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Handbook of Mobile Communication Studies$
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James E. Katz

Print publication date: 2008

Print ISBN-13: 9780262113120

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262113120.001.0001

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PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2018. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 23 October 2019

Mobile Games and Entertainment

Mobile Games and Entertainment

Chapter:
(p.403) 30 Mobile Games and Entertainment
Source:
Handbook of Mobile Communication Studies
Author(s):

James E. Katz

Sophia Krzys Acord

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262113120.003.0030

This chapter focuses on the mobile gaming trend, along with the entertainment quotient of mobile phones. The introduction of the Snake game in mobiles by Nokia in 1997 was the start of the mobile game era, with the Asia Pacific region leading the world toward mobile gaming. The chapter presents a survey according to which women are likely to play an equal amount of mobile games as men, although there is a difference in download data. It shows an increase in the popularity of mobile gaming among people of every age group, although mobile gamers are more likely to be from a Hispanic, black, or Asian background. The chapter presents different categories of gamers, including hardcore gamers, causal gamers, and social gamers. Mobile TV, a new entertainment platform, is being tested on the commercial level, although people feel that it would hamper the primary use of the mobile, which is social interaction.

Keywords:   mobile gaming, mobile TV, Nokia, mobile gamers, social interaction

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