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https://doi.org/10.1145/1325555.1325563
Title: | Mobile gaming | Authors: | Soh, J.O.B. Tan, B.C.Y. |
Issue Date: | 2008 | Citation: | Soh, J.O.B., Tan, B.C.Y. (2008). Mobile gaming. Communications of the ACM 51 (3) : 35-39. ScholarBank@NUS Repository. https://doi.org/10.1145/1325555.1325563 | Abstract: | A study has indicated that by 2009, 78.6 million of people in the US would be playing mobile games generating $%1.5 billion annually in revenue. Demand for mobile games in increased with an increased use of mobile device in various countries, ability of mobile device to deliver quality video and audio, and improvement in the ability of wireless networks. The convergence of technology platforms has provided content developers an ability to target worldwide gaming market by developing mobile games for common platform. Software companies have launched services to integrate services such as picture-sending, Java games, mobile Internet, and ring tones into a coherent package accessible over a general packet service network. Mobile devices are being developed with a better processing power, enhanced 3D graphics performance, and better audio capabilities. | Source Title: | Communications of the ACM | URI: | http://scholarbank.nus.edu.sg/handle/10635/42582 | ISSN: | 00010782 | DOI: | 10.1145/1325555.1325563 |
Appears in Collections: | Staff Publications |
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