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Mobile game

Video game played on a mobile device

  • 14 min read
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Through Availability, Consumer behaviour and Mobile app

In 1997, Nokia launched Snake, which came pre-installed on Nokia devices for a number of years. Snake was recorded to be on 350 million devices worldwide. Through most of the 2000s, the majority of mobile games were powered by Java (J2ME).

As technology advanced, users became able to purchase and download games onto their devices. Initially limited to stores controlled by mobile network carriers, mobile gaming grew rapidly with the development of app stores in 2008: Apple's App Store was the first mobile content marketplace operated directly by a mobile-platform holder, significantly altering consumer behavior by increasing access to downloadable mobile apps and granting more leverage and opportunity to independent developers.

Mobile gaming is the largest and most lucrative sector of the video game industry today, accounting for 49% of total global gaming revenue in 2025.

History

Toward the end of the 20th century, mobile phone ownership became increasingly widespread worldwide, driven by the establishment of industry standards, the rapid decline in handset costs, and growing consumer demandeconomies 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 complex due to improvements in display, processing, storage, interfaces, network bandwidth, and operating system functionality. The first game that indicated a demand for handset games was a version of Snake that Nokia had included on its devices since 1997.

In 1999, NTT Docomo launched the i-mode mobile platform in Japan, allowing mobile games to be downloaded onto smartphones. Several Japanese video game developers announced games for the i-mode platform that year, such as Konami announcing its dating simulation Tokimeki Memorial. In the same year, Nintendo and Bandai were developing mobile phone adapters for their handheld game consoles, the Game Boy Color and WonderSwan, respectively. By 2001, i-mode had 20 million users in Japan, along with more advanced handsets with graphics comparable to 8-bit consoles. A wide variety of games were available for the i-mode service, along with announcements from established video game developers such as Taito, Konami, Namco, and Hudson Soft, including ports of classic arcade games and 8-bit console games.

By the mid-2000s, there was a large market for mobile games, of which many were built on the Java ME platform that many devices at the time supported. Earlier, they could be obtained using SMS short codes before manufacturers and mobile network operators started offering them for download both on the Web (on a PC to be transferred to the device) and directly via the air (using GPRS, 3G, or Wi-Fi).

The launch of Apple's iPhone in 2007 and the App Store in 2008 altered the market. The iPhone's focus on larger memory, multitasks, and additional sensing devices, including the touchscreen in later models, made it suited for casual games, while the App Store, which is also independent from mobile carriers, made it easy for developers to create and publish apps, and for users to search for and obtain new games. Further, the App Store added the ability to support in-app purchases in October 2009. This allowed games like Angry Birds and Cut the Rope to find new monetization models away from the traditional premium "pay once" model. The market stabilized around iPhone devices and Google's Android-based phones which offered a similar app store through Google Play.

A further major shift came with 2012's Candy Crush Saga and Puzzle & Dragons, games that used a stamina-like gameplay feature found in social-network games like FarmVille to limit the number of times one could play it in a single period, but allowed optional in-app purchases to restore that stamina immediately and continue playing. This new monetization brought in millions of players to both games and millions of dollars in revenue, establishing the "freemium" model that would be a common, but controversial approach for many mobile games going forward.

Mobile gaming grew rapidly over the next several years, buoyed by rapid expansion in China. By 2016, top mobile games were earning over US$100 million a year, and the total revenue for the mobile games sector had surpassed that of other video game areas.

Other major trends in mobile games include hyper-casual games such as Flappy Bird or Crossy Road, and location-based games like Pokémon Go.

Mobile gaming has impacted the larger video game market by drawing demand away from handheld video game consoles; both Nintendo and Sony had seen major drops in sales of their eighth generation handhelds compared to their seventh generation predecessors as a result of mobile gaming. At the same time, mobile gaming introduced the concept of microconsoles, low-cost, low-powered home video game consoles that used mobile operating systems to take advantage of the wide variety of games available on these platforms.

Calculator games

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

In 1980, Casio's MG-880 pocket calculator had a built-in "Invaders" game (essentially a downscaled Space Invaders clone), released in the summer that year. Another early example is the type-in program Darth Vader's Force Battle for the TI-59, published in BYTE in October 1980. The magazine also published a version of Hunt the Wumpus for the HP-41C.

Few other games exist for the earliest of programmable calculators (including the Hewlett-Packard 9100A, one of the first scientific calculators), such as the long-popular Lunar Lander game often used as an early programming exercise. However, limited program address space and a 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 that 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; Doom for HP-48 was created in 1995). 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.

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 implementations 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 (possibly using TIGCC) had begun to replace assembly.

Because they can be programmed without outside tools, calculator games have survived despite the proliferation of mobile devices such as mobile phones and PDAs.

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