5 Questions about Mobile Games with QUALCOMM’s Mike YuenAuthored by Scott Goldberg on June 27, 2007 - 8:23pm.
Mike Yuen, Senior Director in QUALCOMM’s Gaming Group, sat down with DMW to discuss the mobile games space. The following are his answers to five questions about the current state of mobile games, the successes and the challenges ahead. Mike also shares his views on the definition of a game and the unique elements the mobile platform inherently offers that could change the landscape with the right amount of innovation. He'll also be a panelist at the upcoming Mobile Games Insider event in Santa Monica, CA on July 10. For more information, please visit www.mobilegamesinsider.com
So the first thing is that I hope operators don’t just think the business is what it is, and take their eye off the ball, because there’s actually so much more that needs to be done. I think if operators look at the retail and packaged goods business, some of the basic things they could do is just spend time improving the discovery, shopping, merchandising, and marketing of applications. Improving that in general is going to put the mobile gaming industry in that upward growth path again. The underlying technology, from my standpoint, is really not an issue. It’s not about whether we have enough horsepower in the chipsets, or if the network is fast enough, or any of the other infrastructures built around that, it’s really the basic plumbing that needs to be addressed. And then off-deck things like whether the operators are going to be open to the indie content aside from all the branded stuff should be addressed, as well as microtransactions of course. On that note, what needs to happen to make microtransactions with mobile games reach the ringtone and wallpaper level?
But again, if everyone figures out a way to improve those kinds of things, we’ve seen microtransactions work in the traditional game space, so I don’t see why a similar model wouldn’t work in mobile gaming as well. In terms of the way people pay for games, and the kinds of payments they make, we don’t want to mandate a certain direction over another. My personal opinion is that depending on the type of game and a number of solutions could work. The one that really works well is the one where you purchase a game and then it becomes episodic, meaning you have a microtransaction in order to keep continuing on in that game, whether that means buying a new track, level, or characters. Because what you see right now in traditional gaming is that someone buys a game and then they wait for the add-on pack to come out. Once consumers become aware that they can play mobile games, how are individual games going to take off? What will be done to support the viral aspect of gaming?
The very concept of a game seems more open to reinterpretation on the mobile platform than for traditional games. It doesn’t necessarily have to be a character moving through levels. What do you think encompasses the definition of a mobile game?
And when you think about it, games – or as I like to think of it more broadly – play is really an inherent human behavior. It existed long before there was music TV or movies. People played games, whether that was cards or dice or marbles, all the way up through board games on to video games.
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Well said, Mike. Out
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