论文代写:电子游戏业管理
电子游戏行业的管理机构——ESA或娱乐软件协会表示,蛇是第一个移动游戏。它是在20世纪90年代引入的,它只存在于德州仪器制图计算器中。根据Bogost(2011)的说法,上世纪90年代初,手机游戏发生了变化。在此期间,手机技术有了很大的改进。移动设备的开发是为了更好地处理游戏。Bogost(2011)解释说,包括黑莓和pda在内的模型被更多地用作商业工具。因此,这些模式限制了游戏公司和开发商的潜力。然而,在2007年,iPhone的引入改变了这种看法(bhmer等人,2011年)。它被作为一种易于使用的工具推广到每一个年龄组。iPhone的迅速普及和其竞争对手的发展,为手机游戏的发展提供了巨大的可能性。新一代的潜在玩家可以通过手机获得,这比传统游戏的数量还多。根据2013年的美国市场统计数据,有超过2亿活跃的iOS和Android设备(乐队等人,2016年)。其结果是,移动游戏的市场规模有所扩大。奥运会使每个年龄组的人都能度过他们的时间。这种巨大的可访问性和可移植性吸引了玩家考虑移动游戏而不是其他形式的游戏。这最终扩大了移动游戏的潜在受众。
论文代写:电子游戏业管理
ESA or The Entertainment Software Association, the video game industry’s governing body, had stated that Snake was the first mobile game. It was introduced in 1990s and it was only there in the Texas Instruments Graphing Calculators. According to Bogost (2011), there were changes in the cell phone gaming in early 1990s. During this period, there was massive improvement in cell phone technology. The mobile devices were developed to handle games well. Bogost (2011) explains that models including Blackberries and PDAs were used more as business tools in spite of toys. Therefore, these models had limited the potential of the gaming companies and developers. In 2007, this perception was, however, changed by the introduction of iPhone (Böhmer et al., 2011). It was marketed as an easy-to-use tool for every age group. The rapid spread of iPhone and development of its competitors have helped in providing huge possibility for the mobile game development. A new range of potential players was made available through phones, which outnumbered traditional gaming. As per the US market statistics as of 2013, there were over 200 million active iOS and Android devices (Band et al., 2016). As a result, the mobile games have increased over market size. The games have enabled the people of every age group to pass their time. The huge accessibility and portability has enticed the gamers to consider mobile gaming instead of other forms of gaming. This has, ultimately, widened the potential audience for mobile gaming.