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Exploring a Mobile-Based Video Game Console

Ever since Atari and Pong became household names, video games have been a way to bring people together.  Early generation game consoles used multiple controller connections to connect people playing games, but recently consoles with internet access have allowed people to interact across the world, and in much larger numbers.  What has developed as a result of this is a new form of social networking where people can meet, though through avatars, and interact with each other.  Of course, this type of networking is not exclusive to game consoles.  Home computers with access to the internet can also run multiplayer games, while the internet itself contains countless web browser-based games.  The problem with all of these examples is portability and often the skill level required to operate the games.  No major console manufacturer can provide a system that allows users to play anywhere and with anybody.  This is the problem that the mobile-based video game console sets its sights on.

Background
Every idea has predecessors and the mobile-based video game console is no different.  The following contains several case studies of companies, systems, and concepts that will become building blocks for the console.
Build on the prior work of others (whose?) in the field? Address flaws in previous work (again, whose?) Develop infrastructure (instrumentation, methodology, collaborations) that will take science in exciting new directions?
Wii
Blyk
MegaPhone
Social Networking
Video games consol direction and development
Market (x# of cell phones vs. x# of consoles)
Independent game manufacturers

Methodology
Business model (FREE)
Three pillars (Application, Connectivity, and Analytics)
Develop infrastructure (outsource/partner with hardware, sales, marketing)
Collaborate/acquire MegaPhone

MegaPhone model
-a viewer sees the phone number on screen
-they call the number with any phone, and interact using their microphone and         keypad their mobile carrier forwards us the call
-the MegaPhone server answers the call and processes the voice and keypress data
-the MegaPhone server sends the data over the internet
-the MegaPhone Flash game displays the updated state on the screen
-the MegaPhone mobile content server can send the caller SMS, MMS, or digital         files

New model
-player chooses to play game and dials corresponding phone number from list
-mobile carrier forwards call to main server
-server processes voice and keypress data
-server sends data back to a receiver connected to the users personal tv
-This method differs from the MegaPhone model in that the server sends signals to multiple receivers rather than one main computer.  The receivers could be set up to receive signals via internet or cellular phone.

Discussion
Pace of mobile phone feature development eliminates need to develop new controllers.  Simply provide software updates for new technology added to phones (accelerometers, jog dials, touch screens, ect.)
-Potential uses for accelerometer enabled cell phones
-Tap accelerometer as a signaling device similar to voice input or button             press
-Tip and turn phone for driving, water and snow sports
-Use the existing MegaPhone model
-Adapt to allow server signaling to multiple computers/receivers
-Use buttons for game play and voice data for talking with friends and other gamers

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