Mobile Games:

mobile game 2 A video game that is typically played on a mobile phone.1] The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability.[ 1] The airlist game on a mobile phone was a thirty-three variant on the hazanuk mat-to000 device from 1994.[2][3][4]

in 1997, Nokia launched Snake.[5] Snake, which was pre-installed in most mobile devices manufactured by Nokia, has since become one of the most played games and is found on more than 350 million devices worldwide6] A variant of the Snake game for the Nokia 6G0, using the infrared port, was also the first 2-player game for mobile phones.

today, mobile games are usually downloaded from an app store but in some cases are also preloaded in the handheld devices by the OEM or by the mobile operator when purchased, via infrared connection, Bluetooth, or memory card, or side loaded onto the handset with a cable.

downloadable mobile games were first commercialized in Japan around the launch of NTT DoCoMo's I-mode platform in 1999, and by the early 2000s were available through a variety of platforms throughout Asia, Europe, North America and ultimately most territories where modern carrier networks andThe handsets are increasingly available in the mid-to-late 2000s.however, mobile games distributed by mobile operators and third party portals (channels initially developed to monetise downloadable ringtones, wallpapers and other small pieces of content using premium SMS or direct carrier charges as a billing mechanism) remained a marginal form of gaming untilApple's iOS app store was launched in 2008.As the first mobile content marketplace operated directly by a mobile platform holder, the App Store significantly changed the consumer behavior and quickly broadened the market for mobile games, as almost every smartphone owner started to download mobile apps.[7]

HISTORY:

Towards the end of the 20th century, mobile phone ownership became ubiquitous in the industrialized world - due to the establishment of industry standards, and the rapid fall in cost of handset ownership, and use driven by economies of scale. As a result of this explosion, technological advancements in handset manufacturers have accelerated.With these technological advances, mobile phone games also became increasingly sophisticated, taking advantage of exponential improvements in display, processing, storage, interfaces, network bandwidth and operating system functionality. the first such game that demonstrated the desire for handset games was a version of Snake that Nokia had included on its devices since 1997.[8]

In 1999, NTT Docomo launched the i-mode mobile platform in Japan, allowing mobile games to be downloaded onto smartphones. Several Japanese video game developers have announced games for the e-mode platform, including Konami announcing its dating simulation Tokimiki Memorial. the same year, Nintendo and Bandai were developing mobile phone adapters for their handheld game consoles, the Game Boy Color and WonderSwan, respectively.[9] By 2001, i-mode had 20 million users in Japan, along with more advanced handsets with graphics comparable to 8-bit consoles. a wide variety of games were available for the i-mode service, along with announcements from established video game developers such as Taito, Konami, Namco, and Hudson Soft, including ports of classic arcade games and 8-bit console games.[10]

further major shift game with 2012's Candy Crush Saga and Puzzle & Dragons, games that used a stamina-like gameplay feature found in social-network games like FarmVille to limit the number of times one could play it in a single period, but allowed optional in -app purchases to restore that staminaImmediately and continuously playing.this new monetization brought in millions of players to both games and millions of dollars in revenue, establishing the "freemium" model that would be a common approach for many mobile games going forward. Mobile gaming grew rapidly over the next several years, buoyed by rapid expansion in China. by 2016, top mobile games were earning over US$100 million a year, and the total revenue for the mobile games sector had surpassed that of other video game areas.[11]

Other major trends in mobile games include the hyper-casual game such as Flappy Bird and Crossy Road and location-based games like Pokémon Go.

Mobile gaming has impacted the larger video game market by drawing demand away from handheld video game consoles; both Nintendo and Sony had seen major drops in sales of their 2011 handhelds compared to their 2004 predecessors as a result of mobile gaming.[12] At the same time, mobile gaming introduced the concept of microconsoles, low-cost, low-powered home video game consoles that used mobile operating systems to take advantage of the wide variety of games available on these platforms.