights.com/mobile-marketing/mobile-marketing-analytics/mobile-marketing-statistics/ [Accessed 27 Jan. 2017]. Statista. (n.d.). Global mobile phone sales by vendor 2010-2015 | Statistic. [online] Available at: https://www.statista.com/statistics/263355/global-mobile-device-sales-by-vendor-since-1st-quarter-2008/ [Accessed 27 Jan. 2017]. Charara, S. (2016). Gamer's wrist: The best smartwatch games for Apple Watch and more. [online] Wareable. Available at: https://www.wareable.com/smartwatches/best-smartwatch-games [Accessed 27 Jan. 2017]. Falstein, N. (2014). Looking to the Future (Presented by Google). [online] GDC Vault. Available at: https://www.gdcvault.com/play/1020679/Looking-to-the-Future-(Presented [Accessed 27 Jan. 2017]. Statista. (n.d.). Global mobile phone sales by vendor 2010-2015 | Statistic. [online] Available at: https://www.statista.com/statistics/263355/global-mobile-device-sales-by-vendor-since-1st-quarter-2008/ [Accessed 27 Jan. 2017]. Keating, L. (2015). Gaming On-The-Go: The Future Of Mobile Gaming vs. Consoles. [online] Tech Times. Available at: https://www.techtimes.com/articles/57048/20150604/gaming-go-future-mobile-vs-consoles.htm [Accessed 27 Jan. 2017]. Kent, S. (2001). The ultimate history of video games. 1st ed. New York: Three Rivers Press. Kharpal, A. (2016). Mobile game revenues to overtake console, PC for first time. [online] CNBC. Available at: https://www.cnbc.com/2016/04/22/mobile-game-revenue-to-pass-console-pc-for-first-time.html [Accessed 27 Jan. 2017]. Lengyel, E. (2000). Simultaneous Cross-Platform Game Development. [online] Gamasutra.com. Available at: https://www.gamasutra.com/view/feature/131830/simultaneous_crossplatform_game_.php [Accessed 27 Jan. 2017]. Science on NBC News. (2009). Once a gamer, always a gamer, experts say. [online] Available at: https://www.nbcnews.com/id/32243863/ns/technology_and_science-science/t/once-gamer-always-gamer-experts-say/ [Accessed 27 Jan. 2017]. Scimeca, D. (2015). The unstoppable rise of mobile gaming. [online] The Kernel. Available at: https://kernelmag.dailydot.com/issue-sections/headline-story/11996/rise-of-mobile-gaming/ [Accessed 27 Jan. 2017]. Souppaya, M. and Scarfone, K. (2013). Guidelines for Managing the Security of Mobile Devices in the Enterprise. [online] Available at: https://nvlpubs.nist.gov/nistpubs/SpecialPublications/NIST.SP.800-124r1.pdf [Accessed 27 Jan. 2017]. Stuart, K. (2015). Photorealism - the future of video game visuals. [online] The Guardian. Available at: https://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering [Accessed 27 Jan. 2017]. Tassi, P. (2016). Why Haven't Video Game Consoles Died Yet?. [online] Forbes.com. Available at: https://www.forbes.com/sites/insertcoin/2016/01/31/why-havent-video-game-consoles-died-yet/ [Accessed 27 Jan. 2017]. Whitney, L. (2015). Kids pick mobile devices over PCs, consoles for gaming. [online] CNET. Available at: https://www.cnet.com/news/kids-now-pick-mobile-devices-over-pcs-consoles-for-gaming-npd-group/ [Accessed 27 Jan. 2017].

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.