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real-time delivery of the game. This is the relevant model for online and
social gaming where a ubiquitous broadband connection is a key constitu-
ent. In this case, when mobile gaming users connect to the appropriate
server via mobile communications, they are able, for instance, to join mul-
tiplayer games or view their scores and status. In online gameplay mode,
players remotely access the server to play mobile games with other players.
The use of short-range wireless systems allows for mobile gaming down-
loading and playing in relation to context, i.e. the surrounding environment
of the users. In this case, it would be possible to play the mobile commu-
nications system ol ine, because players can use these short-range wireless
technologies—Bluetooth as a main example—to form local area networks
with other players (typically in distances of about 10 metres) to play mobile
games in relation to context. Finally, the Internet mechanism typically uses
fi xed and wireless networks to reach fi xed computers or portable laptops.
Once the game is downloaded, it can easily be made “mobile” by side-load-
ing, using, for instance, cables, USB sticks or memory-cards, into a mobile
device. From there on, the game can be used on as much of an “anywhere/
anytime” basis as any other delivered more directly over communication
networks, including the use of these for online gaming.
The use, consumption and interaction within mobile games includes (1)
the mobile device suppliers—regular mobile handsets, smartphones, PDAs,
tablets, ultra-mobile computers, mini-computers, portable players and por-
table consoles for games (including key components and subsystems), bat-
teries, memories, cameras, displays and interfaces; (2) software developers
for mobile devices basic elements—operating systems, drivers, APIs; (3)
software developers for dif erent types of engines and middleware required
for the usage and interaction with the mobile game in the device; (4) provid-
ers of hardware and software systems for interaction with the surrounding
environment—NFC, RFID, tags; (5) providers of applications that could be
linked with the mobile game, its discovery, the community around it or the
Internet applications at large—mobile browsers, search engines, multime-
dia players, social networks, storefronts, content and application aggrega-
tors and portals. Mimicking the conventional software games industry, in
this stage the most relevant activities are the platform hardware and soft-
ware owners and the software that allows the discovery of the game.
The ecosystem is completed with the role of the users. To this regard,
it shall be recalled that the mobile game consumer is not isolated from
other daily activities and has to split the use of the device and the time for
game playing with other main uses such as communications (voice, sms)
and Internet (web browsing, emailing, social networking) with a number of
competing applications (music, video) and with gaming on other platforms
(video consoles, PC).
Figure 4.1 displays the ecosystem described in the preceding and high-
lights the activities in the software game industries that are independent of
mobile games (white boxes), those elements that are directly connected to
 
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