With my presentation being on mobile gaming I decided to continue with this theme and title my essay as follows: How has mobile gaming affected the games industry in the last twenty years?
This will be continuing on the theme of the history of mobile gaming, starting with Tetris for the Hagenuk MT-2000, moving on to the Japanese gaming market in 2003. Ending with the creation of app stores and subsequent industry reactions to this inovation.
Research articles:
http://www.newzoo.com/infographics/mobile-gaming-graphs-2012/
http://www.guardian.co.uk/technology/gamesblog/2010/jan/21/games-casual-gaming
http://www.newzoo.com/infographics/infographic-2012-uk/
http://www.superdataresearch.com/f2p-mobile-gamers-spend-between-8-and-15-per-month/
http://en.wikipedia.org/wiki/Mobile_game
http://www.theesa.com/games-improving-what-matters/mobile-games.asp
http://forum2.mobile-review.com/showthread.php?103855-The-evolution-of-mobile-phone-gaming
http://news.bbc.co.uk/1/hi/technology/3186345.stm
http://web.archive.org/web/20071012194600/http://gamepro.com/gamepro/domestic/games/features/125748.shtml
http://money.cnn.com/magazines/fortune/fortune_archive/2003/12/08/355130/
http://uk.gamespot.com/news/electronic-arts-buys-jamdat-6140935
http://www.edge-online.com/news/ea-set-to-reveal-next-gen-fifa-and-battlefield/
http://www.gamasutra.com/php-bin/news_index.php?story=7452#.URf-Y2dw7ud
http://www.pocketgamer.biz/r/PG.Biz/A+Brief+History+of+Mobile+Games/feature.asp?c=10719
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