IAT 210 Lecture Notes - Lecture 8: Casual Game, Gamespot, Kimbundu

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Lec 8 jl2 (casual & mobile games) Early mobile games: began to emerge in late 1990s, early successes included tetris and snake, severe hardware and sotware constraints, new mode of play with its own convenions. Design convenions: low powered device, smalls screen, interrupted play, focus on mechanics over graphics of story, depend on brands or ip recogniion, oten depend on speciic hardware, exclusive to manufacturer, hard to port. Hybrid atempt: the n-gage tried to be a phone and a gaming portable all at once, big games on small screen, sold 3 million units, folded in 2010. Enter apple: redeined the market with itunes ecosystem, established consumer behaviour. Customers willing to pay incrementally for content: device capability innovaions, became a surprise hit, allowed third paries to publish new games. Somewhat crowded marketplace hard to stand out. Freemium download and play for free, but: Oten uses in-game currency to disguise your spending habits. Pay to skip waiing imes energy meter .

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