Mobile Game Arch D3.1 21122011 PU Version: 1.1
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Consortium groups the following Organizat ions: Partner Name Short name Country JCP-CONSULT SAS JCP FR DEUTSCHE TELEKOM AG DTAG D INTERDISCIPLINARY INSTITUTE FOR BROADBAND IBBT B TECHNOLOGY TECHNISCHE UNIVERSITAET MUENCHEN TUM D KUNGLIGA TEKNISKA HOEGSKOLAN KTH S ADVA AG OPTICAL NETWORKING ADVA D ERICSSON AB EA S ERICSSON TELECOMUNICAZIONI TEI I ACREO AB. ACREO S MAGYAR TELEKOM TAVKOZLESI NYILVANOSAN MAGYAR H MUKODO RESZVENYTARSASAG TELEKOM “Mobile Games Architecture: State of theRT Art of the SLOVAK TELEKOM AS SLOVAK SK European Mobile Games IndustryTELEKOM” UNIVERSITY OF ESSEX UESSEX UK D3.1 Abstract: Document to be considerate as Word Template for all deliverables Mobile Game Arch_D3.1_21122011_PU Version: 1.1 Last Update: 21.12.2011 Distribution Level: RE ••• Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the OASE Consortium (including the Commission Services) “The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: The authors of this paper have started to compile an accurate overview of the mobile games industry in the fourth quarter of 2011. The facts, observations, and analysis in this document are intended to feed the discussions for the first Mobile Game Arch Workshop, to be held in Paris on December 7, 2011. It is the authors’ intention to continue this work with, hopefully, a growing number of knowledgeable contributors. “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 45 FP7 – ICT– GA 288632 Document Identity Title: Mobile Games Architecture: State of the Art of the European Mobile Games Industry Subject: State of the Art document Number: File name: Mobile Game Arch_D3.1_21122011_PU Registration Date: 31.11.2011 Last Update: 12/21/2011 Revision History No. Version Edition Author(s) Date 1 1 0 Maarten Noyons 31.11.2011 Comments: Initial version 2 1 1 Caroline Rute (JCP-C) 21.12.2011 Comments: Updated formatting 3 0 Comments: 4 0 Comments: 5 0 Comments: 6 Comments: 7 Comments: 8 Comments: 9 Comments: 10 Comments: 11 Comments: 12 Comments: 13 Comments: 14 Comments: 15 Comments: Mobile Game Arch Page: 3 of 45 FP7 – ICT– GA 288632 Mobile Games Architecture : State of the Art of the European Mobile Games Industry Mobile Mobile Game Arch_D3.1_21122011_PU.doc Table of Contents 1. INTRODUCTION ....................................................................................................................................... 6 1.1 PURPOSE OF THE PAPER ............................................................................................................................. 6 1.2 MOBILE GAME ARCH ................................................................................................................................ 6 1.2.1 Timeline 2011 - 2013....................................................................................................................... 7 2. EVOLUTION OF THE MOBILE GAMES MARKET ........................................................................... 7 2.1 MARKET TO 2007 ...................................................................................................................................... 8 2.2 MARKET FROM 2008 ................................................................................................................................. 9 2.3 HOW APPLE CHANGED THE MARKET FOR DEVELOPERS ........................................................................... 11 3. BUSINESS ISSUES ................................................................................................................................... 12 3.1 THE FRAGMENTED MARKET ..................................................................................................................... 12 3.2 ROLES IN THE VALUE CHAIN .................................................................................................................... 13 3.2.1 Developers .................................................................................................................................... 14 3.2.2 Publishers and aggregators .......................................................................................................... 14 3.2.3 Application stores .......................................................................................................................... 15 3.2.4 Middleware ................................................................................................................................... 15 3.2.5 Advertising .................................................................................................................................... 16 3.2.6 Metrics .......................................................................................................................................... 16 3.2.7 Social discovery ............................................................................................................................ 16 3.3 GETTING TO MARKET ............................................................................................................................... 17 3.4 GENERATING REVENUE ........................................................................................................................... 18 3.4.1 In-app transactions ....................................................................................................................... 18 3.4.2 Advertising .................................................................................................................................... 19 3.5 BUSINESS ISSUES SUMMARY .................................................................................................................... 19 3.6 THE SUPPORT AND REGULATORY LANDSCAPE OF THE EUROPEAN MOBILE GAMES INDUSTRY ................. 20 4. TECHNICAL ............................................................................................................................................. 20 4.1 ADDRESSING FRAGMENTATION ............................................................................................................... 20 4.2 ANTI -FRAGMENTATION INITIATIVES ....................................................................................................... 23 4.3 BUILDING A MOBILE GAME ...................................................................................................................... 24 4.3.1 The most common choices of technology are described in this table:........................................... 25 4.3.2 Proprietary technology versus established game engine .............................................................. 26 4.4 THE EVOLUTION OF THE HANDSET ........................................................................................................... 27 4.4.1 Screens .......................................................................................................................................... 27 4.4.2 Display hardware .......................................................................................................................... 28 4.4.3 Processors ..................................................................................................................................... 28 4.4.4 Location awareness ....................................................................................................................... 28 4.4.5 Camera .......................................................................................................................................... 31 4.4.6 Input mechanics ............................................................................................................................ 31 4.4.7 Sensors .......................................................................................................................................... 31 4.4.8 NFC – Near Field Communication ............................................................................................... 32 4.4.9 Other hardware features and limitations ...................................................................................... 33 4.4.10 Hardware discrepancies ........................................................................................................... 33 4.5 THE EVOLUTION OF SOFTWARE AND PLATFORMS .................................................................................... 34 4.5.1 Base technologies .......................................................................................................................... 34 4.5.2 Base technology penetration ......................................................................................................... 35 4.6 CROSS -PLATFORM DEVELOPMENT FRAMEWORKS .................................................................................... 35 4.6.1 Most common frameworks ............................................................................................................ 36 4.6.2 Unity3D ........................................................................................................................................