Download Mobile Technologies and Popular Mobile Games: A Historical Analysis and more Study Guides, Projects, Research Electronic Technology in PDF only on Docsity! Mobile Marketing Association IJMM Winter 2013 Vol. 8, No. 2 42 MOBILE MEDIA TECHNOLOGY AND POPULAR MOBILE GAMES IN CONTEMPORARY SOCIETY Hyung-‐Min Kim Abstract: With the advent of smartphones, the global mobile applications market has increased exponentially. In particular, mobile games have become extremely popular. As such, this study explores which mobile technologies have been used in mobile games, and their relation to contemporary mobile gamers’ download choices. Apple’s App Store chart and Google Play chart were utilized to analyze the common technological and gaming design features of the contemporary mobile games that are most popular with the gamers, and also to examine similarities and differences between the most popular smartphone and tablet computer games. The results show that popular mobile games maximize players’ touch-‐based enjoyment (i.e., swiping, sliding or drawing). In addition, the popular mobile games have at least two of the following features: simple rules, social interactions, and the removal of enemies and missions that do not require defeating an enemy to complete. Mobile games that require careful controls, such as tilting the screen or fast and unpredictable movements, tended to be more downloaded on the iPad than on the iPhone. In terms of ranking fluctuations, the paid iOS game charts were statistically more stable than the free iOS game charts. Keywords: mobile game, mobile technology, popular mobile game, smartphone INTRODUCTION In contemporary society, mobile phones have become much more than simple mechanisms by which to make calls. From a functional aspect, they resemble “the Swiss Army knife of the digital era”; not only can phones be used to text others, they can also be used to take pictures, play music and hold your credit card information as a digital wallet (Choe, 2009). From the moment that we wake up until we fall asleep at night, our mobile phones are never far from our sides. There were 6.8 billion global mobile phone subscriptions in 2013, according to the International Telecommunication Union (2013). No other technology has achieved as rapid an adoption rate as the mobile phone (Katz, 2007). Even older generations have adapted more to mobile phones than the Internet (Plaza, Martín, Martin, & Medrano, 2011). In particular, smartphones have become one of the must-‐have items in this media convergence era. According to Nielsen (2013), 62% of all mobile phone subscribers in the United States used a smartphone in 2013, an increase of 40% from 2011 ("Study: smartphone," 2011). As the smartphone market grows, so has the mobile applications market. It is estimated that the global mobile applications market will be worth $20.4 billion by the end of 2013 (Portio Research, 2013). Most of all, however, mobile games have become the most often downloaded of all mobile applications (Emerson, 2011). eMarketer (2010) estimated the mobile game market by 2014 will be worth $1.5 billion and 94.9 million people will play mobile phone games at least monthly; the number excludes on-‐deck gamers (i.e., those who just play pre-‐ installed games) and has increased from 64 million in 2010. Thus, network operators and the game industry are focusing an increasing amount of attention in this arena (Chehimi, Coulton, & Edwards, 2008). When it comes to social perspective, mobile games are more involved in a person’s daily life than in the past. Accordingly, scholars also have begun to take an interest in smartphone-‐centric applications, Mobile Marketing Association IJMM Winter 2013 Vol. 8, No. 2 43 particularly mobile games. As this field of study is still young, more research is necessary to fully understand the market and its impact on society. Therefore, the purpose of this study is to explore which mobile technologies have been used in mobile games and their relationship to contemporary mobile gamer’s download choices. The sample for this study focused on Apple’s and Google’s popular mobile games, which were taken from the two marketplaces’ charts of popular game applications. The research analyzed the common features found in each of these games. The results should help enhance future game applications by allowing developers to tailor their games to users more successfully. LITERATURE REVIEW Mobile games first appeared in society when second generation (2G) mobile phones were introduced. However, the number and quality of the games drastically increased with the advent and introduction of third generation (3G) mobile phones. Therefore, in order to fully understand where smartphones and their technology and games are today, one must understand their past. A Brief History of Mobile Phones The first generation (1G) mobile phone was launched in the early 1980s and was used solely for making phone calls. Moreover, it was heavy and big, a so called “brick” phone. When the 2G mobile phone was introduced in the 1990s, it utilized a much more advanced data transmission system that converted the analog 1G signal to a digital 2G signal, which dramatically improved the voice quality while decreasing the amount of data needed for the process. In addition, for the first time, the 2G mobile phone allowed for the use of text messaging. After the 2G mobile was introduced, the global mobile phone market was shared by two types of communications technologies: global systems for mobile communications (GSM) and code division multiple access (CDMA). After the 3G mobile was introduced, more than 70% of the countries in the world began using the wideband code division multiple access (WCDMA), which originated with the GSM standard (ITU, 2011a). 3G allowed for a high-‐speed data service at a reduced cost (ITU, 2013). The new technology was quickly given the motto “mobile with Internet” (Hjorth, 2011; ITU, 2011b). The tremendous data transmission speed and wireless Internet access available with this development allowed mobile phone subscribers to watch video clips. Following the success of 3G mobiles, the industry released the 4G mobile, which had a higher wireless data transmission speed. According to the International Telecommunication Union (ITU) (2010), 4G mobiles have, at the high end, a recommendation of approximately 100 mbit/s and, at the low end, 1 gbit/s. As these speeds are only recommendations, long term evolution (LTE) and worldwide interoperability for microwave access (WiMAX) are currently labeled as being 4G in the mobile market (ITU, 2010; Wisely, 2007). According to Teleco (2013), there are 64.8 million 4G mobile accesses in the Unites States and Canada; 126.1 million mobile accesses in the world. Today, 4G mobile phones can be used for just about anything related to media and technology. Mobile Games in the Media Convergence Era When mobile phone games first appeared on the 2G system they mainly consisted of on-‐deck, casual, flash-‐based games, such as Tetris (Hjorth, 2011). As the data transmission speeds of mobile phones improved in the 3G era, mobile service providers opened their paid-‐application markets. However, at the beginning, the application markets consisted of a few simple categories such as games, news and photography services. The advent of the smartphone was a milestone in the mobile phone games industry and the entire Mobile Marketing Association IJMM Winter 2013 Vol. 8, No. 2 46 gamer’s movement with an integrated camera (Gu & Duh, 2011, p. 103). In accordance with Merleau-‐ Ponty’s (1964) argument, actuality is “our corporeal or body schema…it allows us to incorporate technologies and equipment into our perceptual and corporeal organization” (Richardson, 2011, p. 422). Shark Fingers! is a good example of an augmented reality mobile game. In this game, the gamer’s pre-‐ pictured photo or live camera is used for an underwater background. In the game, sharks bite a gamer’s finger, and a player can tilt the smartphone, which is a gamer’s shark tank. Developed mobile technologies, such as multi-‐touch interfaces, accelerometers, high-‐resolution cameras, and GPS are not only actualized augmented reality through mobile game, but also enable gamers to experience telepresence while playing the game (Richardson, 2011). RESEARCH QUESTIONS In 1989, Nintendo released the hand-‐held game console Game Boy and its addictive puzzle game Tetris (Anderson, 2012). Compared to today’s mobile games, Tetris’ graphics were extremely simple and its motion monotonous; however, it sold more than 70 million copies (Anderson, 2012). It can be assumed that Tetris’ gaming feature was corresponding to the hand-‐held game console’s technological feature. Along the same line, the most popular mobile games tend to stay consistent, while a number of new mobile games are released every day across several worldwide application platforms. For example, the most often downloaded game of 2011, Angry Birds (Emerson, 2011), was at the top of the Apple’s App Store charts as of April 2012. Therefore, it can be assumed that mobile gamers prefer a certain technological feature or gaming design feature when looking for new mobile games to download. This information leads to the first research question. RQ1: What are the common technological and gaming design features in the most downloaded mobile games? And what are the popular mobile games’ genres? One area that seems to impact the number of downloads for a game is the device on which it can be played (i.e., the top game for a smartphone is different than the top game for a tablet computer). This information leads to the second research question. RQ2: What are the common technological and gaming design features of popular mobile games for smartphones and tablet computers? Another aspect that influences the popularity of a game is its cost (i.e., the popularity of the top free game is not the same as the top paid game). This influence remains true regardless of the device on which the game is played. This information leads to the third research question. RQ3: What are the key differences between popular free and paid games? METHOD According to Nielsen (2013), 52% of smartphone subscribers in the United States used Google’s Android operating system (Android OS) in 2013, while 40% used Apple’s iPhone/iPad operating system (iOS). Several mobile device manufacturers use Android OS, whereas iOS can only be used on Apple devices, such as the iPhone and iPad. In accordance with their operating systems, Google’s Play Store is exclusively available for Android OS gamers and Apple’s App Store is exclusively available for iOS gamers. For the validity of the research, this study utilized the data gleaned from Google’s Play Store and Apple’s App Store. This data was utilized in order to discover the common technological and gaming design features of the mobile games that are the most popular with gamers and also to examine the similarities and differences Mobile Marketing Association IJMM Winter 2013 Vol. 8, No. 2 47 between the most popular smartphone and tablet computer games. No separate data charts exist for mobile phone and tablet computer games in terms of the Play Store, while the App Store provides separate data for the iPhone and iPad. The secondary data for this study was collected from appannie.com, which releases a daily top 500 mobile games application chart based on the App Store and Play Store charts. In order to make the data pool manageable, only data from the top 10 mobile games were collected. The research data were collected only from U.S. users for data consistency. Since the mobile games application market is fast-‐ changing, the investigation period was limited to 30 days between November 1 and November 30, 2013. Based on the daily chart, the most downloaded game received 10 points and the least downloaded game received one point. This method was applied to all of the research data as it allowed the researchers to discover the most popular games and their genre during the investigation period. RESULTS Candy Crush Saga was the most downloaded free game on the Google Play Store chart (10.0 average points) (Table 1). During the investigation period, it was always on the top of the chart. Pet Rescue Saga was the second most popular free game for the Android OS (8.33 points). Subway Surfers (6.93 points) and Deer Hunter 2014 (6.57 points) followed that as the most downloaded free Play Store game. Four Arcade & Action games and four Casual games were on the top 10 chart. The other two games were in the Sports and Brain & Puzzle genre. Table 1: Top 10 free Google Play Store games Title Genre Ave. Score 1 Candy Crush Saga Casual 10.00 2 Pet Rescue Saga Casual 8.33 3 Subway Surfers Arcade & Action 6.93 4 Deer Hunter 2014 Arcade & Action 6.57 5 Fanatical Football Sports games 3.90 6 Despicable Me Casual 3.30 7 My Talking Tom Casual 2.83 8 Temple Run 2 Arcade & Action 2.57 9 Plants vs. Zombies 2 Arcade & Action 2.40 10 Find Objects Brain & Puzzle 1.43 Note 1. Standard deviation = 2.91 / Variance = 8.47 / Median = 3.60 As displayed in Table 2, Minecraft was consistently the top paid game downloaded for the Android OS (10 points). Plants vs. Zombies were ranked ninth (2.40 points) on the free Play Store chart, while it ranked second (8.80 points) in the paid Play Store chart. The other nine games in the paid Play Store chart did not coincide with the free chart. Eight out of the 10 games on the chart were in the Arcade & Action genre. Mobile Marketing Association IJMM Winter 2013 Vol. 8, No. 2 48 Table 2: Top 10 paid Google Play Store games Title Genre Ave. Score 1 Minecraft -‐ Pocket Edition Arcade & Action 10.00 2 Plants vs. Zombies Arcade & Action 8.80 3 Need for Speed Most Wanted Racing 7.10 4 Bloons TD 5 Arcade & Action 6.60 5 Osmos HD Arcade & Action 4.77 6 Where's My Water? Brain & Puzzle 4.43 7 Fruit Ninja Arcade & Action 4.07 8 SuperGNES (SNES Emulator) Arcade & Action 1.97 9 The Walking Dead: Assault Arcade & Action 1.93 10 Grand Theft Auto III Arcade & Action 1.77 Note 1. Standard deviation = 2.92 / Variance = 8.50 / Median = 4.60 During the investigation period, Deer Hunter 2014 earned .14 points more than the second ranked game’s average in the Top Free iPhone Games (Table 3). The third (Candy Crush Saga) and fourth (Clumsy Ninja) ranked games were 2.17 and 4.20 average points less than the most downloaded game. QuizUp, Clumsy Ninja, Call of Duty and NinJump Rooftops have not been released for the Android OS. The majority of the iOS games were categorized into more than one genre. On the free iPhone chart, three games were regarded as being in the Action and Simulation genre. Table 3: Top 10 free iPhone games Title Genre Ave. Score 1 Deer Hunter 2014 Action, Simulation 7.37 2 QuizUp: The Biggest Trivia Game In The World! Educational, Trivia 7.23 3 Candy Crush Saga Puzzle 5.20 4 Clumsy Ninja Family, Adventure 3.17 5 Call of Duty Action 3.07 6 NinJump Rooftops Action 3.00 7 My Talking Tom Family, Simulation 2.90 8 Skee Ball Arcade Arcade, Family 2.83 9 Star Wars: Tiny Death Star Adventure, Simulation 1.97 10 GT Racing 2: The Real Car Experience Racing, Sports 1.67 Note. Standard deviation = 2.05 / Variance = 4.19 / Median = 3.03 There was a .07 average point difference between the most downloaded game (Minecraft: 8.10 points) and the second most downloaded game (Duck Dynasty: 8.03 points) on the paid iPhone chart (Table 4). All of the top 10 paid iPhone games have also been released as free versions. While Angry Birds Star Wars II is an expanded version of Angry Birds Free, they are virtually identical games. The most popular genre on the paid iPhone chart was Action and Simulation; this genre contained four games that landed on the chart. Mobile Marketing Association IJMM Winter 2013 Vol. 8, No. 2 51 categorized into more than one genre, but also because even the same games are classified into different categories by platforms. Therefore, popular mobile games’ common features were analyzed by their gaming designs, not their genres. Based on the research results, it can be shown that screen size and price are considerable factors in regard to gamers’ motivations to download a game. Mobile gamers often prefer a certain type of game based on whether it is for the smartphone or tablet computer (screen size) and whether it is free or paid (price). To be specific, the popular paid iPhone games (i.e., Backflip Madness, Plague, Inc. and Rayman Fiesta Run) were also released for the iPad, but were only popular for the iPhone. On the other hand, Oceanhorn and Blocky Roads were downloaded more by iPhone users. Racing and Sports games, such as GT Racing 2 and Blocky Roads, were ranked higher on the top iPad chart than on the iPhone chart. Educational and Family games, such as Kids Face Paint and Baby Pet Vet Doctor, were also popular, but only for the iPad. Thus, games that require high quality graphics or careful controls, such as tilting the screen or fast and unpredictable movements, tended to be downloaded more for the iPad than the iPhone. This might be because the tablet computer’s bigger screen allowed a better enjoyment for playing. Nevertheless, the boundary between phones and tablets has been blurred because brand new mobile devices have been introduced with a variety of screen sizes. The Angry Birds paid version was more popular than the free version. Gamers are generally willing to pay for expanded versions. On the other hand, Call of Duty, Kids Face Paint and Baby Pet Vet Doctor were only popular on the free charts. Gamers might download paid versions after they play and enjoy the free versions. The ability of the gamers to interact socially through the game also influenced their desire to download the game. For example, Heads Up! was ranked high on both the paid iPhone and iPad charts, while QuizUp was ranked on the top 10 free iPhone chart. These games are not games that players can play alone as two players must be linked online or offline to play. How the game is controlled might also be a considerable factor for popular mobile games. The charts analysis demonstrated that the most popular mobile games maximized the player’s touch-‐based enjoyment with swiping, dragging or sliding. In addition, these games contained at least two of following features: simple rules, social interactions or no enemies against which to fight when accomplishing a mission. For paid games, this factor was even more relevant. The most downloaded paid games for iOS (i.e., Angry Birds Star Wars II, Duck Dynasty, Heads Up! and Cops N Robbers (Jail Break)) have simple rules. The mission of the most notable game, Angry Birds, is to simply fling birds from a slingshot using a one finger flicking motion. The goal of the game is to get rid of the pigs, but they do not fight. Just swiping or flicking one’s finger is all that is needed to play Duck Dynasty. Heads Up! is a simple social game. One player places a mobile device on his/her head and guesses the word on the screen from the other person’s clues. In terms of the Cops N Robbers (Jail Break), multiplayers are connected online and help each other break out of jail. Another feature that some of the top paid games had in common was that they were originally released on other gaming platforms before being released in the Play Store. For example, Need for Speed was initially released for a video game console, while Minecraft and Plants vs. Zombies were originally computer games. As such, brand awareness might have positively influenced the download motivation of “Hard-‐offs,” who download the mobile version of a hit console title (Chehimi et al., 2008). When it comes to ranking fluctuations, the paid game charts were more stable than the free game Mobile Marketing Association IJMM Winter 2013 Vol. 8, No. 2 52 charts. The standard deviation for the top 10 paid iPhone game chart was 2.69 and the variance was 7.26. The standard deviation for the top 10 paid iPad game chart was 2.88 and the variance was 8.27. In addition, the standard deviation for the top 10 free iPhone game chart was 2.05 and the variance was 4.19. The standard deviation for the top 10 free iPad game chart was 1.28 and the variance was 1.64. These numbers imply that a couple of paid games were steadily downloaded by gamers, while the free game charts were subject to fluctuations. In the case of the free games, a gamer’s decision to download a game was not weighted toward one certain game. However, no significant differences existed between the free and paid charts for Android games. The standard deviation for the top 10 free Play Store game chart was 2.91 and the variance was 8.47. The standard deviation for the top 10 paid Play Store game chart was 2.92 and the variance was 8.50. CONCLUSION Today, game developers attempt to blur the boundaries between virtual and reality by using developed technologies in order to give gamers more of a presence within a game. Various applied technologies in mobile media have allowed numerous types of mobile games from social to hybrid and augmented reality games. On the other hand, when it comes to telepresence, which is usually created via high-‐quality 3D and sound reality technology, mobile games are falling behind console and computer games. Thus, in order to overcome these limitations, until the technology has been perfected, game designers must rely on making the most out of the technology of today and make the games as addicting as possible. Since mobile media are deeply involved in the contemporary users’ lives, mobility is the strongest asset of mobile games. In order to make the games addicting they must rely on features that appeal to the gamers. Indeed, the most downloaded mobile games have the common technological and gaming design features (RQ1), such as touch-‐based enjoyment, the ability to play the game wirelessly, social interactions, simple rules, and the removal of enemies and missions that do not require defeating an enemy to complete. Furthermore, renowned games for video consoles or computers are popular for mobile platforms. Mobile game developers should consider gaming platforms (RQ2) and price (RQ3). Games that need high-‐resolution and dynamic controls to play tend to be more popular for tablets, as it discussed above. Even though it is not free, games that have the popular games’ features are likely to be downloaded more. In contemporary society, mobile games are no longer a toy for young people. While the younger generation of gamers would be interested in more involved, complex games, older generations may prefer casual games that allow them to pass time, such as Tetris and Bejeweled, as they can have a positive influence on their mental and social health (Plaza et al., 2011). As the age of gamers varies from the very young to the very old, game designers must take the aforementioned main features of contemporary popular mobile games into consideration. LIMITATIONS AND FUTURE STUDY The investigation period for this study was relatively short and, as new games are released daily, a longer investigation period may be useful in determining more conclusively the features that appeal to gamers. In addition, this study only focused on the top 10 games downloaded in the United States. In order to create a more robust data pool, future studies should also include other nation’s charts as cultural differences might emerge when comparing the top charts of different nations. 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