Mobile Vs. Console Gaming

Mobile phones always had games and now they have everything in between games and call functions.

The phenomenon is not regarding games slowly shifting towards the mobile phone industry but it is that gaming has almost quietly become the locus of the mobile phone industry. Statistics bring to the fore the point the gaming has become the activity that mobile users spend most of their time on.

However, gaming has been a sector dominated by consoles and computers, how does the advent of the mobile gaming industry effect other industries? It muddies the future of console gaming as a separate hardware platform and also makes gaming, for the first time in the history of computing, the primary objective of the platform. Though the gaming industry has largely been called a new industry, it too needs to evolve in order to adjust to the new demands posed by the new gaming industry.

Console Conundrum

It isn’t as if consoles are simply going to fall from popularity. However, it has become obvious that the new generation of consoles, the Xbox One, PlayStation 4 or the Nintendo Wii U are not going to do as well as their predecessors. This is the first time in console history that a new generation console will not do as well as the generation it replaces.

Consoles have to compete with mobile devices, Facebook and social media gaming, free online gaming which tends to hinder their own business. Nintendo announced that it had reduced its expected sales for the Wii U console by almost seventeen percent.

It would be realistic to predict that the sales for consoles may drop by more than thirty percent from earlier figures. It isn’t just smart phones which are causing such a drop but also the success of tablets which allow the gamer to view games on a larger screen and with better visuals.

Hardware devices such as tablets and smart phone are cheaper, mobile and more versatile than traditional and dedicated gaming consoles. The present generation of tablet has graphics which can be compared to those found on consoles, though the dedicated gamer will still prefer the console. Tablets and smart phones are updated every year while the console industry generally makes a new generation every seven years.

The biggest advantage is that mobile devices are mobile. They can be kept in handy bags, pockets, back packs or simply carried in one’s hand. Regardless of the power of a console, you cannot play it in the middle of your lunch break at work as you can with your mobile device, countless people play Subway Surfer or the Cut The Rope game in between their tuna sandwiches.

The Explosive Growth of the Mobile

Computer gaming has existed since computers existed. However, it never anticipated being used as people use it today. Gaming, according to Kevin Chou, co-founder of Kabam leads three important customer usage behaviors on mobile devices. They are:

  1. Reach – This can be described as the total percentage of people with mobile devices who play games as compared to other activities such as e-mails or online shopping. Gaming’s reach is almost sixty percent.
  2. Engagement – Self-explanatory, sixty seven percent of the time spent on tablets is spent playing games. Comparatively, social networking constitutes only ten percent of the total amount of time spent on a device.
  3. Monetization – This is the monetary gain that is generated through gaming. Last year, more than eighty percent of the ten billion dollar software industry was generated from games alone. 76 of the best 100 grossing iOS apps are games.

Nielsen, the famous rating company says that the amount of people playing online games have increased by ninety four percent between 2010 to 2011. This has contributed in Angry Birds, Fruit Ninja and the Cut The Rope game being lucrative forays into the gaming business with huge successes. Jeffries, an investment banking firm posted another interesting statistic showcasing the twenty percent growth of consoles in 2011 as compared to the almost fifty percent growth in mobile devices, and that’s without taking into account the tablet industry.

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