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April 04, 2004
The Network is the Game: Social Trends in Mobile Entertainment
Posted by Stowe Boyd
The inestimable A J Kim mentioned that she'd done a presentation at the Game Developers Conference. Check it out.
A J collates trends in mobile phone adoption and use, especially by "Mobiles":
A J Kim
[from
The Network is the Game: Social Trends in Mobile Entertainment]
2. Mobiles self-organize into fluid, loose-knit groups
Ethnographic research shows that mobile users (age 15-30) participate in dynamic overlapping social groups (e.g. family, friends, colleagues) that they maintain via cellphone
Contrast this with MMP players (e.g. SWG, Everquest, Lineage) who belong to a single clan and pursue activities within that group
From a business perspective, groups provide an entry point for new players + a retention driver for existing players
Groups tend to move en-mass from game to game (or venue to venue)
Mobiles are the leading edge of the future wave of personal communication. All businesses should be tracking what is going on there, not just the people directly selling them game minutes, dating services, or mobility solutions. This will be the beachhead for many advertsing avenues, which will transition to locational and 'tribal' models. At least the winners will.

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