Mobile Games 2.0

From Mobileradicals

Before we can attempt to frame the concept of ‘Mobile Games 2.0’ let us first consider some of the principles that have come to encompass the concepts of Web 2.0 and Mobile Web 2.0. As with any concept that is not tied to specific technologies, the field is open to various interpretation but Mobile Web 2.0 services are generally seen to harness:

  • Data (often user derived) over software;
  • Collective intelligence (for example group filtering);
  • Open standards “Above the Single Device”;
  • Niche markets or the Long Tail;
  • Use of context;
  • Emergence resulting in constant evolution (perpetual Beta).

Whilst some of these concepts might be alien to traditional console games developers, the very nature of the mobile games environment and the broad demographic of game players would appear to offer enormous potential for this industry. However, if Mobile Games 2.0 is to become more than a mere buzz phrase, we will need to overcome the current fragmentation within the market and provide a platform that facilitates the majority of these features. To achieve the principles of Web 2.0 in Mobile Game 2.0 it is worth seeking inspiration for the by evaluating the solutions that have evolved in that environment, ascertaining their relevance to mobile. In this regard Widgets are seen as a primary enabler of Web 2.0 as they utilise open standards, are easy to distribute, and have a mechanism for continued evolution. As Nokia has recently introduced two flavours of Widgets for mobile, in this project we have explored:

  • How Widgets address the concepts previously defined for Mobile Web 2.0;
  • Potential mechanisms for social interaction;
  • Distribution mechanisms and possible revenue generation.

Boom!

Widget investigating user generated content in games.



  • large.gif BOOM!

4 in a row

First multiplayer widget game using WidSets channel API.



  • large.gif 4 in row

3D Bombus

First 3D widget game using WidSets