WAP Gaming over GPRS

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Powerpoint from a presentation given at the WAP over GPRS Content Congress in London, 4-5 July 2001.

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Shared by: Stefan Pettersson
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WAP over GPRS Content Congress, London, 4-5 July 2001 WAP Gaming over GPRS Stefan Pettersson Director Development Picofun Agenda • About Picofun • WAP & Mobile Gaming in General • GPRS Impact on WAP Games • Java (execution on terminal/local storage) • WAP Games That Work – Case Studies About Picofun • Creates, publishes and distributes leading edge mobile games through network operators • Strong focus on community games, and work with all technologies to maximize the value to the operator • Increase the average mobile internet session – this is real $ value to the operator • Provides turn-key solution to the operator, including hosting, statistics, top quality, marketing tools, 24h support, etc. • Working with Ericsson, Motorola, France Telecom, Telefonica, Omnitel, KPN, Deutsche Telekom, One2One and more... WAP & Mobile Gaming in General • SMS • Preinstalled games (i.e Snake, etc) • WAP • Java (terminal executed) • PDA • Handheld Console • What does the hardcore gamer prefer? Mobile Internet Game Development • Use the strengths of the mobile » Mobility » Access » Users - Play everywhere - Play anytime - Play against anybody • Design with the environment in mind » Different target audience » Consumer expectations » Design for the payment model • It’s gameplay that counts! GPRS Impact On WAP Games • Always Online • Increased Bandwidth • Different Payment Model • Push User behaviour changes! Always Online • Connecting no longer takes forever • Connecting is more reliable • Users play more often • Users play in short bursts • Game must deliver instant feedback • Game should stimulate frequent login Increased Bandwith • Decreased response time • Shorter load time • Page transitions not as tedious • User don’t find graphics as slow • Use graphics to enhance gameplay • Utilize bandwidth where appropriate Different Payment Model • Cost based on volume, not time • No initial startup fee per call • User not stressed by cents ticking per minute • Cost no longer an obstacle to connect • Design with payment model in mind • Encourage and support spontaneous use Push • If appropriate designed, may replace SMS • Interact with ”not logged in” users • Allow ”offline” interaction in game • Use to trigger game play GPRS Impact On WAP - Conclusion • Design, encourage and support a use of the game/application that fits the user behaviour. • User perception is key – if a user feels something is bad – then it is! Java • Execution on terminal • Local storage • Terminal software (i.e wap-browser) no longer an explicit limitation • Exceptionally useful in combination with packet based communication (i.e GPRS, 3G) • The big thing of mobile gaming! Online Gaming • Multiplayer games that need some kind of connection to a server to be played • The game is downloaded to the client and the user can download updates to the game • The game can be played against one or more users. Either in real time or turn based CONNECTION CONNECTION Operator Clients Offline Gaming • Single player games that you play without any connection to a server • The user can download the game to his client or it can be preinstalled on the device • Any opponent in the game must be implemented in the game as an AI character 1 APPLICATION DOWNLOAD 2 Playing the game on an offline client Operator Combination Gaming • Single and/or multiplayer games that don’t depend on a server connection but can add extra functionality to the game with it • Extra functionality can be new levels to download, the ability to share user created data with other users or upload user highscores to the server HIGH SCORE CUSTOM LEVEL NEW LEVEL CUSTOM LEVEL Client Operator Clients Online Billing CHOOSE GAME DOWNLOAD SEND TO A FRIEND PLAY AND PAY Operator User Offline Billing CHOOSE GAME DOWNLOAD PAY User Operator Happy user playing offline Combination Billing CHOOSE GAME PAY AND PLAY DOWNLOAD PAY User Operator PAY DOWNLOAD LEVELS UPLOAD HIGHSCORES OR FRIEND INVITATION Happy user playing offline User WAP Games That Work – Case Studies • Big Brother – Lifestylers » Community game based on well known brand • On the Green » WAP game making use of GPRS through sophisticated 3D-technology Big Brother - Lifestylers Big Brother - Lifestylers • Use of well known brand • User interaction more important than goal • Symbiosis between media (TV) & brand (Big Brother/Channel 4), operator (BT Cellnet, Genie) and content (the game by Picofun) • In 1 month... » » » » 50 000 unique new users 250 000 game sessions 5 000 000 page impressions 2 500 000 minutes in BT Cellnet’s network On the Green On the Green • Instant gameplay » Encourages spontaneus play • Instant feedback » The user get what he/she wants • User decide session length » The user decides how much money to spend • Multiplayer challenge possible, but not forced • Cutting edge WAP game (design & technology) • Support for event-marketing Questions? Thank you! Stefan Pettersson stefan.pettersson@picofun.com www.picofun.com - wap.picofun.com ...and remember: user perception is everything!

Shared by: Stefan Pettersson
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