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	<title>The Technology Suits &#187; Mobile Gaming</title>
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	<link>http://www.technologybizdev.com</link>
	<description>Webzine offering business views and interviews on technology, the gaming industry, mobile games, mobile devices, research and statistics</description>
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		<title>Nokia Shifts Away From N-Gage Device</title>
		<link>http://www.technologybizdev.com/2005/11/25/nokia-shifts-away-from-n-gage-device/</link>
		<comments>http://www.technologybizdev.com/2005/11/25/nokia-shifts-away-from-n-gage-device/#comments</comments>
		<pubDate>Fri, 25 Nov 2005 21:34:18 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Cellphones &#038; Portables]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/11/25/nokia-shifts-away-from-n-gage-device/</guid>
		<description><![CDATA[Nokia's VP of corporate strategy, Antii Vasara, admitted to <a href="http://www.vnunet.com/">Vnunet</a> that the N-Gage did not meet the company’s projected targets.  Vasara said, “N-Gage is still being sold but it was not a success in the sense of developing a new category.”  While the company does not plan to introduce further iterations in the N-Gage handset line, it will continue to support existing N-Gage and QD handsets.

This does not mean the N-Gage has been completely disappointing, as Nokia is able to use the N-Gage software platform to expand its entrance in gaming.  "We learnt that people want to play games on all devices. As such we are integrating the gaming software into Series 60 phones."  

]]></description>
			<content:encoded><![CDATA[<p>Nokia&#8217;s VP of corporate strategy, Antii Vasara, admitted to <a href="http://www.vnunet.com/">Vnunet</a> that the N-Gage did not meet the company’s projected targets.  Vasara said, “N-Gage is still being sold but it was not a success in the sense of developing a new category.”  While the company does not plan to introduce further iterations in the N-Gage handset line, it will continue to support existing N-Gage and QD handsets.</p>
<p>This does not mean the N-Gage has been completely disappointing, as Nokia is able to use the N-Gage software platform to expand its entrance in gaming.  &#8220;We learnt that people want to play games on all devices. As such we are integrating the gaming software into Series 60 phones<a href="http://www.thesacredpaths.com/village">.</a>&#8221;  </p>
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		<title>Mobile Game Addiction Spreading In Korea</title>
		<link>http://www.technologybizdev.com/2005/11/08/mobile-game-addiction-spreading-in-korea/</link>
		<comments>http://www.technologybizdev.com/2005/11/08/mobile-game-addiction-spreading-in-korea/#comments</comments>
		<pubDate>Wed, 09 Nov 2005 04:46:25 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/?p=138</guid>
		<description><![CDATA[{&#8230;}
According to Marketing Insight, a consumer research institute, 14 million out of 37 million cell phone subscribers in Korea play mobile games. To put it another way, four out of every 10 people are mobile gamers. More specifically, 2.3 million play mobile games everyday, accounting for 6.2 percent of the total cell phone subscribers, including [...]]]></description>
			<content:encoded><![CDATA[<p><em>{&#8230;}</p>
<p>According to Marketing Insight, a consumer research institute, 14 million out of 37 million cell phone subscribers in Korea play mobile games. To put it another way, four out of every 10 people are mobile gamers. More specifically, 2.3 million play mobile games everyday, accounting for 6.2 percent of the total cell phone subscribers, including 15 percent of cell phone users in their teens and twenties. </p>
<p>As the popularity of mobile games soars among teenagers and workers, there is a growing concern over “mobile game addiction.” Indeed, mobile games are increasingly causing distractions at workplaces and classes. </p>
<p>{&#8230;}</p>
<p>Experts agree that the biggest problem with mobile games is the difficulty in determining whether one is addicted to the games or not. </p>
<p>According to psychiatry professor Yoon Soo-jung of St. Paul’s Hospital, many teachers complain about students playing mobile games in class, and it is difficult for parents to notice their children’s mobile game addiction as children can easily hide their mobile game playing, unlike Internet games. </p>
<p>Oh Won-i, the head of the Information Misuse Prevention and Research Center at Korea Agency for Digital Opportunity and Promotion, also pointed out that due to the ubiquity of cell phones, it is hard to draw a clear definition of mobile game addiction despite its great adverse effects. In addition, he emphasized the need for concerted efforts from mobile phone operators to establish a program to prevent mobile game addiction.</p>
<p>{.<a href="http://www.thesacredpaths.com/village">.</a>.}</em></p>
<p><a href="http://english.donga.com/srv/service.php3?bicode=040000&#038;biid=2005110814718">Link to Complete Article</a></p>
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		<title>Walt Disney shores up European mobile gaming strategy</title>
		<link>http://www.technologybizdev.com/2005/11/07/walt-disney-shores-up-european-mobile-gaming-strategy/</link>
		<comments>http://www.technologybizdev.com/2005/11/07/walt-disney-shores-up-european-mobile-gaming-strategy/#comments</comments>
		<pubDate>Tue, 08 Nov 2005 04:51:06 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Mobile Content]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/11/07/walt-disney-shores-up-european-mobile-gaming-strategy/</guid>
		<description><![CDATA[The Walt Disney Internet Group (WDIG) is acquiring Living Mobile, a European mobile game developer and publisher, as part of its ongoing strategy to expand its footprint in the mobile games category.
Disney first entered the mobile market in Japan through a deal in August 2000 with NTT DoCoMo which propelled its to become the number [...]]]></description>
			<content:encoded><![CDATA[<p><em>The Walt Disney Internet Group (WDIG) is acquiring Living Mobile, a European mobile game developer and publisher, as part of its ongoing strategy to expand its footprint in the mobile games category.</p>
<p>Disney first entered the mobile market in Japan through a deal in August 2000 with NTT DoCoMo which propelled its to become the number one mobile entertainment brand in that market. It currently has distribution deals with all 4 major carriers and more than 3.3 million paid subscriptions. This latest move is intended to enable the group to replicate this success in Europe.</p>
<p>{.<a href="http://www.thesacredpaths.com/village">.</a>.}</em></p>
<p><a href="http://www.cbronline.com/blog.asp?show=cbr/2005/11/walt_disney_sho.html">Link to Complete Article at Computer Business Review Online</a></p>
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		<title>Video Game Industry to Drive Entertainment Sector, According to PWC Report</title>
		<link>http://www.technologybizdev.com/2005/10/10/video-game-industry-to-drive-entertainment-sector-according-to-pwc-report/</link>
		<comments>http://www.technologybizdev.com/2005/10/10/video-game-industry-to-drive-entertainment-sector-according-to-pwc-report/#comments</comments>
		<pubDate>Mon, 10 Oct 2005 13:40:16 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Fixed Gaming]]></category>
		<category><![CDATA[General Entertainment]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/?p=134</guid>
		<description><![CDATA[A new report from <a href="http://www.pwcglobal.com/">PriceWaterhouseCoopers</a> expects an accelerating growth in the global entertainment and media industries that will propel the sales from $1.3 trillion in 2004 to $1.8 trillion in 2009 (average growth of 7.3%).  Of this, the global video game market will reach $55 billion in total software revenues by 2009, with the U.S. video game market making up $15.1 billion of this amount.  ]]></description>
			<content:encoded><![CDATA[<p>A new report from <a href="http://www.pwcglobal.com/">PriceWaterhouseCoopers</a> expects an accelerating growth in the global entertainment and media industries that will propel the sales from $1.3 trillion in 2004 to $1.8 trillion in 2009 (average growth of 7.3%).  Of this, the global video game market will reach $55 billion in total software revenues by 2009, with the U.S. video game market making up $15.1 billion of this amount.  </p>
<p>To reach this $55 billion sales prediction for the global video game industry, the market would have to grow at an average rate of 16.5% from its 2004 level of $25.4 billion.  PWC defines the video game industry to include software, subscriptions and advertising, while excluding hardware and accessories.  </p>
<p>Asia-Pacific will see substantial growth of 18% annual growth to raise its video game sales to $23.1 billion in 2009.  The United States will see annual growth of 12.9% to reach PWC’s $15.1 billion prediction for the market.  EMEA (Europe, Middle East, Africa) will see the largest growth with an annual average of19.1% to increase its 2004 total of $6.0 billion to $14.3 billion in 2009.</p>
<p>While the market is growing, the pieces of the industry are beginning to shift.  The PC game market will decrease from $771 million in 2004 to $655 million in 2009, and that is with the strong support from Latin America which is still seeing moderate growth.   Console mobiles are showing substantial growth prior to the next-gen fixed console launch and will continue to remain strong.  Outside of the more standard game market, mobile games on cellphones will see significant growth thanks to <a href="http://www.technologybizdev.com/2005/08/18/first-us-location-based-games/">new innovations</a>, with the U.S. along growing from $281 million in 2004 to $2.1 billion in 2009.</p>
<p>The <a href="http://www.pwcglobal.com/extweb/pwcpublications.nsf/docid/5AC172F2C9DED8F5852570210044EEA7">50 page full report can be purchased from PWC</a> for $95<a href="http://www.thesacredpaths.com/village">.</a></p>
<p>==================<br />
Related Articles</p>
<ul>
<li><a href="http://www.technologybizdev.com/2005/08/04/games-creating-the-world-versus-new-advancements/">Games Creating the World Versus New “Advancements”? </a></li>
<li><a href="http://www.technologybizdev.com/2005/08/02/location-based-games-need-innovation/">Understanding and Innovation Needed for Location Based Games</a></li>
<li><a href="http://www.technologybizdev.com/2005/08/26/eat-your-fruits-and-vegetables-and-play-video-games/">Eat Your Fruits And Vegetables &#8211; And Play Video Games </a></li>
</ul>
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		<title>Player X Raises $7 Million in First Round of Funding</title>
		<link>http://www.technologybizdev.com/2005/10/05/player-x-raises-7-million-in-first-round-of-funding/</link>
		<comments>http://www.technologybizdev.com/2005/10/05/player-x-raises-7-million-in-first-round-of-funding/#comments</comments>
		<pubDate>Wed, 05 Oct 2005 07:02:03 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Companies &#038; M&#038;A]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/10/05/player-x-raises-7-million-in-first-round-of-funding/</guid>
		<description><![CDATA[<a href="http://www.playerx.co.uk/">Player X</a>, a London-based mobile game publisher founded in early 2004, has raised $7 million in its first round of venture capital funding.  Investors in this round include venture capitalist <a href="http://www.artsalliance.co.uk/">Arts Alliance</a> and sports licensing firm <a href="http://www.bullion-international.com/">Bullion International</a>.

In addition, Player X has added SEGA veteran Nick Alexander as Chairman of its board of directors and Fox Kids Europe founder Ynon Kreiz as a non-executive board member.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.playerx.co.uk/">Player X</a>, a London-based mobile game publisher founded in early 2004, has raised $7 million in its first round of venture capital funding.  Investors in this round include venture capitalist <a href="http://www.artsalliance.co.uk/">Arts Alliance</a> and sports licensing firm <a href="http://www.bullion-international.com/">Bullion International</a>.</p>
<p>In addition, Player X has added SEGA veteran Nick Alexander as Chairman of its board of directors and Fox Kids Europe founder Ynon Kreiz as a non-executive board member.</p>
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		<title>Tiger Telematics, Maker of the Gizmondo, Prepares for US Launch and NASDAQ Listing</title>
		<link>http://www.technologybizdev.com/2005/09/29/tiger-telematics-maker-of-the-gizmondo-prepares-for-us-launch-and-nasdaq-listing/</link>
		<comments>http://www.technologybizdev.com/2005/09/29/tiger-telematics-maker-of-the-gizmondo-prepares-for-us-launch-and-nasdaq-listing/#comments</comments>
		<pubDate>Thu, 29 Sep 2005 07:35:38 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Mobile Consoles]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/09/29/tiger-telematics-maker-of-the-gizmondo-prepares-for-us-launch-and-nasdaq-listing/</guid>
		<description><![CDATA[Tiger Telematics recently filed its 10k (annual report) with the SEC and is planning on filing its 10Q (quarterly report) shortly to remain up to date.  After the company files its 10Q on time, it will be able its stock to trade on the NASDAQ, if approved.  According to Tiger’s press release, the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tigertelematics.com/">Tiger Telematics</a> recently filed its 10k (annual report) with the SEC and is <a href="http://www.tigertelematics.com/news/Giz_Focus_on_Us_launch_post_filing_final.pdf">planning</a> on filing its 10Q (quarterly report) shortly to remain up to date.  After the company files its 10Q on time, it will be able its stock to trade on the NASDAQ, if approved.  According to Tiger’s press release, the listing of the company’s stock on the NASDAQ will allow it to be “considered a marginable security for loans.”  This can be interrupted as a signal that the company plans to take out loans to help support the upcoming launch of the Gizmondo in the United States.</p>
<p>As mentioned in our reporting of the <a href="http://www.technologybizdev.com/2005/09/27/gizmondo-parent-company-loses-210-million-in-six-months/">company’s annual report</a>, Tiger still has a sizeable war chest for the release of the <a href="http://www.gizmondo.com/">Gizmondo</a>.  The question is will it be enough to compete against the PSP and DS.</p>
<p>We have only spent a limited amount of time with the<a href="http://www.gizmondo.com/"> Gizmondo</a>, but it is a nice device that more than competes with its rivals.  However, few consumers know of the brand, and the “awareness” battle will be a difficult one and one that will likely be decided based on “buzz”.</p>
<div align="center">
<iframe src="http://rcm.amazon.com/e/cm?t=thetechnology-20&#038;o=1&#038;p=13&#038;l=st1&#038;mode=videogames&#038;search=gizmondo&#038;fc1=&#038;=1&#038;lc1=&#038;&#108;&#116;1=&#038;bg1=&#038;f=ifr" marginwidth="0" marginheight="0" width="468" height="60" border="0" frameborder="0" style="border:none;" scrolling="no"></iframe>
</div>
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		<title>Gizmondo Parent Company Loses $210 Million in Six Months</title>
		<link>http://www.technologybizdev.com/2005/09/27/gizmondo-parent-company-loses-210-million-in-six-months/</link>
		<comments>http://www.technologybizdev.com/2005/09/27/gizmondo-parent-company-loses-210-million-in-six-months/#comments</comments>
		<pubDate>Tue, 27 Sep 2005 22:51:09 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Cellphones &#038; Portables]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/?p=117</guid>
		<description><![CDATA[Tiger Telematics, maker of the Gizmondo, filed its annual report with the SEC showing a loss of $210 million in the first six months of 2005.  The company attributes this loss to a large investment into the release of the new versions of the Gizmondo and marketing expenses.
However, with total losses of more than [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tigertelematics.com/">Tiger Telematics</a>, maker of the Gizmondo, filed its annual report with the SEC showing a loss of $210 million in the first six months of 2005.  The company attributes this loss to a large investment into the release of the new versions of the Gizmondo and marketing expenses.</p>
<p>However, with total losses of more than $328 million ($11.1 million in 2002, $8 million in 2003, $99 million in 2004 and $210 in the first six months of 2005), investors are looking to see results of the new Gizmondo releases.  The company has $71 million in cash or current assets (easily convertible to cash) which should provide the company time to see how the Gizmondo does on the market, given that the large development costs are likely over.</p>
<p>The Gizmondo is a nice device, but it is entering a very competitive market with much larger players.  These latest versions compare much more closely with Sony’s PSP, with its own pluses and minuses.  With all considerations, it will be difficult for the company to sell enough units to breakeven, but the possibility does exist.  While Sony and Nintendo are focusing almost entirely on gaming, Tiger Telematics has opened the device up early to other types of applications.  </p>
<p>At the very least, it is good to see someone trying to shake up the mobile console market. Nintendo took a bold step with the DS, but there is always room for innovation.  </p>
<p>For those that are interested, <a href="http://yahoo.brand.edgar-online.com/doctrans/finSys_main.asp?formfilename=0001269678-05-000182&#038;nad=">the full year results filing can be found online here</a>.</p>
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		<title>Gameloft Shows Significant Growth in First Half-Year</title>
		<link>http://www.technologybizdev.com/2005/09/23/gameloft-shows-significant-growth-in-first-half-year/</link>
		<comments>http://www.technologybizdev.com/2005/09/23/gameloft-shows-significant-growth-in-first-half-year/#comments</comments>
		<pubDate>Sat, 24 Sep 2005 03:08:54 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Companies &#038; M&#038;A]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/09/23/gameloft-shows-significant-growth-in-first-half-year/</guid>
		<description><![CDATA[Mobile game developer and publisher Gameloft’s revenues for the first six months of 2005 grew by 134% to 20.4 million Euros, from 8.7 million Euros in revenues during the same period of 2005.  The company also increased estimates for year end revenues to 44 million Euros.
Gameloft has shown quick growth in the past year [...]]]></description>
			<content:encoded><![CDATA[<p>Mobile game developer and publisher <a href="http://www.gameloft.com/financial_ir.php">Gameloft</a>’s revenues for the first six months of 2005 grew by 134% to 20.4 million Euros, from 8.7 million Euros in revenues during the same period of 2005.  The company also increased estimates for year end revenues to 44 million Euros.</p>
<p>Gameloft has shown quick growth in the past year mostly due to its growth in mobile gaming, which generated 96% of the total 134% in revenue growth.  The company’s total workforce also increased from 432 employees in June of 2004 to 1,375 employees in June of 2005, of which there are almost 1,200 developers.</p>
<p>While total revenues have grown, total operating profits have decreased from 0.8 million Euros for the first half of 2004 to 0.6 million Euros for the first half of 2005.  Analysts attribute this to the companies focus on developing a solid foundation for future growth and development efficiencies.  Overall, Gameloft is in a good position to target the continued growth in the mobile gaming market.</p>
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		<title>Jamster! To Help Parents Monitor Children’s Mobile Purchases</title>
		<link>http://www.technologybizdev.com/2005/09/20/jamster-to-help-parents-monitor-children%e2%80%99s-mobile-purchases/</link>
		<comments>http://www.technologybizdev.com/2005/09/20/jamster-to-help-parents-monitor-children%e2%80%99s-mobile-purchases/#comments</comments>
		<pubDate>Tue, 20 Sep 2005 16:19:58 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Mobile Content]]></category>
		<category><![CDATA[Mobile Gaming]]></category>
		<category><![CDATA[Wireless]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/09/20/jamster-to-help-parents-monitor-children%e2%80%99s-mobile-purchases/</guid>
		<description><![CDATA[Jamster!, a provider of mobile content, is offering a new service that allows parents to enter a mobile phone number to prevent content from being downloaded to that phone.
Jamster! has received quite a bit of attention in the past for being both widely successful and widely controversial.  Youths know the company as a frequent [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.jamster.com/">Jamster!</a>, a provider of mobile content, is offering a new service that allows parents to enter a mobile phone number to prevent content from being downloaded to that phone.</p>
<p>Jamster! has received quite a bit of attention in the past for being both widely successful and widely controversial.  Youths know the company as a frequent advertiser in magazines and on MTV in Germany.  Parents know the company because of the charges that regularly show up on the phone bills they pay for their children.  The company was sued earlier in the year for allegations of signing consumers up for monthly subscriptions and recurring charges without proper disclosure.</p>
<p>Jamster! Guardian should go a long way toward answering the critics.  Parents should always discuss the cost of purchases, whether mobile or fixed, with their children, but this new service gives parents additional control.  The service should be offered in the <a href="http://www.jamster.co.uk/">UK</a> this week and will be rolled out in other countries before the end of the year.</p>
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		<title>Mobile Games on the Cheap</title>
		<link>http://www.technologybizdev.com/2005/09/08/mobile-games-on-the-cheap/</link>
		<comments>http://www.technologybizdev.com/2005/09/08/mobile-games-on-the-cheap/#comments</comments>
		<pubDate>Thu, 08 Sep 2005 16:43:00 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/?p=75</guid>
		<description><![CDATA[Until today, most games available for purchase on cellphones all release at fairly close to the same price.  While the price level differs depending on the country and carrier, carriers generally set the price for games and attempt to offer games at an initial price of around $5 per download or $3.50 for a monthly subscription.  Prices for a given title will sometimes be lowered over time, but prices have appeared to care more about the brand of the game than the fun of the game.

Industry analysts, including The Technology Suits, have long predicted that the mobile gaming market will begin to segment titles based value, complexity and features, as in the fixed game and mobile console (GBA, DS, PSP) parts of the industry.  Casual games and puzzle games are fun, but most of these games are relatively easy to create, and there is significant competition for this space.  For example, every carrier is constantly approached with new versions of Texas Hold’em and Tetris style games.   

The mobile game titles that have done a better job of maintaining higher prices are the more advanced casual games, such as Jamdat Bowling, and known branded games often tied to fixed game titles or movie releases.  As phones and networks have advanced, consumers have begun to see more advanced mobile games such as Quake Mobile (by Pulse Interactive) and the location based multiplayer game Undercover 2 (by Ydreams).  

The fixed game industry has long maintained pricing segmentation between new release AAA games, older AAA game, value games and casual games, with continued healthy grown in all segments.  The mobile game market will move towards its own segmentation in the future, but many companies have been unwilling to make the first move until today.
]]></description>
			<content:encoded><![CDATA[<p>Until today, most games available for purchase on cellphones all release at fairly close to the same price.  While the price level differs depending on the country and carrier, carriers generally set the price for games and attempt to offer games at an initial price of around $5 per download or $3.50 for a monthly subscription.  Prices for a given title will sometimes be lowered over time, but prices have appeared to care more about the brand of the game than the fun of the game.</p>
<p>Industry analysts, including The Technology Suits, have long predicted that the mobile gaming market will begin to segment titles based value, complexity and features, as in the fixed game and mobile console (GBA, DS, PSP) parts of the industry.  Casual games and puzzle games are fun, but most of these games are relatively easy to create, and there is significant competition for this space.  For example, every carrier is constantly approached with new versions of Texas Hold’em and Tetris style games.   </p>
<p>The mobile game titles that have done a better job of maintaining higher prices are the more advanced casual games, such as Jamdat Bowling, and known branded games often tied to fixed game titles or movie releases.  As phones and networks have advanced, consumers have begun to see more advanced mobile games such as Quake Mobile (by Pulse Interactive) and the location based multiplayer game Undercover 2 (by Ydreams).  </p>
<p>The fixed game industry has long maintained pricing segmentation between new release AAA games, older AAA game, value games and casual games, with continued healthy grown in all segments.  The mobile game market will move towards its own segmentation in the future, but many companies have been unwilling to make the first move until today.</p>
<p><a href="https://www.werdinteractive.com/">Werd Interactive</a>, based in Huntsville, Alabama, has begun offering a new Neo Retro brand specifically to target the low cost casual game market.  All Neo Retro titles will be initially prices at $1.99 USD and are available directly from Werd Interactive’s website.  Initial game releases are available for Nokia, Motorola, SonyEricsson, LG, Samsung and Sanyo handsets and include:
<ul>
<li>Flipper Flip &#8211; A simple and engaging puzzle game. Flip the colored tiles. Match 3 colours in a row to make the tiles disappear.</li>
<li>Meteor Storm – A classic arcade shoot &#8216;em up. Dodge left and right to avoid the meteors and shot as many as you can.</li>
<li>Neo Blackjack – A simple, fun and easy-to-play Blackjack game.</li>
<li>Neo Poker – The world&#8217;s most popular card game is back. </li>
</ul>
<p>The industry continues to talk about pulling in the mass market, but few companies have been willing to breakaway from standard practices to lower the entry point for new mobile gaming customers.  <a href="https://www.werdinteractive.com/">Werd</a> has taking an innovative approach the business model that still protects its premium brands.     The company may not be known by all, but they have been around since 2000 and have taken a step that the market has yet to see from the “big guys”.  Congrats to them for trying something different.  Sometimes it that one spark starts a fire.</p>
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		<title>Nintendo Mobile Begins</title>
		<link>http://www.technologybizdev.com/2005/09/08/nintendo-mobile-begins/</link>
		<comments>http://www.technologybizdev.com/2005/09/08/nintendo-mobile-begins/#comments</comments>
		<pubDate>Thu, 08 Sep 2005 08:04:35 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Mobile Content]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/?p=74</guid>
		<description><![CDATA[Nintendo has been the single most dominant force in mobile console gaming with its various GameBoy models and the newer DS (no offense to our Sony comrades, but you are still new to the area).  However, we have heard almost nothing from the company in the mobile non-console market (e.g. cellphones).

Nintendo has corrected that and taken the first step into mobile content outside of core gaming devices by creating Nintendo Mobile.  Nintendo Mobile will begin by offering sounds and graphics related to the Super Mario series and upcoming Nintendo games, but we can only hope that mobile games will soon follow.
<img src="http://www.technologybizdev.com/blogpics/08-09sep_super_mario.jpg" alt="Nintendo Mobile" />
Consumers on NTT DoCoMo will have the first access to the new offering on October 17th, with releases on KDDI on October 20th and Vodafone on November 1st.  Some content will be free, but most initial content will be available for a subscription of ¥210 ($2) per month.
]]></description>
			<content:encoded><![CDATA[<p>Nintendo has been the single most dominant force in mobile console gaming with its various GameBoy models and the newer DS (no offense to our Sony comrades, but you are still new to the area).  However, we have heard almost nothing from the company in the mobile non-console market (e.g. cellphones).</p>
<p>Nintendo has corrected that and taken the first step into mobile content outside of core gaming devices by creating Nintendo Mobile.  Nintendo Mobile will begin by offering sounds and graphics related to the Super Mario series and upcoming Nintendo games, but we can only hope that mobile games will soon follow.<br />
<img src="http://www.technologybizdev.com/blogpics/08-09sep_super_mario.jpg" alt="Nintendo Mobile" /><br />
Consumers on NTT DoCoMo will have the first access to the new offering on October 17th, with releases on KDDI on October 20th and Vodafone on November 1st.  Some content will be free, but most initial content will be available for a subscription of ¥210 ($2) per month.</p>
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		<title>Time Warner Investments In Glu Mobile</title>
		<link>http://www.technologybizdev.com/2005/08/23/time-warner-investments-in-glu-mobile/</link>
		<comments>http://www.technologybizdev.com/2005/08/23/time-warner-investments-in-glu-mobile/#comments</comments>
		<pubDate>Tue, 23 Aug 2005 21:42:08 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Companies &#038; M&#038;A]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/08/23/time-warner-investments-in-glu-mobile/</guid>
		<description><![CDATA[Mobile content/game developer and publisher Glu Mobile (formerly Sorrent, Inc. and Macrospace Ltd.) has received a $7.5 million investment from Time Warner.  This follows the $20 million in follow-on venture capital funding round in May led by Granite Global Ventures, with participation from BA Venture Partners, New Enterprise Associates, Globespan Capital Partners and Sienna [...]]]></description>
			<content:encoded><![CDATA[<p>Mobile content/game developer and publisher Glu Mobile (formerly Sorrent, Inc. and Macrospace Ltd.) has <a href="http://today.reuters.com/investing/financeArticle.aspx?type=mergersNews&#038;storyID=2005-08-23T193744Z_01_N8N444380_RTRIDST_0_MEDIA-TIMEWARNER-GLUMOBILE-UPDATE-1.XML">received a $7.5 million investment </a>from Time Warner.  This follows the $20 million in follow-on venture capital funding round in May led by Granite Global Ventures, with participation from BA Venture Partners, New Enterprise Associates, Globespan Capital Partners and Sienna Ventures.</p>
<p>Glu currently publishes original titles and entertainment based on major brands including Atari, Cartoon Network, FOX Sports, Nickelodeon, PopCap Games and Twentieth Century Fox.  This investment from Time Warner will likely give Glu more ready access to content licenses from Time Warner, which could drastically improve sales.</p>
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		<title>Blister Entertainment and Boost Mobile Offer the First Location Based Games in the U.S.</title>
		<link>http://www.technologybizdev.com/2005/08/18/first-us-location-based-games/</link>
		<comments>http://www.technologybizdev.com/2005/08/18/first-us-location-based-games/#comments</comments>
		<pubDate>Thu, 18 Aug 2005 23:02:55 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[General Entertainment]]></category>
		<category><![CDATA[Mobile Gaming]]></category>
		<category><![CDATA[Wireless]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/08/18/first-us-location-based-games/</guid>
		<description><![CDATA[Boost Mobile has partnered with Blister Entertainment to offer the first two location based games offered nationwide on a commercial basis in the United States.  Swordfish and Torpedo Bay transform the phone into a window into a new virtual world.

The Technology Suits issued a call earlier this year for more innovation in the location based gaming arena, and Blister has answered the call first for the United States.  Several of us here also know the Blister team quite well and are happy to see their progress.  Now a little about the games:

<img src="http://www.technologybizdev.com/blogpics/blister_ent_games.gif" alt="The First Location Based Games in the United States" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://booststore.cellmania.com/web/home.jsp?H=Games">Boost Mobile</a> has partnered with <a href="http://www.blisterent.com/">Blister Entertainment</a> to offer the first two location based games offered nationwide on a commercial basis in the United States.  Swordfish and Torpedo Bay transform the phone into a window into a new virtual world.</p>
<p><a href="http://www.technologybizdev.com/2005/08/02/location-based-games-need-innovation/">The Technology Suits issued a call</a> earlier this year for more innovation in the location based gaming arena, and Blister has answered the call first for the United States.  Several of us here also know the Blister team quite well and are happy to see their progress.  Now a little about the games:</p>
<p><img src="http://www.technologybizdev.com/blogpics/blister_ent_games.gif" alt="The First Location Based Games in the United States" /><br />
The games are now available to Boost customers for a monthly subscription of $5.99 for the first month and $2.99 for each additional month.</p>
<p>Swordfish starts by using the phone’s GPS technology to find schools of virtual fish around the player.  Players begin by casting for fish and may need to move between 25 yards to approximately 100 yards to find the closest fish, while adjusting line length.  According to the screenshots, the game uses data from NAVTEQ and offers a map of the area showing the fish to help in searching.  After having played various beta versions of this game, we can assure you that this is a great simple game that is sure to have you handing your phone to your friends to see if they can beat your score.</p>
<p>Torpedo Bay places the user in middle of a naval battle with health and extra ammo located around the player.  The player can use the phone’s location technology (GPS for Boost) to locate the closest health and ammo.  The game then becomes a strategy game of firing (using “< ” and “>” to rotate your weapons) at your enemies while trying to resupply your battleship.  Torpedo Bay again delivers on providing a truly unique experience to mobile gamers.</p>
<p>Swordfish, Torpedo Bay and <a href="http://www.technologybizdev.com/2005/06/28/ydreams-releases-next-generation-mobile-mmog-and-location-based-game-inks-tv-deal/">Undercover 2: Merc Wars</a> (released in Europe) show that the developers, carriers and consumers are finally beginning to open up to the opportunities of location based games.  These recent releases also demonstrate how location based gaming crosses game genres and begin take mobile gaming in a direction that really uses the uniqueness of cellphones.</p>
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		<title>NPD Seeks to Answer Who&#8217;s Playing Mobile Games and Why</title>
		<link>http://www.technologybizdev.com/2005/08/16/npd-seeks-to-answer-whos-playing-mobile-games-and-why/</link>
		<comments>http://www.technologybizdev.com/2005/08/16/npd-seeks-to-answer-whos-playing-mobile-games-and-why/#comments</comments>
		<pubDate>Tue, 16 Aug 2005 20:55:49 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Cellphones &#038; Portables]]></category>
		<category><![CDATA[General Entertainment]]></category>
		<category><![CDATA[Mobile Gaming]]></category>
		<category><![CDATA[Research &#038; Stats]]></category>
		<category><![CDATA[Wireless]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/?p=20</guid>
		<description><![CDATA[Almost half of the U.S. wireless subscribers now own phones capable of downloading games, and 27% of those (or 13.5% of the total population) play games (premium, free or demo) on their phones.  This is up from 20% of those with game capable handsets last year.
The NPD Group invited a balanced group of teens [...]]]></description>
			<content:encoded><![CDATA[<p>Almost half of the U.S. wireless subscribers now own phones capable of downloading games, and 27% of those (or 13.5% of the total population) play games (premium, free or demo) on their phones.  This is up from 20% of those with game capable handsets last year.</p>
<p>The <a href="http://www.npd.com/dynamic/releases/press_050816.html">NPD Group</a> invited a balanced group of teens (13-17) and adults (18+) to complete the survey and received more than 8,700 responses, including over 6,700 from current wireless subscribers. </p>
<p>Key findings from the study included:</p>
<ul>
<li>50% of U.S. wireless subscribers own a phone capable of downloading games</li>
<li>27% of wireless subscribers play games on their phones, including purchased downloads, free demos and pre-loaded games</li>
<li>About 1/3 of those that play mobile games buy the games themselves</li>
<li>About 2/3 of those that play mobile games only play demos or free pre-loaded games</li>
<li>6% of current non-gamers show an interest in playing games on their phone over the next 12 months</li>
<li>The average mobile gaming session is 11 minutes in total length</li>
<li>Consumers who play games on other devices (e.g. consoles, PC, laptop) are twice as likely to play on their cell phone</li>
<li>60% of kids between the ages of 13 and 17 are likely to be mobile gamers</li>
<li>23% of adults are likely to be mobile gamers</li>
<li>Mobile gamers generally spend more money when buying their handsets; an average of 57% more</li>
<li>Mobile gamers are generally “heavier users of their mobile phones” than non-gamers, using 48% more wireless minutes and spending 22% more than average</li>
<li>The dominant purchase model in the U.S. is single downloads, as opposed to subscriptions</li>
<li>“Compared to typical wireless subscribers, mobile gamers are twice as likely to be African-American, Hispanic or Asian”</li>
<li>The most cited reason for playing mobile games is “to kill time or alleviate boredom”</li>
</ul>
<p>While we would like to see more information regarding the demographic and economic split of the sample size, these high-level results and the overview of the full report, “<a href="http://www.npd.com/dynamic/releases/press_050816.html">Mobile Games: Who’s Playing</a>”, are quite interesting and shed a good bit of needed light on the U.S. mobile games industry.</p>
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		<title>Ziff Davis Video Game Survey: Gamers Continue to Cut TV Viewing</title>
		<link>http://www.technologybizdev.com/2005/08/09/ziff-davis-video-game-survey-gamers-continue-to-cut-tv-viewing/</link>
		<comments>http://www.technologybizdev.com/2005/08/09/ziff-davis-video-game-survey-gamers-continue-to-cut-tv-viewing/#comments</comments>
		<pubDate>Tue, 09 Aug 2005 17:53:32 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Fixed Gaming]]></category>
		<category><![CDATA[Home Entertainment]]></category>
		<category><![CDATA[Mobile Gaming]]></category>
		<category><![CDATA[Research &#038; Stats]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/08/09/ziff-davis-video-game-survey-gamers-continue-to-cut-tv-viewing/</guid>
		<description><![CDATA["According to Ziff Davis Media's annual "Digital Gaming in America" survey of more than 1,500 randomly selected U.S. households, nearly a quarter of all video game players watched less television than last year and expect to cut their viewing time even further this year. The study also showed that 76.2 million people in the United States play videogames, up from 67.5 million a year ago, representing an increase of 11.4%. The increase in gaming follows strong sales of portable gaming systems and reductions in the prices of current-generation video game consoles."]]></description>
			<content:encoded><![CDATA[<blockquote><p>According to Ziff Davis Media&#8217;s annual &#8220;Digital Gaming in America&#8221; survey of more than 1,500 randomly selected U.S. households, nearly a quarter of all video game players watched less television than last year and expect to cut their viewing time even further this year. The study also showed that 76.2 million people in the United States play videogames, up from 67.5 million a year ago, representing an increase of 11.4%. The increase in gaming follows strong sales of portable gaming systems and reductions in the prices of current-generation video game consoles.</p>
<p>The Digital Gaming in America study is conducted by Ziff Davis Media Game Group, producers of leading print and online brands Electronic Gaming Monthly, Computer Gaming World, Official U.S. PlayStation Magazine and 1UP.com. The study reveals a number of surprising shifts in gaming habits and consumer preferences in 2005.</p>
<p>The study lends credence to observations that consumers are increasingly turning away from television and towards videogames for their entertainment. The Digital Gaming in America study found that 24 percent of gamers reduced their TV watching over the last year, and a further 18 percent expect to do so in the next twelve months. Video gamers are generally spending less time watching television this year compared to last year: they watched 16 hours per week in 2005 versus 18 hours per week in 2004, representing an 11.1% decrease. Furthermore, among core gamers, High Definition Television (HDTV) viewership increased to 18% in 2005 versus 7% last year.</p>
<p>&#8220;We&#8217;re seeing a broadening of the gamer base as gaming goes more mainstream, and simultaneously a heightening of intensity among core gamers,&#8221; said John Davison, Vice President and Editorial Director of Ziff Davis Media Game Group. &#8220;We&#8217;ve see this expansion reflected in the discussions among our gaming community members on 1UP.com. Portable gaming in particular appeals to a more diverse audience, while the new high-definition capabilities promised in next-gen home consoles has raised core gamers&#8217; expectations for high quality gaming.&#8221;</p>
<p>In 2004, video gaming overtook PC gaming for the first year ever. The strong growth in video games continued in 2005. This year, 62.6 million households played video games and 56.6 million played PC games, versus 54.5 million and 52.3 million, respectively, last year. According to the study, this year core gamers will spend an estimated $5.6 billion on gaming products, also up from a year ago.</p>
<p>One of the leading trends impacting the videogame market is portable gaming, which continues to grow strongly. According to the study, 40 percent of video gamers are likely to purchase a portable gaming device in the next twelve months.</p>
<p>Habits of a Portable Gamer</p>
<p>According to the study, 86% of video gamers own a cell phone this year, which is up from 70% a year ago. Of these individuals, 48% play games on their mobile devices. The high proportion is due mainly to the advancement in technology of cellphones and their ability to play multi-functional video games with improved graphics.</p>
<p>    Other highlights include:<br />
      * Over 42% of gamers purchase games for their cell phones<br />
      * Mobile gamers spent an average of $13 in the last 60 days on mobile<br />
        games for their cell phones<br />
      * Mobile gamers spent 19 minutes per gaming session<br />
      * Text messaging is the most popular option on cell phones (77%),<br />
        followed by color screens (71%) and downloadable ring tones (67%)<br />
      * Arcade (57%), Card (44%) and Puzzle (37%) games are the most popular<br />
        games on cell phones</p>
<p>    Methodology<br />
The Digital Gaming in America 2005 study was conducted by the Strategy Group, an independent research company. One thousand five hundred and fifty eight people were polled, randomly, nationwide from May 2005 through July 2005.</p></blockquote>
<p><a href="http://biz.yahoo.com/prnews/050809/nytu122.html?.v=22">Full text of press release</a></p>
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		<title>Understanding and Innovation Needed for Location Based Games</title>
		<link>http://www.technologybizdev.com/2005/08/02/location-based-games-need-innovation/</link>
		<comments>http://www.technologybizdev.com/2005/08/02/location-based-games-need-innovation/#comments</comments>
		<pubDate>Tue, 02 Aug 2005 23:51:43 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Cellphones &#038; Portables]]></category>
		<category><![CDATA[General Entertainment]]></category>
		<category><![CDATA[Mobile Consoles]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/08/02/location-based-games-need-innovation/</guid>
		<description><![CDATA[While the industry saw a “few early pioneers brave the location frontier”, with titles such as BotFighters, Mogi-Mogi, and Undercover 1, the technology and networks simply were not available to support mass market location based games (LBG). Now, the technology has been rolled out and network bandwidth has been increased. Why have we seen no real mass market LBG?

Kurt Uhlir, Chicago-based technologist and IGDA Mobile-SIG Chairperson, believes that innovation and a better understanding of location technologies and source material by game developers has been the barrier, but that wall is falling…
<img src="http://www.technologybizdev.com/blogpics/gps-const-lg.gif" alt="Location Based Gaming" />]]></description>
			<content:encoded><![CDATA[<p>While the industry saw a “few early pioneers brave the location frontier”, with titles such as BotFighters, Mogi-Mogi, and Undercover 1, the technology and networks simply were not available to support mass market location based games (LBG). Now, the technology has been rolled out and network bandwidth has been increased. Why have we seen no real mass market LBG?</p>
<p>Kurt Uhlir, Chicago-based technologist and IGDA Mobile-SIG Chairperson, believes that innovation and a better understanding of location technologies and source material by game developers has been the barrier, but that wall is falling…</p>
<p><img src="http://www.technologybizdev.com/blogpics/gps-const-lg.gif" alt="Location Based Gaming" /><br />
<em>The mobile games industry did see a few early pioneers brave the location frontier with titles such as BotFighters from It’s Alive (now owned by Swedish games company Daydream Software), Portuguese developer Ydreams’ Undercover and France-based Newt Games’ Mogi Mogi, along with several academic proofs, such as CitiTag, from the UK’s Open University.</p>
<p>&#8230;</p>
<p>With the technological advancement of handsets and other mobile entertainment devices, and the higher bandwidth of 2.5G and 3G networks, the gaming industry is beginning to rethink what “mobile” means to game play. It is inspiring to hear these intentions, but the industry still has many false impressions about LBG.</p>
<p>In order to truly move forward with the inclusion of location into game play, companies must first understand the definition of a location-based game. Second, they must understand the complexities, strengths and weaknesses of location technologies. And third, they need to move past the “all or nothing” belief that can be seen in most discussions on the topic.</p>
<p>&#8230;</p>
<p>LBG describes any game that incorporates the player’s location (even if relative) and/or movement into the game. This might include tracking a phone as it moves through a city during a virtual paintball match or a treasure hunt, changing the weather in the game to match the weather in the players’ location, or monitoring players’ direction, velocity and acceleration during a high-intensity “battle.”</p>
<p>&#8230;</em></p>
<p><a href="http://www.igda.org/mobile/05-04Apr-29_Mobile_Game_Analyst_LBG_Article.pdf">PDF of Complete Article</a></p>
<p><a href="http://www.informamedia.com/?src=all"><img src="http://www.igda.org/mobile/mobile_games_analyst_logo.jpg" alt="Mobile Games Analyst" /></a></p>
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		<title>Tapwave Closes Its Doors</title>
		<link>http://www.technologybizdev.com/2005/08/01/tapwave-closes-its-doors/</link>
		<comments>http://www.technologybizdev.com/2005/08/01/tapwave-closes-its-doors/#comments</comments>
		<pubDate>Tue, 02 Aug 2005 00:14:58 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Cellphones &#038; Portables]]></category>
		<category><![CDATA[Companies &#038; M&#038;A]]></category>
		<category><![CDATA[Mobile Consoles]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/08/14/tapwave-closes-its-doors/</guid>
		<description><![CDATA[Tapwave has announced that it is no longer selling or supporting the Palm-OS based Zodiac.

 Official company announcement
The argument can be made that the Zodiac simply tried to do to many things (similar to the claims around the N-Gage).  However, Tapwave simply took too long to roll out this device and it simply could [...]]]></description>
			<content:encoded><![CDATA[<p>Tapwave has announced that it is no longer selling or supporting the Palm-OS based Zodiac.<br />
<img src="http://www.technologybizdev.com/blogpics/zodiac_wired_sm.jpg" alt="Tapwave Zodiac" /></p>
<p> <a href="http://www.tapwave.com/">Official company announcement</a></p>
<p>The argument can be made that the Zodiac simply tried to do to many things (similar to the claims around the N-Gage).  However, Tapwave simply took too long to roll out this device and it simply could not compete with newer devices in terms of power. </p>
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		<title>Is mobile 3D finally on the move for gaming?</title>
		<link>http://www.technologybizdev.com/2005/07/29/3d-mobile-gaming/</link>
		<comments>http://www.technologybizdev.com/2005/07/29/3d-mobile-gaming/#comments</comments>
		<pubDate>Sat, 30 Jul 2005 00:07:14 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Cellphones &#038; Portables]]></category>
		<category><![CDATA[General Entertainment]]></category>
		<category><![CDATA[Mobile Consoles]]></category>
		<category><![CDATA[Mobile Content]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/08/14/3d-mobile-gaming/</guid>
		<description><![CDATA[From an article from July Edition of 3D World Magazine:

Two years ago, experts predicted that by 2005, 3D games on mobile devices would be everywhere. They were premature &#8211; yet recent stirrings suggest the sleeping giant is finally waking. The article includes quotes from Kurt Uhlir &#8211; IGDA Mobile-SIG Chair and Chicago-based technologist, Thor Gunnarsson [...]]]></description>
			<content:encoded><![CDATA[<p>From an article from July Edition of <a href="http://www.3dworldmag.com/">3D World Magazine</a>:<br />
<img src="http://www.technologybizdev.com/blogpics/3dmobilegaming.jpg" alt="Is it Time for 3D Mobile Gaming?" /></p>
<p>Two years ago, experts predicted that by 2005, 3D games on mobile devices would be everywhere. They were premature &#8211; yet recent stirrings suggest the sleeping giant is finally waking. The article includes quotes from Kurt Uhlir &#8211; IGDA Mobile-SIG Chair and Chicago-based technologist, Thor Gunnarsson &#8211; Ideaworks3D and David MacQueen &#8211; Screen Digest.</p>
<p><a href="http://www.igda.org/mobile/05-06Jun-05_3D_World_article-low.pdf">Link to PDF of full article, courtesy of the magazine&#8217;s editor</a></p>
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		<title>China’s Mobile Phone Gaming Market Valued at US$714 Mln by 2008</title>
		<link>http://www.technologybizdev.com/2005/07/29/china%e2%80%99s-mobile-phone-gaming-market-valued-at-us714-mln-by-2008/</link>
		<comments>http://www.technologybizdev.com/2005/07/29/china%e2%80%99s-mobile-phone-gaming-market-valued-at-us714-mln-by-2008/#comments</comments>
		<pubDate>Fri, 29 Jul 2005 17:08:32 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Cellphones &#038; Portables]]></category>
		<category><![CDATA[Mobile Gaming]]></category>
		<category><![CDATA[Research &#038; Stats]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/07/29/china%e2%80%99s-mobile-phone-gaming-market-valued-at-us714-mln-by-2008/</guid>
		<description><![CDATA[China’s mobile phone gaming market is forecasted to be worth RMB 5.8 billion (US$714 million) by 2008, increasing by seven times from its 2004 value, according to market research firm Analysys.

The mobile gaming market is projected to expand with the introduction of 3G mobile technology in China. 

China’s has over 363 million mobile phone users, according to statistics released at the end of June by the Ministry of Information Industry (MII).

The rapid development of online gaming is also a driving factor leading to the rising popularity of mobile phone gaming. 
]]></description>
			<content:encoded><![CDATA[<p>China’s mobile phone gaming market is forecasted to be worth RMB 5.8 billion (US$714 million) by 2008, increasing by seven times from its 2004 value, according to market research firm Analysys.</p>
<p>The mobile gaming market is projected to expand with the introduction of 3G mobile technology in China. </p>
<p>China’s has over 363 million mobile phone users, according to statistics released at the end of June by the Ministry of Information Industry (MII).</p>
<p>The rapid development of online gaming is also a driving factor leading to the rising popularity of mobile phone gaming. </p>
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		<title>&#8220;No Truth&#8221; to EA-Superscape Acquisition Rumor</title>
		<link>http://www.technologybizdev.com/2005/07/12/no-truth-to-ea-superscape-acquisition-rumor/</link>
		<comments>http://www.technologybizdev.com/2005/07/12/no-truth-to-ea-superscape-acquisition-rumor/#comments</comments>
		<pubDate>Wed, 13 Jul 2005 00:12:42 +0000</pubDate>
		<dc:creator>The Technology Suits, Editor-in-Chief:  Kurt Uhlir</dc:creator>
				<category><![CDATA[Companies &#038; M&#038;A]]></category>
		<category><![CDATA[Mobile Gaming]]></category>

		<guid isPermaLink="false">http://www.technologybizdev.com/2005/08/14/no-truth-to-ea-superscape-acquisition-rumor/</guid>
		<description><![CDATA[London&#8217;s Sunday Telegraph and other sources recently reported that Electronic Arts was preparing a takeover bid of U.K.-based mobile games publisher Superscape. EA, who has made no bones about their desire to make a major splash in the mobile industry, was said to have been eyeing the company for some time. Interest was renewed after [...]]]></description>
			<content:encoded><![CDATA[<p>London&#8217;s Sunday Telegraph and other sources recently reported that Electronic Arts was preparing a takeover bid of U.K.-based mobile games publisher Superscape. EA, who has made no bones about their desire to make a major splash in the mobile industry, was said to have been eyeing the company for some time. Interest was renewed after Superscape&#8217;s share price took a sudden dip late last week.</p>
<p>When contacted by GameDAILY BIZ an EA representative would only say, &#8220;We do not comment on rumors.&#8221; Superscape could not be reached for comment in time for publication. However, while EA had nothing to say about the potential acquisition a source close to the situation told us that there was &#8220;absolutely no truth&#8221; to the reports and that no such deal was actually in place.</p>
<p>&#8230;</p>
<p><a href="http://biz.gamedaily.com/features.asp?article_id=9996&#038;filter=">Link to Complete Article</a></p>
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