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Mobile Gaming Will Never Defeat Console Gaming - Gaming Union

Subscribe to our RSS feed! PS3X360WiiOther Mon, Jul 11th, 2011, 5:14pm EDT by Adam Ma Mobile Gaming Will Never Defeat Console Gaming

There's nothing better than opening up a newspaper these days to find some tech-analyst or financial adviser spouting out information regarding industry trends, as if playing Angry Birds once or twice provides them with enough insight to tell where all of these developers are going. It's astonishing in a way, because they always jump from one massive trend to another without any regard to how our beloved pastime seems to work. A few short years ago it was all about how Halo and Call of Duty were the only profitable games ever, and that investing in any kind of startup company outside of a AAA studio was a waste of time. Today it's all about mobile gaming, and how its selling power will leave anything that isn't on an iPhone, Android, or tablet smoldering in its wake.

It's funny because this sort of 'analysis' doesn't really happen in any other industry where years of trending, economics, and global resource trade are called upon to make an informed decision. But the gaming industry is new, fresh, and very similar to the movie industry so why not judge it based off some bare bones statistics? Just citing sales should be enough to showcase where gaming will go in the future, right? If only it were so easy, then perhaps Japanese game developers wouldn't be having such a hard time with consumers today.

The fact of the matter is, gaming trends are not easy to predict. When a developer chooses to absolutely saturate the market with a particular type of title, it's fair enough to call them out on it (in addition to watching the franchise die off), but to assert that one type of gaming will die simply due to projected sales is ridiculous. A nice case in point is how many analysts like to point out that more people own cell phones than consoles themselves, and how the ownership of cellular devices will come close to doubling itself over the next year (according to sales-analysis predictions).

It's impossible to predict who amongst these millions of people will find a game like Angry Birds or Plants vs Zombies attractive, in the same regard that it's impossible to assume that any one type of phone design will reign supreme over the next year. New plans may be drawn up, new models released on the market, but no one will assume that because something is released brand new from a familiar phone designer that it will be an instant smash hit. The same can be said regarding gaming, there's no way to know if these one-hit wonder developers will be able to replicate their success with anything aside from Angry Birds 2, especially amidst an environment heavily saturated with so many other games attempting to achieve the same kind of success, but ultimately fall short of glory. Even console gaming doesn't hold that kind of a guarantee, as is apparent from when Medal of Honor lost it's core player-base to the Call of Duty franchise several years back.

It's fair enough to say that most cellular owners will be investing in apps, and that many of those apps will become powerful revenue generators for a few lucky development groups out there. It's currently estimated that 552 millon smartphones have been sold worldwide with a prediction that 815 will be sold by the end of 2011, as opposed to consoles which boasts 183 million units sold since Dec 31st 2010 and a predicted 227 million by the end 2011. It's  important to consider that while Parks Assoicates (the provider of these figures) reports a slow decline in home console sales, these three systems currently investigated are the Wii, Xbox 360, and PS3, all three of which are systems that have been around close to seven years now. There are quite frankly more compelling reasons to obtain a new cell phone once a year than there are to go out and buy another Xbox. Most service providers will even offer incentive to switch, which is a definite plus.

Understandable as it is to thin that with cell phones becoming so prevalent in todays society that app-based gaming will become more popular, but to speculate if mobile gaming will edge out consoles just shows a lack of understanding when it comes to the history of the industry. Cell phone games will never be able to replicate the kind of experience you can find in a console, the same way that movie theatres will always be relevant because they still have something to provide socially. It's nice to know that apps have a place in the world of gaming, especially for those who consider themselves to be 'casual gamers', but one new popular medium simply does not cancel out another.

Maybe it's because many of the best selling titles in gaming happen to be sequels that these analysts are coming across the industry incorrectly. When you watch a game like Black Ops become one of the greatest selling pieces of entertainment ever, it's hard not to look at something like Demon's Souls and consider it a failure. But keeping in mind that the target audience for these titles are radically different, you can begin to see how the definition of success and profit can be two very different things. Both casual gamers and journalists alike make the error of pitting any MMO's value against a title like World of Warcraft, a mistake that can often times be a marketing nightmare for some unfortunate developer. As cell phone games are really just another branch of the industry, isn't it safe to assume that they have a completely different target audience? Contrary to the advertisements I've seen, there's never been a point in my life where I've gone home and disregarded the Playstation or Xbox to sit on my couch and rock out on my cell phone. Hard to say I know anyone else who does that either, but maybe I'm just friends with the wrong people.

The only thing that will ever surpass the current generation of consoles is the next, and that's just the way it's always been. Technology has improved to the point where we can finally start experimenting with deeper levels of gameplay, various styles and sorts of gaming immersions, and naturally new mediums to experience it all on. It would be nice if some of the hype concerning apps would die down a bit though; it's an exciting new sector to watch grow but I think people are savvy enough to know that a portable game and a console one are two completely different sort of beasts. There's just no need for any sort of technological scare-mongering.

Got a tip? Send it to tips@gamingunion.netTAGS: Mobile, Industry, PS3, Xbox 360, Nintendo Wii, iPhone, Android


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The INQ Cloud Touch is now available from TELUS and Koodo Mobile - DigitalJournal.com (press release)

Today, July 11th, marks the 16th anniversary of the Srebrenica massacre where over 8,000 Bosniak men lost their lives in the biggest mass murder since the second World War.


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Mobile Gaming Stocks: Will Cheap Games Hurt the Video Game Industry? - Business Insider

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If you're a child of the 1980s, then there's a good chance that Nintendo's inaugural video game console topped your Christmas or Hannukah wishlist when the first-generation system debuted. Back then, saving the pixelated princess was the easy part--the real challenge was just getting the game to load, involving shaking, blowing on and sometimes even smacking the temperamental cartridge around.

Hard to believe that today, game play is as easy as simply turning on your phone.  

Mobile gaming is on the rise, and revolutionizing the gaming industry--according to a recent study by Nielsen, the average iPhone user spends about 15 hours a month playing games on their smartphones.

Android users clocked in slightly above the overall average smartphone user, at 9.3 hours compared with 7.8 hours over a 30-day period. 64% of downloaders have loaded a new game onto their phone within the last 30 days, making games the most popular, and lucrative, category of smartphone applications.

Need more proof? Social and mobile gaming giant Zynga just filed a $1 billion IPO.

So what does all this mean for console gaming systems? If you ask Peter Vesterbacka, creator of the popular Angry Birds game for mobile phones, their days are numbered.

Quoted at SXSW declaring "consoles are dying," Vesterbacka sees the future of gaming in mobile and social mediums, while traditional companies charging $40 or $50 for a game are heading toward extinction.

But Nintendo president Satoru Iwata makes a compelling counterargument: “Consider this: the number of games available on the big app sites is in the tens of thousands. Game development is drowning. Yes, these games are far less expensive to create, but what revenue will they generate?”

Does the rise of the cheap mobile game signal weaker sales for video game companies that produce more expensive "premium" games for consoles? You be the judge--here's a list of companies with exposure to the trend.

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List sorted alphabetically.

1. Activision Blizzard, Inc. (ATVI): Market cap of 13.81B. It is engaged in online, personal computer (PC), console, handheld, and mobile game publisher. Activision offers games that operate on the Sony Computer Entertainment Inc. (Sony) PlayStation 3 (PS3), Nintendo Co. Ltd. (Nintendo) Wii (Wii), and Microsoft Corporation (Microsoft) Xbox 360 (Xbox 360) console systems; Nintendo Dual Screen (NDS) and Nintendo DSi (DSi) handheld devices; the PC; the Apple iPhone (iPhone), the Apple iPad (iPad) and other mobile devices. Its mobile games include "Tony Hawk: Proving Ground" and "Guitar Hero World Tour Mobile".

2. Electronic Arts Inc. (ERTS): Market cap of 8.3B. It develops, markets, publishes and distributes game software and content that can be played by consumers on a variety of video game machines and electronic devices (platforms), including video game consoles; personal computers; mobile phones, such as the Apple iPhone, Google Android compatible phones, and feature phones; tablets and electronic readers, such as the Apple iPad and the Amazon Kindle; and the Internet, including on social networking sites, such as Facebook; and Handheld game players, such as the Sony PlayStation Portable (PSP) and Nintendo DS and 3DS. Its mobile games include JAMDAT Bowling, SimCity Societies, Skate, Tiger Woods PGA TOUR, Dead Space, Transformers Dark of the Moon, Draw Jump, Medal of Honor, MADDEN NFL, and Bejeweled.

3. Glu Mobile, Inc. (GLUU): Market cap of 300.06M. It is engaged in designing, marketing and selling games for mobile phones. It has developed and published a portfolio of casual and traditional games designed to appeal to a cross section of the subscribers served by its wireless carriers and other distributors, as well as to users of smartphones who purchase its games through direct-to-consumer digital storefronts. Its games include Call of Duty, Deer Hunter, Diner Dash, Guitar Hero 5, Family Feud, Family Guy, The Price Is Right, Transformers, Wedding Dash, Who Wants to Be a Millionaire?, World Series of Poker, Zuma, Beat It!, Bonsai Blast, Brain Genius, Glyder, Stranded and Super K.O. Boxing.

4. Konami Corp. (KNM): Market cap of 3.48B. It develops, publishes, markets and distributes video game software products globally for stationary consoles, for portable consoles, as well as for use on personal computers and mobile devices. Its mobile games (for the iPhone) include Frogger, Silent Hill: The Escape, Dance Dance Revolution S, and Metal Gear Solid Touch.

5. Rovi Corporation (ROVI): Market cap of 6.62B. It provides advertising, marketing, and other solutions for electronic content developers, including mobile game developers. Its offerings include interactive program guides (IPGs), IPG advertising, embedded licensing technologies (such as recommendations and search capability), media recognition technologies and licensing of its extensive database of descriptive information about television, movie, music, books, and game content, and content protection technologies and services.

6. Take-Two Interactive Software Inc. (TTWO): Market cap of 1.33B. It is a global publisher, developer and distributor of interactive entertainment software, hardware and accessories. Its publishing business consists of Rockstar Games, 2K Games, 2K Sports and 2K Play publishing labels. The Company develops, markets and publishes software titles for gaming and entertainment hardware platforms and has also begun to develop and publish titles for the iPhone and iPod touch. Its mobile apps include Civilization Revolution and Duke Nukem Forever Soundboard.

Interactive Chart: Press Play to see how analyst ratings have changed for all the stocks mentioned above. Analyst ratings sourced from Zacks Investment Research.

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Sorry HTML 5, mobile apps are used more than the web - GigaOm


Mobile applications are commanding more attention on smartphones than the web, highlighting the need for strong app stores on handset platforms. For the first time since Flurry, a mobile analytics firm, has been reporting engagement time of apps and web on smartphones, software is used on average for 81 minutes per day vs 74 minutes of web use. Just a year ago, mobile web use outnumbered time spent on apps with 64 minutes as compared to 43 minutes. Trends are ever subject to change, but this one indicates that we’ll be waiting longer for HTML 5 web apps to unify the world of mobile devices.



What are our mobile app minutes spent doing? Flurry, which monitors software on  iOS, Android, BlackBerry, Windows Phone and J2ME platforms, says we’re a growing community of gamers, with 47 percent of our app time spent playing. Social networking followed up with 32 percent, while news, entertainment and other activities each accounted for single digits.


The entertainment figure of only 7 percent seems low to me given that mobile video, a time-intensive activity, is popular: Some data suggests that iPad users watch 2.5 times more video than traditional web users, for example. While YouTube has a solid mobile web interface, many platforms kick users into a native YouTube application. Last July, YouTube said it was serving 100 million videos per day through both its mobile software and website.


Regardless of that potential anomaly, the data underscores a few points I’ve made about mobile app ecosystems: If a platform doesn’t have a strong set of third-party apps available, consumer adoption of the platform becomes a greater challenge. To some degree, we’re now seeing that with Google Android Honeycomb tablets as well as RIM’s BlackBerry PlayBook. There are other issues facing each of these, but a lack of optimized apps isn’t helping any, especially with the move from web to apps on mobiles.


Flurry’s data also has me pondering the future of web apps; namely, will HTML5 become as strong of an “app” platform as some would hope? As Chetan Sharma noted last year, the beauty of the web as an application distribution point is the reduced fragmentation it brings:



[T]he fragmentation issue in mobile only gets worse with each year with new devices, different implementations and operating systems, the cost of rolling out an app across multiple devices around the world can increase exponentially. As such, the browser provides the prospect of being the great unifier so you can truly design once and run everywhere (where the browser is available). For the simple apps that are less interactive and require less multimedia capability, like the popular social networking and news/weather apps, browser provides the perfect avenue to maximize impact with least amount of development.


Sharma’s thought made perfect sense to me back then, and while I’m still in general agreement with him, I’m beginning to wonder if the situation has changed. Instead of a mobile market with a number of platforms, we’re now witnessing the space become dominated by just two in Android and iOS. The third spot is up for grabs, although Windows Phone 7 has recently gained perceived momentum. BlackBerry / QNX and webOS are in transition, while Symbian is on the way out.


All the smartphone platforms are using WebKit browsers, so there’s still opportunity for web apps to unified across a large number of devices, but with such dominant operating systems in play, there may be less need for the web browser as a “great unifier” in mobile than there was just a year or two ago. And as long as apps keep appearing, the trend indicates consumers will keep buying.


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