Right Here, Right Now—Consumer Expectations (3)
On the other hand, the Palm and Pocket PC operating systems have succeeded in producing a very different gaming experience. Figure 2.2 illustrates a screen shot from a popular golf game on the Pocket PC operating
system from Microsoft.
As you can see, the graphics are pretty impressive for a handheld device. iGolf is an example of a peer-to-peer (P2P) networked game, meaning that you can connect directly to another Pocket PC device and play someone online. You can also play while in disconnected mode, so a wireless connection is not required.
A New Channel for Existing Entertainment
Another exciting category in wireless gaming utilizes a technology discussed earlier in the book, called location-based services. A company in Sweden called It’s Alive! has developed a game called BotFighters. The concept of the game is to recruit an electronic robot that acts as your character and virtual fighter for the game. Using location-based tracking with a mobile phone, participants track down other robot fighters and shoot them when they are in range. Of course, the shots are virtual as well. Points are tallied for shooting opponents. Players have been known to travel over 30 miles or more to find and shoot their opponent with their virtual weapon. Now that’s dedication! These and many other channels of opportunities are being developed as technologies like location-based services are taking off.
Another very profitable channel for wireless entertainment is online gambling. According to World Gaming, 73 percent of online gaming is spent in Internet casinos and sports betting sites. A recent report from Datamonitor anticipates that total revenue from mobile gaming markets in the United States, Europe, and Asia-Pacific will grow from about U.S. $950 million in 2001 to $17.5 billion in 2006. With those kinds of statistics, the opportunity for gaming and entertainment companies is vast.
The revenue opportunities for wireless gaming providers can come in many forms. Some of the key drivers are:
- Wireless Internet and monthly membership usage fees. Basic monthly usage fees for mobile voice or wireless Internet usage. Some plans charge by the hour, whereas others are bundled with voice services.
- SMS (small message service) text message cost. A fee based on the number of SMS messages sent and received through the mobile device.
- Shrink-wrapped products. Revenue earned by games that are purchased through typical retail channels, such as online shops or computer stores. The game requires installation onto a device, such as a Palm or Pocket PC.
- Gambling revenues (where permitted). Monies generated through wireless online gaming sites.
Taken From : Enterprise Guide to Gaining Business Value from Mobile Technologies
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