Channel Choices and Revenue Logistics of Software Companies Developing Mobile Games

Author(s):  
Risto Rajala ◽  
Matti Rossi ◽  
Virpi Ruunainen ◽  
Janne Vihinen

In this chapter, we explore the revenue logics and related product distribution models of mobile game developer companies. Mobile gaming is facing a transformation in both technical infrastructures and business models as it grows at a very fast pace. The former change originates from the technological shift of the environment of use; for example, from specific game consoles toward mobile phone platforms. The latter change relates to the possibility of delivering and playing games online, which affects both the distribution partnerships and the revenue stream options of mobile game vendors. We present a set of possible business models for game developers and concentrate on the possible combinations of revenue logics and distribution models for different games.

Author(s):  
Risto Rajala ◽  
Matti Rossi ◽  
Virpi Kristiina Ruunainen ◽  
Janne Vihinen

In this chapter, we explore the revenue logics and related product distribution models of mobile game developer companies. Mobile gaming is facing a transformation in both technical infrastructures and business models as it grows at a very fast pace. The former change originates from the technological shift of the environment of use; for example, from specific game consoles toward mobile phone platforms. The latter change relates to the possibility of delivering and playing games online, which affects both the distribution partnerships and the revenue stream options of mobile game vendors. We present a set of possible business models for game developers and concentrate on the possible combinations of revenue logics and distribution models for different games.


2009 ◽  
pp. 2463-2474
Author(s):  
Risto Rajala ◽  
Matti Rossi ◽  
Virpi Kristiina Tuunainen ◽  
Janne Vihinen

In this chapter, we explore the revenue logics and related product distribution models of mobile game developer companies. Mobile gaming is facing a transformation in both technical infrastructures and business models as it grows at a very fast pace. The former change originates from the technological shift of the environment of use; for example, from specific game consoles toward mobile phone platforms. The latter change relates to the possibility of delivering and playing games online, which affects both the distribution partnerships and the revenue stream options of mobile game vendors. We present a set of possible business models for game developers and concentrate on the possible combinations of revenue logics and distribution models for different games.


2007 ◽  
Vol 2 (2) ◽  
pp. 34-47
Author(s):  
Risto Rajala ◽  
Matti Rossi, ◽  
Virpi Tuunainen ◽  
Janne Vihinen

While growing at a fast phase, mobile gaming industry is facing a transformation both in terms of technical infrastructures as well as business models. At the users’ end, formerly preferred specific game consoles are increasingly being replaced by mobile phone platforms. From the game developers’ perspective, the new possibilities to distribute games over mobile phone networks as well as over the Internet, affect both the viable partner relationships and possible revenue stream options. In this paper we introduce analytical tools to evaluate business models of software companies producing mobile games. With the help of these tools, we explore and analyze the revenue logics and related product distribution models of four companies producing mobile games to the international market. The results indicate that even though the fast growing market offers a plethora of opportunities to agile software companies, the revenue models are governed by telecom-operators, who are currently reaping the largest benefits from the business.


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


Author(s):  
Eeva Liisa Nygren ◽  
Teemu H. Laine ◽  
Erkki Sutinen

<p class="0abstractCxSpFirst"><span lang="EN-US">Understanding engagement in games provides great opportunities for developing motivating educational games. However, even good games may induce disturbances on the learner. Therefore, we go further than presenting only results and discussion related to the motivation aspects and disturbance factors of the playing experience in UFractions (Ubiquitous fractions) storytelling mobile game. Namely, we define the dynamics between these two important game features. Sample of the case study was 305 middle school pupils in South Africa, Finland, and Mozambique.</span></p><p class="0abstractCxSpLast"><span lang="EN-US">Guidelines for game developers, users and educators were derived from the interplay of disturbance factors and motivations. Furthermore, we defined six different learning zones deriving from disturbances the player is facing and the player’s motivation level.</span></p>


2014 ◽  
Vol 5 (2) ◽  
pp. 1
Author(s):  
Átila Valgueiro Malta Moreira ◽  
Vicente Filho ◽  
Geber Ramalho

As mobile game distribution costs gets near zero, the number of available games on app stores, which is already enormous, continues to grow. It gets increasingly difficult for game developers to build a mobile game and achieve the top positions on charts. With it in mind, this paper’s main purpose is to investigate the relationship between game features and the performance achieved by mobile games in terms of number of downloads and gross revenue. A total of 37 game features were analyzed in order to study how each of them influence mobile games’ performance on app stores. The performance of mobile games is measured based on their current position in download and revenue charts on Google Play store. A linear regression model that maps game features and charts performance is trained using a M5 prime classifier and data from 64 mobile games. Results show how each game feature influences the download and revenue performance of successful mobile games.


Author(s):  
Yasin Bulduklu

The aim of this study was to determine the attitudes of university and high school students towards mobile games, and to investigate their motivation and gratification needs in terms of mobile gaming. The descriptive method was used in the study. The sampling group was composed of 846 participants. The data were collected through the Mobile Gaming Motivation Survey. The reliability coefficient of the survey (Cronbach’s alpha) was found to be 0.893. The data analysis revealed that the mobile gaming motives of participants were self-realization/individual gratification, rivalry, social interaction, addiction and escaping. It was concluded that the motivation of the participants to play mobile games and the time they spent on mobile gaming decreased as their education level increased. It was also found that the mean scores for each factor got lower as the age progressed.


Author(s):  
Paul Martin

This chapter explores the opportunities of mobile games to critique and constitute the networks of which they are a part, attending particularly to location-based games. It discusses how these kinds of mobile games reconfigure people's relationships with other people and objects in their environment. In order to understand this reconfiguration, a model is put forward that clarifies the various ways in which people and objects are presented to the mobile game player. Using this model, examples are discussed of games that make interactions available that are disruptive of a social or political order, arguing that this disruption may be drafted into socio-political critique. Other examples demonstrate how mobile games bring everyday life within a capitalist logic, monetizing leisure and the mundane. This suggests that mobile gaming as a technology, practice, or product is neither fundamentally emancipatory nor fundamentally regressive but rather can be employed in various ways.


Author(s):  
Sky LaRell Anderson

Unlike traditional games that anchor players to a controller in a designated gaming space, mobile games invite haptic interfaces wherein players may touch, hold, play, move, sit, and otherwise reconfigure their bodies through various spaces and times. I call this characteristic mobile gaming’s corporeal agency, and while mobile games include many limitations to player agency, the increased freedom of bodies to traverse time and space merits discussion and analysis. This study focuses on interviews conducted with mobile game players, and those interviews reveal that mobile games invite behaviors conducive to a corporeal agency that break away from traditional conceptions of gaming time and space. I argue that mobile gaming bodies demonstrate a more fluid relationship with touch, space, time, and physicality than traditional forms of gaming, allowing players to move their fingers, hands, and bodies through time and space while performing the corporeal task of gaming. The analysis consists of sections dedicated to three primary elements of mobile gaming’s corporeal agency: physicality, temporality, and spatiality.


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