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1、6400 英文單詞, 英文單詞,3.6 萬英文字符,中文 萬英文字符,中文 11200 字文獻出處: 文獻出處:Feijoo C, Aguado J M, Ramos S. Mobile gaming: Industry challenges and policy implications[J]. Telecommunications Policy, 2012, 36(3):212-221.Mobile gaming: Industry
2、 challenges and policy implicationsClaudio Feijoo, Jose´ -Luis Go´ mez-Barroso, Juan-Miguel Aguado, Sergio RamosAbstract Mobile games are a prime example of a successful mobile application and demonstrate the
3、 increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile gaming market and its industrial ecosystem together wi
4、th its main actors and activities. The focus of the paper lies in the challenges ahead for the evolution of mobile applications into a potentially dominant game platform and the possible disruptions along this road. The
5、deep personal relationships between users and their mobile devices are considered to further explore the link between mobile games, players’ strategies and pending techno-economic developments. The paper concludes with a
6、 brief discus- sion of some policy options to assist with the development of this domain.Keywords: Mobile gaming;Mobile content and applications;Gaming industry;Mobile ecosystem1. IntroductionApplications for mobile devi
7、ces are an outstanding example of the convergence between electronic communications and the media and entertainment industries. Convergence usually implies major expectations of new businesses based on the opportunities
8、of an unexplored domain as well as the practical difficulties in transforming existing markets and understanding new preferences of users. This is the case for mobile gaming. In fact, the appeal and opportunities of this
9、 market are attracting innovators, entrepreneurs and many old and new industry players. Together, these groups are re- shaping this industry.There has also been some academic interest in the field of mobile gaming (or, m
10、ore appropriately, in mobile entertainment) during the last decade. However, the available literature has adopted either the social media perspective or the game design perspective. A holistic view is still lacking, spec
11、ifically in view of the recent developments in mobile gaming. There is very recent academic interest in mobile platforms, in the development of mobile applications on these platforms, and in the videogame industry in gen
12、eral. References provided throughout the text present some of the most relevant contributions with regard to mobile gaming. However, the authors consider the specific mobile gaming perspective to be insufficiently addres
13、sed thus far.This paper provides an overview of the status and future prospects of mobile gaming, with a view toward possible policy options that may target this area. Its main aim is to provide some direction for furthe
14、r academic research on this timely topic. The methodology used in this study is based on desk research of the available literature and the data provided by the industry, complemented by a small survey conducted in 2010 t
15、o verify the status of the domain from the users’ perspective.The paper is structured as follows. After a brief summary of the evolution of the mobile gaming industry, the mobile game ecosystem will be introduced in some
16、 detail, along with the main players’ strategies and techno-economic models as an indication of the status of the supply side. The demand side is presented in the next section. Section 5 presents the challenges ahead for
17、 gaming from carriers to handset suppliers and application providers.However, it was the appearance of the iPhone (late 2007) that dramatically changed the circumstances of mobile gaming. The combination of new possibili
18、ties in the handset (touch screen, motion sensor, precise location system, enhanced display, heavy storage, high-quality audio, and embedded camera) and the ubiquitous connection to the network allowed many innovations,
19、including application stores, playing on-line while on the move, multi-player games, playing across several media using social networks, games linked with device motion, and location-based gaming.4The years 2007 and 2008
20、 brought significant innovations in business models to the market. For instance, in the UK, the operators T-Mobile and Blyk began experimenting with advertising-supported games. Likewise, Greystripe and Glu Mobile, two p
21、opular providers of games, offered users free playing in exchange for exposure to advertising. There were also examples of blurring boundaries across media. For instance, a number of companies began to use Facebook to di
22、stribute games to mobile players. Other popular games, like The Sims, provided additional game content to be downloaded to mobile phones. From 2007 on, a number of development studios decided to focus exclusively on mobi
23、le devices instead of porting existing console or PC games.Since 2008, the model has become stable. Browsing from mobile devices and downloading from application stores are becoming the standard way to consume mobile gam
24、es. Due to the diffusion of handsets and the increasing affordability of mobile data plans, the mobile platform reaches wider demographics than ever and offers ample space for the adaptation of existing games and the dev
25、elopment of new types of games. Mobile devices are already a viable alternative to other gaming platforms.5In addition to this broad market base, mobile games can make intensive use of the competitive advantages of the m
26、obile platform, such as complete ubiquity (availability at any time and any place), the highest level of personalisation (while maintaining close contact with social networks), and, looking into the future, context aware
27、ness (with location as a current and main example). Therefore, the mobile gaming scenario is no longer that of a delayed or modest extension of console or PC games. Rather, mobile gaming is a distinct user experience wit
28、h a number of unexplored avenues.3. Supply side of mobile gaming3.1. Actors in the arena: the mobile ecosystemThere are a number of different methodologies to explore the supply side of mobile content and applications. A
29、mong the most relevant approaches are the modelling of the business model in detail (Bouwman, Faber, Haaker, Kijl, & Reuver, 2008), the inclusion of dynamics to improve the understanding of the evolution of business
30、models (Eaton, Elaluf- Calderwood, & Sorensen, 2010) and conceptualising the relationships to establish an e-business model (Osterwalder & Pigneur, 2010). This article follows the ecosystem approach (Fransman, 20
31、07), a more general theory that is nevertheless able to simultaneously capture the technical, economic and institutional relationships in an emergent domain that is not yet mature enough for proper modelling with more sp
32、ecialised methods. Therefore, this method is better suited to identify potential policy measures.The general ecosystem of the mobile industry is introduced in Feijo´ o, Maghiros, Abadie, and Go´ mez-Barroso (20
33、09). The adaptation for mobile gaming is presented in Fig. 1. As seen in the figure, the mobile gaming ecosystem follows the conventional three-stage model for digital mass consumption: (1) creation/production/publishing
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