Archive notice: This article was originally published on February 12, 2008. Links and embedded videos are preserved as part of the historical record.
Whether with a handheld or a mobile phone: being able to play anytime and anywhere — that is what ‘Mobile Gaming’ stands for. While software for portable games consoles achieves record sales results, the business with mobile-phone games is still far from a mass market with billions in revenue. Nevertheless, the mobile phone is increasingly advancing into a universal tool; internet capability, alongside further functions such as Bluetooth or infrared, is now standard, displays are becoming larger and higher-resolution, and processors faster. Against
this background, is the triumph of ‘Mobile Games’ therefore merely a question of time? One of many questions to which
GAMEplaces will devote detailed attention on February 27. ‘The further the technical development of end devices advances, the more sophisticated mobile games there are,’ Laurenz Lenkewitz is convinced. Lenkewitz is Managing Director of Berlin-based Hiwave GmbH, Germany’s first systems house for mobile-marketing technologies, and will be a guest at GAMEplaces on February 27 alongside Lea Treese (Nintendo of Europe GmbH), Gunnar Lott (IDG Entertainment Media GmbH) and Christopher Kassulke (www.handy-games.com GmbH). ‘Mobile Gaming’ is a particularly promising segment for small and medium-sized content providers, Lenkewitz continues. GAMEplaces therefore also intends to address the content component on February 27: can established content and brands readily be extended to mobile platforms, or must entirely new offerings be developed?
Further thematic focuses on the programme include case studies from the mobile-communications and handheld
industry and a look into the future of ‘Mobile Gaming’: where and how will the ‘Mobile Gaming’ market develop in terms of hardware and software? Does the handheld market have completely different prerequisites from the market for the convergent device that is the mobile phone? To what extent do the respective target groups differ? Is there an overlap, or are they completely different user profiles? How are the target groups defined — can they be differentiated by duration, behaviour and place of use? Do free mobile internet access and the networking of consoles and handhelds open up opportunities for new
business models and new providers?
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