Mobile game

A mobile game is a game played on a feature phone, smartphone/tablet, smartwatch, PDA, portable media player or graphing calculator. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.[1][2]

In 1997, Nokia launched the very successful Snake.[3] Snake (and its variants), that was preinstalled in most mobile devices manufactured by Nokia, has since become one of the most played games and is found on more than 350 million devices worldwide.[4] A variant of the Snake game for the Nokia 6110, using the infrared port, was also the first two-player game for mobile phones.

Today, mobile games are usually downloaded from an app store as well as from mobile operator's portals, but in some cases are also preloaded in the handheld devices by the OEM or by the mobile operator when purchased, via infrared connection, Bluetooth, memory card or side loaded onto the handset with a cable.

Downloadable mobile games were first commercialised in Japan circa the launch of NTT DoCoMo's I-mode platform in 1999, and by the early 2000s were available through a variety of platforms throughout Asia, Europe, North America and ultimately most territories where modern carrier networks and handsets were available by the mid-2000s. However, mobile games distributed by mobile operators and third party portals (channels initially developed to monetise downloadable ringtones, wallpapers and other small pieces of content using premium SMS or direct carrier charges as a billing mechanism) remained a marginal form of gaming until Apple's iOS App Store was launched in 2008. As the first mobile content marketplace operated directly by a mobile platform holder, the App Store significantly changed the consumer behaviour and quickly broadened the market for mobile games, as almost every smartphone owner started to download mobile apps.[5]

Edge (video game) mockup on Sony Ericsson phone
Screenshot of Edge gameplay mocked up on a Sony Ericsson W880i mobile phone

History

Towards the end of the 20th century, mobile phone ownership became ubiquitous in the industrialised world - due to the establishment of industry standards, and the rapid fall in cost of handset ownership, and use driven by economies of scale. As a result of this explosion, technological advancement by handset manufacturers became rapid. With these technological advances, mobile phone games also became increasingly sophisticated, taking advantage of exponential improvements in display, processing, storage, interfaces, network bandwidth and operating system functionality.

Preloaded (or embedded) games on turn-of-the-century mobile phones were usually limited to crude monochrome dot matrix graphics (or text) and single channel tones. Commands would be input via the device's keypad buttons. For a period in the early 2000s, WAP and other early mobile internet protocols allowed simple client-server games to be hosted online, which could be played through a WAP browser on devices that lacked the capability to download and run discrete applications.

With the advent of feature phones (contemporarily referred to as the 'camera phone') more hardware power became available even in bottom-of-the-range devices. Colour screens, multi-channel sound and most importantly the ability to download and store new applications (implemented in cross-industry standards such as J2ME and BREW) paved the way for commercial mobile game publishing. Some early companies utilized the camera phone technology for mobile games such as Namco and Panasonic. In 2003 Namco released a fighting game that used the cell phone's camera to create a character based on the player's profile and determined the character's speed and power based on the image taken; the character could then be sent to another friend's mobile phone to battle. That same year Panasonic released a virtual pet game in which the pet is fed by photos of foods taken with the camera phone.[6]

In the early 2000s, mobile games gained popularity in Japan's mobile phone culture, years before the United States or Europe. By 2003, a wide variety of mobile games were available on Japanese phones, ranging from puzzle games and virtual pet titles that utilized camera phone and fingerprint scanner technologies to 3D games with exceptionally high quality graphics. Older arcade-style games became particularly popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions.

Nokia tried to create its own dedicated mobile gaming platform with the N-Gage in 2003 but this effort failed due to a mixture of unpopular design decisions, poor software support and competition from handheld game consoles, widely regarded as more technically advanced. The N-Gage brand was retained for a few years as a games service included on Nokia's general-purpose phones.

In Europe, downloadable mobile games were introduced by the "Les Games" portal from Orange France, run by In-fusio, in 2000. Whereas before mobile games were usually commissioned directly by handset manufacturers, now also mobile operators started to act as distributors of games. As the operators were not keen on handling potentially hundreds of relationships with one- or two-person developers, mobile aggregators and publishers started to act as a middleman between operators and developers that further reduced the revenue share seen by developers.[5]

The launch of Apple's App Store in 2008 radically changed the market. First of all, it widened consumers' opportunities to choose where to download apps; the application store on the device, operator's store or third party stores via the open internet, such as GetJar and Handango. The Apple users, however, can only use the Apple App Store, since Apple forbids the distribution of apps via any other distribution channel. Secondly, mobile developers can upload applications directly to the App Store without the typically lengthy negotiations with publishers and operators, which increased their revenue share and made mobile game development more profitable. Thirdly, the tight integration of the App Store with the device itself led many consumers to try out apps, and the games market received a considerable boost.[5]

Apple's iPod Touch and iPhone lacked a physical keyboard, unlike previous smartphones and similar devices, instead featuring a large touchscreen. This feature was adopted by rival mobile operating system Android as well, therefore becoming the most common input method for mobile games.

Consequently, the number of commercially highly successful mobile games proliferated soon after the launch of the App Store. Early App Store successes such as Angry Birds, Rolando, Flight Control, Doodle Jump were highly publicised successes that introduced many millions of new players to mobile games and encouraged an early 'gold rush' of developers and publishers to enter the market.

In 2013, Japan was the world's largest market by revenue for mobile games.[7] The Japanese gaming market today is becoming increasingly dominated by mobile games, which generated $5.1 billion in 2013, more than traditional console games in the country.[8]

China is the largest market for mobile gaming, by both revenue and number of players.[9] Until July 2015, video game consoles were banned in the country. While personal computers were still used for gaming, the ban led to a large growth in the use of mobile phones for gaming that has persisted even after the ban was lifted. Tencent Games is the largest publisher of mobile games in the country, and due to the size of its player base within China, is known as the largest video game company in the world, measured by revenue. Tencent published King of Glory (known in Western markets as Arena of Valor), a multiplayer online battle arena that had a 200 million user base from China alone before expanding the game out into other markets.[10]

Market analysis firms identified that mobile gaming global gross revenues exceeded that of either personal computer or console games in 2016, earning around US$38 billion, and remained one of the fastest growing sectors of the video game market.[11]

Calculator games

TI83tris
Clone of Tetris being played on a TI-83 Plus
TI-84 Portal
A fan-made game similar to the game Portal

Calculator gaming is a form of gaming in which games are played on programmable calculators, especially graphing calculators.

An early example is the type-in program Darth Vader's Force Battle for the TI-59, published in BYTE in October 1980.[12] The magazine also published a version of Hunt the Wumpus for the HP-41C.[13] Few other games exist for the earliest of programmable calculators (including the Hewlett-Packard 9100A, one of the first scientific calculators), including the long-popular Lunar Lander game often used as an early programming exercise. However, limited program address space and lack of easy program storage made calculator gaming a rarity even as programmables became cheap and relatively easy to obtain. It was not until the early 1990s when graphing calculators became more powerful and cheap enough to be common among high school students for use in mathematics. The new graphing calculators, with their ability to transfer files to one another and from a computer for backup, could double as game consoles.

Calculators such as HP-48 and TI-82 could be programmed in proprietary programming languages such as RPL programming language or TI-BASIC directly on the calculator; programs could also be written in assembly language or (less often) C on a desktop computer and transferred to the calculator. As calculators became more powerful and memory sizes increased, games increased in complexity.

By the 1990s, programmable calculators were able to run implementations by hobbyists of games such as Lemmings and Doom (Lemmings for HP-48 was released in 1993;[14] Doom for HP-48 was created in 1995[15]). Some games such as Dope Wars caused controversy when students played them in school.

The look and feel of these games on an HP-48 class calculator, due to the lack of dedicated audio and video circuitry providing hardware acceleration, can at most be compared to the one offered by 8-bit handheld consoles such as the early Game Boy or the Gameking (low resolution, monochrome or grayscale graphics), or to the built-in games of non-Java or BREW enabled cell phones.[16]

Games continue to be programmed on graphing calculators with increasing complexity. A wave of games appeared after the release of the TI-83 Plus/TI-84 Plus series, among TI's first graphing calculators to natively support assembly. TI-BASIC programming also rose in popularity after the release of third-party libraries. Assembly remained the language of choice for these calculators, which run on a Zilog Z80 processor, although some assembly implements have been created to ease the difficulty of learning assembly language. For those running on a Motorola 68000 processor (like the TI-89), C programming (possible using TIGCC) has begun to displace assembly.

Because they are easy to program without outside tools, calculator games have survived despite the proliferation of mobile devices such as mobile phones and PDAs.

Industry structure

Total global revenue from mobile games was estimated at $2.6 billion in 2005 by Informa Telecoms and Media. Total revenue in 2008 was $5.8 billion. The largest mobile gaming markets were in the Asia-Pacific nations Japan and China, followed by the United States.[17] In 2012, the market had already reached $7.8 billion[18] A new report was released in November 2015 showing that 1887 app developers would make more than one million dollars on the Google and iOS app stores in 2015.[19]

Mobile gaming revenue reached $50.4 billion in 2017, occupying 43% of the entire global gaming market and poised for further growth.[20] It is expected to surpass the combined revenues from both PC gaming and console gaming in 2018.[21]

Different platforms

Mobile games have been developed to run on a wide variety of platforms and technologies. These include the (today largely defunct) Palm OS, Symbian, Adobe Flash Lite, NTT DoCoMo's DoJa, Sun's Java, Qualcomm's BREW, WIPI, BlackBerry, Nook and early incarnations of Windows Mobile. Today, the most widely supported platforms are Apple's iOS and Google's Android. The mobile version of Microsoft's Windows 10 (formerly Windows Phone) is also actively supported, although in terms of market share remains marginal compared to iOS and Android.

Java was at one time the most common platform for mobile games, however its performance limits led to the adoption of various native binary formats for more sophisticated games.

Due to its ease of porting between mobile operating systems and extensive developer community, Unity is one of the most widely used engines used by modern mobile games. Apple provide a number of proprietary technologies (such as Metal) intended to allow developers to make more effective use of their hardware in iOS-native games.

AppfloodFullScreenInterstitial
A mobile game displaying a full-screen interstitial ad for a different game

Typically, commercial mobile games use one of the following monetisation models: pay-per-download, subscription, free-to-play ('freemium') or advertising-supported. Until recently, the main option for generating revenues was a simple payment on downloading a game. Subscription business models also existed and had proven popular in some markets (notably Japan) but were rare in Europe. Today, a number of new business models have emerged which are often collectively referred to as "freemium". The game download itself is typically free and then revenue is generated after download either through in-app transactions or advertisements; this resulted in $34 billion spent on mobile games in 2013.[22]

Common limits of mobile games

Mobile games tend to be small in scope (in relation to mainstream PC and console games) and many prioritise innovative design and ease of play over visual spectacle. Storage and memory limitations (sometimes dictated at the platform level) place constraints on file size that presently rule out the direct migration of many modern PC and console games to mobile. One major problem for developers and publishers of mobile games is describing a game in such detail that it gives the customer enough information to make a purchasing decision.

Location-based mobile games

Games played on a mobile device using localization technology like GPS are called location-based games or Location-based mobile games.[23] These are not only played on mobile hardware but also integrate the player's position into the game concept. In other words: while it does not matter for a normal mobile game where exactly you are (play them anywhere at any time), the player's coordinate and movement are main elements in a Location-based mobile game.

A well known example is the treasure hunt game Geocaching, which can be played on any mobile device with integrated or external GPS receiver.[23] External GPS receivers are usually connected via Bluetooth. More and more mobile phones with integrated GPS are expected to come.

Besides Geocaching, there exist several other Location-based mobile games, such as BotFighters, which are rather in the stage of research prototypes than a commercial success.

Augmented reality games

Augmented reality games, while not limited to mobile devices, are also common on newer mobile platforms where the device includes a reverse-facing camera. While playing the game, the player aims the device's camera at a location and through the device's screen, sees the area captured by the camera plus computer-generated graphics atop it, augmenting the display and then allowing the player to interact that way. The graphics are generally drawn as to make the generated image appear to be part of the captured background, and will be rendered appropriate as the player moves the device around. The starting location may be a special marker that is picked up by the camera and recognized by the software to determine what to present, or may be based on the location through GPS. While other augmented reality examples exist, one of the most successful is Pokémon Go where the player, using the game app, travels to locations marked on their GPS map and then uses the augmented reality mode to find Pokémon to capture.[24]

Multipurpose games

Since mobile devices have become present in the majority of households at least in the developed countries, there are more and more games created with educational or lifestyle- and health-improvement purposes. For example, mobile games can be used in Speech-language pathology (example — Outloud Apps), children's rehabilitation in hospitals (Finnish startup Rehaboo!), acquiring new useful or healthy habits (Habitica app), memorising things and learning languages (Memrise).

There are also apps with similar purposes which are not games per se, in this case they are called gamified apps. Sometimes it is difficult to draw a line between multipurpose games and gamified apps.

Multiplayer mobile games

Many mobile games support multiple players, either remotely over a network or locally via Wi-Fi, Bluetooth or similar technology.

There are several options for playing multiplayer games on mobile phones: live synchronous tournaments and turn-based asynchronous tournaments. In live tournaments, random players from around the world are matched together to compete. This is done using different networks including Game Center, Google+, Mobango, Nextpeer, and Facebook.

In asynchronous tournaments, there are two methods used by game developers centered around the idea that players matches are recorded and then broadcast at a later time to other players in the same tournament. Asynchronous gameplay resolves the issue of needing players to have a continuous live connection. This gameplay is different since players take individual turns in the game, therefore allowing players to continue playing against human opponents.

This is done using different networks including OpenFeint (now defunct) and Facebook. Some companies use a regular turn based system where the end results are posted so all the players can see who won the tournament. Other companies take screen recordings of live players and broadcast them to other players at a later point in time to allow players to feel that they are always interacting with another human opponent.

Infrared

Older mobile phones supporting mobile gaming have infrared connectivity for data sharing with other phones or PCs.

Bluetooth

Some mobile games are connected through Bluetooth using special hardware. The games are designed to communicate with each other through this protocol to share game information. The basic restriction is that both users have to be within a limited distance to get connected. A bluetooth device can accept up to 7 connections from other devices using a client/server architecture.

3G

3G allows in most cases realtime multiplayer gaming and is based on technologies faster than GPRS.

4G and Wi-Fi

4G allows very fast data rates combined with low stalls and is based on technologies faster than 3G. Wi-Fi is often used for connecting at home.

Distribution

Mobile games can be distributed in one of four ways:

  • Over the Air (OTA) - a game binary file is delivered to the mobile device via wireless carrier networks.
  • Sideloaded - a game binary file is loaded onto the phone while connected to a PC, either via USB cable or Bluetooth.
  • Pre-installed - a game binary file is preloaded onto the device by the original equipment manufacturer (OEM).
  • Mobile browser download - a game file is downloaded directly from a mobile website.

Until the launch of Apple App Store, in the US, the majority of mobile games were sold by the US wireless carriers, such as AT&T Mobility, Verizon Wireless, Sprint Corporation and T-Mobile US. In Europe, games were distributed equally between carriers, such as Orange and Vodafone, and off-deck, third party stores such as Jamba!, Kalador and Gameloft.

After the launch of Apple App Store, the mobile OS platforms like Apple iOS, Google Android, and Microsoft Windows Phone, the mobile OS developers themselves have launched digital download storefronts that can be run on the devices using the OS or from software used on PCs. These storefronts (like Apple's iOS App Store) act as centralized digital download services from which a variety of entertainment media and software can be downloaded, including games and nowadays majority of games are distributed through them.

The popularity of mobile games has increased in the 2000s, as over US$3 billion worth of games were sold in 2007 internationally, and projected annual growth of over 40%. Ownership of a smartphone alone increases the likelihood that a consumer will play mobile games. Over 90% of smartphone users play a mobile game at least once a week.[25]

Many mobile games are distributed free to the end user, but carry paid advertising: examples are Flappy Bird and Candy Crush Saga. The latter follows the "freemium" model, in which the base game is free but additional items for the game can be purchased separately.

See also

References

  1. ^ "This was the world's first cell phone with a game loaded on it". Phone Arena. 16 November 2014.
  2. ^ Andreas Elmenthaler (Elmi). "Hagenuk MT-2000 with Tetris". Handy-sammler.de. Archived from the original on June 17, 2013. Retrieved 2013-08-12.
  3. ^ "Snake is born:a mobile gaming classic" (in Dutch). Nokia. Archived from the original on February 9, 2009. Retrieved 2013-08-12.CS1 maint: Unfit url (link)
  4. ^ "7 Nokia World Records That Will Blow Your Mind". Wayback.archive.org. Archived from the original on March 30, 2012. Retrieved 2013-08-12.CS1 maint: Unfit url (link)
  5. ^ a b c Behrmann M, Noyons M, Johnstone B, MacQueen D, Robertson E, Palm T, Point J (2012). "State of the Art of the European Mobile Games Industry" (PDF). Mobile GameArch Project. Archived from the original (PDF) on 2017-05-05. Retrieved 2013-08-12.
  6. ^ Hermida, Alfred (28 August 2003). "Japan leads mobile game craze". BBC News. Retrieved 22 September 2011.
  7. ^ Negishi, Mayumi (11 December 2013). "Japan Tops World In Mobile Apps Revenue" – via www.wsj.com.
  8. ^ "Japanese console market down as mobile gaming takes over".
  9. ^ "Android vs. iOS Battle Heats Up in China, World's #1 Mobile Games Market". newzoo.com. Newzoo. Retrieved 13 July 2018.
  10. ^ Webster, Andrew (December 18, 2017). "Tencent is bringing China's biggest game to the rest of the world". The Verge. Retrieved December 18, 2017.
  11. ^ Chan, Stephanie (July 13, 2017). "Mobile game revenue finally surpasses PC and consoles". Venture Beat. Retrieved January 8, 2018.
  12. ^ Jackson, Clete (October 1980). "Darth Vader's Force Battle". BYTE. pp. 50–54. Retrieved 14 June 2014.
  13. ^ Librach, Hank (February 1981). "Hunt the Wumpus with Your HP-41C". BYTE. pp. 230, 232. Retrieved 18 October 2013.
  14. ^ "Lemming Games". Xeye.org. 1997-04-06. Retrieved 2013-08-12.
  15. ^ "Le projet Doom". Hpfool.free.fr. 2001-01-07. Retrieved 2013-08-12.
  16. ^ Eric Rechlin. "HP 48 Arcade Games". Hpcalc.org. Retrieved 2013-08-12.
  17. ^ "Global mobile game industry turnover reaches $2.6 billion by 2005". 3g.co.uk. 2005-05-19. Archived from the original on 2016-03-03. Retrieved 2013-08-12.
  18. ^ "The State of Mobile Game Development". gamesindustry.biz. Retrieved 2013-11-06.
  19. ^ Salz, Peggy Anne (4 November 2015). "The Changing Economics of App Development". Harvard Business Review. Hank Boye. Retrieved 23 May 2016.
  20. ^ Wijman, Tom (28 November 2017). "New Gaming Boom: Newzoo Ups Its 2017 Global Games Market Estimate to $116.0Bn Growing to $143.5Bn in 2020". newzoo.com. Newzoo. Retrieved 12 July 2018.
  21. ^ Wijman, Tom (30 April 2018). "Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018". newzoo.com. Newzoo. Retrieved 12 July 2018.
  22. ^ McDuling, John. "This simple pricing strategy has driven the phenomenal growth of mobile gaming".
  23. ^ a b von Borries, Friedrich; Walz, Steffen P.; Böttger, Matthias, eds. (2007), Space Time Play, Basel, Boston, Berlin: Birkhäuser Verlag AG, ISBN 978-3-7643-8414-2
  24. ^ Wingfield, Nick; Isaac, Mike (July 11, 2016). "Pokémon Go Brings Augmented Reality to a Mass Audience". The New York Times. Retrieved February 16, 2017.
  25. ^ Kathy Crosett (2011-03-18). "Mobile Game Marketing to Increase | Marketing Forecast from Ad-ology". Wayback.archive.org. Archived from the original on March 21, 2012. Retrieved 2013-08-12.CS1 maint: Unfit url (link)
9 (2009 animated film)

9 is a 2009 American computer-animated post-apocalyptic science fiction film directed by Shane Acker, written by Pamela Pettler, and produced by Jim Lemley, Tim Burton, Timur Bekmambetov, and Dana Ginsburg. The film stars the voice of Elijah Wood as the titular role, alongside other voices of John C. Reilly, Jennifer Connelly, Christopher Plummer, Crispin Glover, Martin Landau, and Fred Tatasciore.The film is based on Acker's Academy Award-nominated 2005 short film/student project of the same name, created at the UCLA Animation Workshop . Focus Features released it theatrically on September 9, 2009. It received generally mixed reviews from critics and earned $48.4 million on a $30 million budget. It also received an Annie Award nomination for Best Animated Effects in a Feature Production. The film was released on DVD and Blu-ray on December 29, 2009.

America's Next Top Model

America's Next Top Model (abbreviated ANTM and Top Model) is an American reality television series and interactive competition in which a number of aspiring models compete for the title of "America's Next Top Model" and a chance to begin their career in the modeling industry. Created by Tyra Banks, who also serves as an executive producer, and developed by Ken Mok and Kenya Barris, the series premiered in May 2003, and was aired semiannually until 2012, then annually from 2013. The first six seasons (referred to as "cycles") were aired on UPN, before UPN merged with The WB to create The CW in 2006. The following sixteen cycles were aired on The CW until the series was first cancelled in October 2015. The series has since been revived, with cycle 24 currently airing by VH1. The series was among the highest-rated programs on UPN, and was the highest-rated show on The CW from 2007 to 2010. Advertisers paid $61,315 per 30-second slot during the 2011–12 television seasons, the highest of any series on The CW.The first 22 cycles of the series and cycle 24 were presented by Banks, with cycle 23 being presented by Rita Ora. The series also employs a panel of two or three additional judges, a creative director and a runway coach.

Cycles 1–16, 19 and 23–24 each consisted of a cast of between 10 and 15 female contestants with no previous participation on the series. Cycle 17's cast consisted entirely of previous participants, while cycle 18's had seven new contestants and seven former Britain's Next Top Model participants. Cycles 20–22 featured male contestants in the contest, including two male winners. As of April 2018, 24 people have won the competition. Winners typically receive a feature in a magazine and a contract with a modeling agency among other prizes.

The series is the originator of the international Top Model franchise. Over thirty versions of the series have been produced internationally.

Cygames

Cygames, Inc. (Japanese: 株式会社Cygames, Hepburn: Kabushiki Gaisha Sai Gēmuzu) is a Japanese video game development studio established in 2011 by CyberAgent. Mobile and E-commerce company DeNA acquired a 24% stake in the studio in 2012. From foundation the company produced mobile games, initially on the Mobage platform, and from 2013 on Android and iOS.

Key IPs include Rage of Bahamut (2011), The Idolmaster Cinderella Girls (2011, with Bandai Namco), Granblue Fantasy (2014), and Shadowverse (2016). The company began development of console games in 2015. In 2016 Cygames announced the establishment of an anime studio CygamesPictures. The company also began funding anime for its mobile property and for new projects and adaptations for anime. The company also entered the manga, music and design market in the time period.

Disney Mobile

Disney Mobile is a division of Disney Interactive, a subsidiary of The Walt Disney Company, that designs mobile apps, content and services.

Fate/Grand Order

Fate/Grand Order is an online free-to-play role-playing mobile game, based on the Fate/stay night visual novel and franchise by Type-Moon, developed by Delightworks using Unity, and published by Aniplex, a subsidiary Sony Music Entertainment Japan. The game is centered around turn-based combat where the player, who takes on the role of a Master, summons and commands powerful familiars known as "Servants" to battle their enemies. The story narrative is presented in a visual novel format, and each Servant has their own personal scenario which the player can explore. It was first released in Japan on July 29, 2015 on Android with a subsequent release on August 12, 2015 on iOS.

An English version was released on June 25, 2017 in the United States and Canada. A Korean version was released on November 21, 2017. Fate/Grand Order grossed $982 million in 2017, making it the year's sixth highest-grossing mobile game. An arcade version titled Fate/Grand Order Arcade was released by Sega in Japan on July 26, 2018. As of 2018, Fate/Grand Order has grossed more than $3 billion in worldwide revenue.

Fire Emblem Heroes

Fire Emblem Heroes is a free-to-play tactical role-playing game developed by Intelligent Systems and Nintendo for Android and iOS. The game is a mobile spin-off of the Fire Emblem series featuring its characters, and was released on February 2, 2017. The game received a number of award nominations and had been downloaded 14.1 million times by September 2018, grossing US$437 million.

FoxNext

FoxNext is a video game, virtual reality and theme park division announced in January 2017 by 20th Century Fox. It operates under Twentieth Century Fox Film and the Fox Networks Group. FoxNext is focused on next generation storytelling, and was created in response to the success of the mobile game The Simpsons: Tapped Out and the PC game Alien: Isolation and the growing opportunity with virtual reality as ways to create revenue from their existing properties. It will handle development and publishing of video games, virtual reality and augmented reality titles, as well as the development of 20th Century Fox's theme and amusement parks, including 20th Century Fox World (Malaysia). The division's president is Salil Mehta, a former executive from NBCUniversal and The Walt Disney Company, who has been with Fox since 2013. On June 6, 2017, it acquired Aftershock Studios (formerly Kabam's Los Angeles and San Francisco studios)

On July 27, 2017, FoxNext Games announced that they were developing an action/RPG multiplayer mobile game in conjunction with Marvel Entertainment and Aftershock Studios on the Marvel Universe. The Marvel game is named Marvel Strike Force and was released on March 28, 2018, for Android and iOS Platforms.

GameHouse

GameHouse is a casual game developer, publisher, digital video game distributor, and portal, based in Seattle, Washington, United States.

GameHouse distributes casual games for PC and Mac computers, as well as for mobile devices such as phones and tablets (on both iOS (iTunes) and Android (Google Play and the Amazon Appstore)).

GameHouse offers 2,300+ online and downloadable games, consisting of both in-house produced titles (such as the Delicious series) and third party games.

Gameloft

Gameloft SE is a French video game publisher based in Paris, founded in December 1999 by Ubisoft co-founder Michel Guillemot. The company operates 21 development studios worldwide, and publishes games with a special focus on the mobile games market. Formerly a public company traded at the Paris Bourse, Gameloft was fully acquired by French media conglomerate Vivendi in 2016.

Hay Day

Hay Day is a freemium mobile farming game developed and published by Supercell. Hay Day was released for iOS on June 21, 2012 and Android on November 20, 2013. According to a 2013 report, Supercell earned $30 million a month from Hay Day and Clash of Clans, another game made by Supercell. In 2013, Hay Day was the 4th highest game in revenue generated.

Ketchapp

Ketchapp SARL is a French video game publisher based in Paris, specialising in the mobile games market. Founded in March 2014 by brothers Antoine and Michel Morcos, the company first came into the public eye in 2014, through its port of the open-source game 2048. Many of Ketchapp's games are unlicensed variations of popular casual games by other developers. Ketchapp was acquired by Ubisoft in September 2016.

List of Alien, Predator, and Alien vs. Predator games

This is a chronological list of games in the Alien, Predator and Alien vs. Predator science fiction horror franchises. There have been thirty-eight officially licensed video games, one trading card game, and one tabletop miniatures game released as tie-ins to the three franchises.

The first video game of the Alien franchise was released in 1982, based on the 1979 film Alien. Subsequent games were based on that film and its sequels Aliens (1986), Alien 3 (1992), and Alien: Resurrection (1997). The first video game in the Predator franchise was released in 1987, the same year as the Predator film on which it was based. Subsequent Predator games were based on that film and its sequels Predator 2 (1990) and Predators (2010). The first game to cross the two franchises was Alien vs Predator, released in September 1993 and based on an earlier comic book series. Since then the characters and storylines of the two franchises have been officially crossed over in comic books, video games, and the feature films Alien vs. Predator (2004) and Aliens vs. Predator: Requiem (2007). To date, there have been seventeen officially licensed video games released in the Alien franchise, six in the Predator franchise, and fourteen in the Alien vs. Predator franchise. These have been created by various developers and released for a variety of platforms including video game consoles, handheld game consoles, personal computers, and mobile phones. The Aliens vs. Predator Collectible Card Game published in 1997 and the Alien vs. Predator themed sets for HorrorClix released in 2006 are the only non-video games in the franchises.

The stories of the games are set in a fictional universe in which alien races and species have dangerous conflicts with humans and with each other. The games pit human, Alien, and Predator characters against one another in various fights for survival. The settings of the games vary, with most of the stories taking place far in the future. Games have been released for the following platforms; Atari 2600, Commodore 64, ZX Spectrum, Amstrad CPC, Apple IIe, MSX, Acorn Electron, Atari ST, BBC Micro, Nintendo Entertainment System, Amiga, Arcade, PC, Sega Master System, Sega Game Gear, Sega Mega Drive/Genesis, Super Nintendo Entertainment System, Game Boy, Atari Jaguar, PlayStation, Sega Saturn, Microsoft Windows, Mac OS X, Game Boy Color, PlayStation 2, Xbox, Mobile phone, PlayStation Portable, Online, PlayStation 3, Xbox 360, iPhone, iPod Touch, iPad, Mobile device, Nintendo DS, Android, PlayStation 4, Xbox One, PlayStation Vita, iOS, Steam, VR, and Amazon Alexa.

Location-based game

A location-based game (or location-enabled game) is a type of pervasive game in which the gameplay evolves and progresses via a player's location. Thus, location-based games must provide some mechanism to allow the player to report their location, frequently this is through some kind of localization technology, for example by using satellite positioning through GPS. "Urban gaming" or "street games" are typically multi-player location-based games played out on city streets and built up urban environments. Various mobile devices can be used to play location-based games; these games have been referred to as "location-based mobile games", merging location-based games and mobile games. Examples of such games include geocaching, BotFighters, Ingress, and Pokémon Go.

Some games have used embedded mobile technologies such as near field communication, Bluetooth, and UWB. Poor technology performance in urban areas has led some location-based games to incorporate disconnectivity as a gameplay asset .

Massively multiplayer online game

A massively multiplayer online game (MMOG, or more commonly, MMO) is an online game with large numbers of players, typically from hundreds to thousands, on the same server. MMOs usually feature a huge, persistent open world, although some games differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.

MMOs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of gameplay types, representing many video game genres.

Saints Row

Saints Row is an action-adventure video game series created by Volition and published by Deep Silver, that tells the story of a gang called the Third Street Saints; the title comes from the name of the district of the gang's home territory. Typically, gameplay is presented in an open world format because of the mixture of nonlinear gameplay with action-adventure and racing sequences. The series is known for its comedic elements. The games' stories are written as comedies that feature popular culture homages and parodies, as well as self-referential humor.

After completing Red Faction II in late 2002, developer Volition began work on the original Saints Row game in mid-2003. The game was released in 2006 to critical acclaim and commercial success. The sequel, Saints Row 2, was released in 2008 to similar acclaim but greater commercial success. The series' third entry, Saints Row: The Third, was released on 15 November 2011. The series' fourth entry, Saints Row IV was released on 20 August 2013, with an expansion called Gat out of Hell released on 20 January 2015 in North America and 23 January 2015 in Europe. As of September 2013, the series has had unit sales in excess of 13 million, making it one of the best-selling video game franchises of all time.

Satellite Award for Outstanding Mobile Game

The Satellite Award for Outstanding Mobile Game is an annual award given by the International Press Academy as one of its Satellite Awards.

Subway Surfers

Subway Surfers is an endless runner mobile game co-developed by Kiloo and SYBO Games, private companies based in Denmark. It is available on Android, iOS, Kindle, and Windows Phone platforms and uses the Unity game engine. In the game, players take the role of young graffiti artists who, upon being caught in the act of applying graffiti to ("tagging") a metro railway site, where they run through the railroad tracks to escape from the inspector and his dog. As they run, they grab gold coins, power-ups and other items along the way while simultaneously dodging collisions with trains and other objects, and can also jump on top of the trains and surf with hoverboards to evade the capture until the character crashes on an obstacle, getting caught by the inspector or getting hit by a train. Special events, such as the Weekly Hunt, can result in in-game rewards and characters.

Subway Surfers was released on 24 May 2012 with updates based on seasonal holidays. Since January 2013, updates have been based on a "World Tour" theme, which updates the setting of the game every three (or four, usually for seasonal holidays) weeks.

In 2017, Subway Surfers was the most downloaded game across the globe.In March 2018, Subway Surfers became the first game on the Google Play Store to cross the one billion downloads threshold. In May 2018, Subway Surfers crossed the two billion download mark.. App Annie reported Subway Surfers as the #2 downloaded game of all time in iOS App Store.In addition to the mobile game, SYBO Games introduced the Subway Surfers animated series and SUBSURF lifestyle brand.

Supercell (video game company)

Supercell is a Finnish mobile game development company based in Helsinki, Finland. Founded in May 2010, the company's debut game was the browser game Gunshine.net, and after its release in 2011, Supercell started developing games for mobile devices. Since then, the company has fully released five mobile games: Hay Day, Clash of Clans, Boom Beach, Clash Royale, and Brawl Stars, which are freemium games and have been very successful for the company, the first two generating revenue of $2.4 million a day in 2013.Accel Partners and Index Ventures invested $12 million in the Series A of Supercell in 2011, Atomico led the Series B investment, and in October 2013 it was announced that the Japanese company GungHo Online Entertainment and its parent SoftBank had acquired 51% of the company for a reported $1.51 billion. On 1 June 2015, SoftBank acquired an additional 22.7% stake in Supercell, which brought their total stake to 73.2% of the company and made them the sole external shareholder. In 2016, Supercell reported annual revenues of around €2.11 billion. In three years, the company's revenues have grown a total of 800 percent, from 78.4 million (2012).On 21 June 2016, Tencent acquired 84.3% of Supercell with USD 8.6 billion. Japan's SoftBank values Supercell at $10.2 billion.

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