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GLOSSARY

The new media platform of mobile offers multiple fresh opportunities, but it is an industry overrun by technical jargon, seemingly designed to scare off the uninitiated! Paul Comben is CEO of AT New Media, the merger between Mobile Brands and AT Merchandise and the full service agency at the junction where licensing meets new media. He offers this glossary.

To search the glossary hit Ctrl F on your keyboard and type in the phrase then selct find next.

3G
An abbreviation for Third Generation phones. Offers much greater bandwith and speed, allowing services like video calling and streaming video/TV to be offered.

2 and a half G
Or 2.5G. The current, most widely used mobile technology. A packet switching system, somewhat like that used on the Internet which provides greater speed and 'always on' connectivity, which allowed the mobile internet to grow in popularity. A vast improvement over the original circuit switching system used by fixed and mobile phone networks up until around 2003.

GSM
It should be 'GSM', an abbreviation for 'Global System for Mobile Communications' one of a number of technologies used worldwide to create mobile phone networks. It is the dominant technology used by network operators across Europe, the Middle East and Africa, as well as North and South America.

3GSM
An abbreviation for the 3GSM World Congress, the trade show every February in Barcelona for the mobile industry organised by the GSM Association.

Polyphonic ring tone
A ring tone for phones in which multiple notes can be played simultaneously. This gives a more realistic and pleasing effect than the prior 'monotones', in which only one note at a time could be played by the phone. This has been surpassed by 'True Tones' or 'Real Tones' which allow MP3 files or other recordings to be played.

Mobisodes
Short video episodes, created specifically for viewing on a mobile phone handset.

Mobile TV/ TV on mobile
A new service supported by 2.5G and 3G handsets in which a TV signal is broadcast over a mobile network to mobile phone handsets capable of displaying it.

WAP
Wireless Application Protocol. A standard for wireless content created by a consortium of mobile networks and handset manufacturers to allow the creation of a wireless Internet. Uses the WML format as opposed to the richer HTML format found on the fixed Internet.

NTT DoCoMo
NTT is Nipponese Telegraph & Telephone, the national phone network of Japan. NTT DoCoMo is the dedicated mobile arm of the company and a pioneer and world leader in mobile content and services.

I-mode
A technology and business model created by NTT DoCoMo in Japan. On a technical level it uses a system called Compact HTML (cHTML), which allows better looking services to be created than in WAP. However, the business model is more appealing. Unlike Europe, and North America, where the network takes a significant percentage of the overall revenue from the content, with i-mode the network keeps a very small fraction (commonly less than 10%) and the publisher is responsible for creating their own branded content area. Users also pay differently, subscribing to these channels on a monthly basis, instead of paying for each download or service individually.

What IS the value chain?!

The value chain refers to the companies and organisations involved in creating and making content available to mobile consumers. It is nothing to be confused about, being the same in structure as any traditional market familiar to licensors. Taking the toy category as an example for comparison, the licensor e.g. Universal Studios is still the licensor, the IP e.g. Miami Vice is still the licensed property, the licensee e.g. Mattel is replaced by the content publisher e.g. Player X, the manufacturer is replaced by the content developer, the logistics are replaced by the technical platforms for delivering content onto phones, the wholesaler is replaced by the aggregator, the retailer is replaced by the network operator, the direct ecommerce service is replaced by portals e.g. Jamster, cash or cards are replaced by mobile billing and the consumer is still the consumer.

UMTS
One of the technologies used for 3G networks. An abbreviation for Universal Mobile Telecommunications System. Offers high speed data transmission and reception.

PDAs
Personal Digital Assistants e.g. Palm Pilot, increasingly integrating with mobile phones to become one device.

Mobile devices
Can refer to a number of different devices, depending upon context. Normally refers specifically to mobile phone handsets. Can also in other circumstances means devices such as PDA's which may or may not offer mobile connectivity through WiFi, Bluetooth or GSM, or even converged devices such as Sony PlayStation Portables (PSPs), Nintendo Gameboy DS's (DS), Apple iPods, etc.

Who publishes the 'definitive' download chart? and where can people find it?
The only independent and verifiable chart in the world right now is the mobile games chart produced on a monthly basis in the UK. It uses data from all of the major mobile phone networks. It is created by the independent company Chart Track, which is also responsible for the UK music charts, and the European Leisure Software Publishers Association (ELSPA). It can be found on the website: www.elspa.com

DVB-H
An abbreviation for Digital Video Broadcast - Home. One of the technologies used for mobile television broadcast.

Media Flo
A technology created by Qualcomm to enable the delivery of increasingly large amounts of data to millions of mobile users.

Streaming
Broadcasting data (normally audio or video) over the Internet or wireless network to a device which is capable of playing it. Like TV or radio, the content is played 'live' and not stored on the device itself.

Carrier
A mobile network operator i.e, Vodafone, Orange, Sprint, Telefonica, etc.

GPRS
General Packet Radio Switching. The technology used to create 2.5G mobile networks.

Java
A technology created by Sun, which provides a wide range of devices (including mobile phones), with processing capabilities, allowing them to run programs and applications. Most commonly used for games on mobile phones.

Portal
A website or wireless Internet site offering a variety of content. Every mobile network operator maintains its own portal. There are a large number of independent third party portals as well (e.g. Jamster, Monster Mob etc.)

MVNO
Mobile Virtual Network Operator. A mobile network which does not own infrastructure (towers, masts, etc.) but instead buys bandwidth and 'minutes' from an operator which does. This allows the operator to concentrate on marketing and creating a distinct identity for users. Examples of MVNO's include Virgin Mobile and Tesco Mobile.

Off-portal
Content or services not provided by the consumer's network operator, but found on a third party's portal.


Ringback tone
A ringtone which is selected by the user to be played to those people trying to call him or her in place of the normal 'ring ring' sound e.g. one of my business contacts tastelessly plays Motorhead’s ‘Ace Of Spades’ at me before he answers the phone!

SMS
An abbreviation for Short Message Service. Also known as text messaging, or texting. A system which allows messages of up to 160 characters to be sent between mobile users.

Symbian
An operating system created specifically for mobile phone handsets. Phones using the Symbian O/S are commonly referred to as 'Smartphones'. A powerful and flexible technology which is used in around 50,000,000 handsets worldwide to date.

Is there a term for slow adopters?!
Tempting to say ‘licensing agency staff aged over 35’! But no. There is a growing recognition of the need for simple, accessible low-end handsets for older users and emerging markets.

Mobile search
Same as online search a la Google, but for the mobile internet.

Content snacking
The behaviour of users who dip in and out of various content and services, never staying in one for long and trying a little of each.

Picture messaging (why didn't it work . . . )
Also known as MultiMedia Messaging (MMS). A service which allows users to send pictures, animations, sounds or video files between mobile handsets. The reasons it didn't take off to the extent predicted are manifold. Much to do with cost, poor explanations or the service and crap marketing (David Beckham sending snaps of his house in Spain didn't really encourage people...)

Platform
Can mean almost anything. Any technical company in the mobile sector is guaranteed to have a 'platform'. Normally a technology which provides a certain capability i.e. billing, delivering content to different mobile phones, messaging services, etc.

Aggregator
A company which takes content and services from developers and service providers and offers it to mobile networks, portals or directly to consumers. Aggregators’ marketing techniques are not subtle; they are kind of the cash and carry wholesalers of the mobile world.

Bluetooth
A wireless communication technology created to allow local communication between devices. Unlike Infra-Red, it does not require line-of-sight and offers much faster transmission rates. Now appearing in a wider range of devices such as printers, mp3 players, etc.

Blackberry
A device created by the Research In Motion (RIM) company, which combines accessible mobile e-mail and a full QWERTY keyboard, within a mobile phone device.

Roaming
Using your mobile phone handset for voice, text or data when not on your home network i.e. when travelling abroad and using the infrastructure of a local network. Normally hideously expensive, especially for data.

Multiplayer gaming
Covers a great deal of different technologies. Essentially one of several ways in which mobile games players can interact. Can be as simple as uploading scores to a central server, or as complex as a massively multiplayer game world, where many thousands of players can interact directly with each other within a virtual world.

What is the difference between a content developer and a content publisher?
The same as the console games market. A content developer usually works for hire and actually makes the content, using programmers, designers, artists, etc. A content publisher usually pays for the content development and also manages marketing and distribution.

P2P
Peer-To-Peer networking. Content shared directly between users, as opposed to from a single central source.

Shortcodes
An abbreviated 4 or 5 digit number which provides access to content or services via a text message. Provides a simpler mnemonic for users and an easy access mechanic, instead of having to remember a full mobile number, website address or other access method.

DRM
Digital Rights Management. A system to ensure that copyrighted material cannot be copied gratuitously and for free. But do not imagine that it is very advanced at this stage.

User generated content
Content that is not created by a developer but by the actual end users or consumers, i.e. fan generated wallpapers or ringtones. However, increasingly refers to content created legally by users with tools developed specifically to allow them to express themselves (companies providing such tools include Mixipix and Saw-You.)

INTERACTIVE ENTERTAINMENT
The formal reference to computer and video games.

COMPUTER GAME
A computer controlled game such as played on a Personal Computer (PC)

VIDEO GAME
A computer game where a video display such as a monitor or television is the primary feedback device.

CONSOLE GAME
A form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a game console, and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console. The controller generally contains a number of buttons and directional controls each of which has been assigned a purpose for interacting with and controlling the images on the screen.

GAME MULTIMEDIA
Usually comes in the form of a cartridge or, more recently, higher-capacity discs which can be inserted into the game console. Simpler consoles, may only have a fixed selection of built-in games. In order to play the specific game, you need the specific console for which it was designed. For example, a Nintendo GameCube. The most popular consoles in the market today are the Sony PlayStation 2, Nintendo GameCube, Microsoft Xbox and the Microsoft Xbox 360

VIDEO GAME CONSOLE
A dedicated electronic machine designed to play video games. Often the output device is a separate television or a computer monitor. The main input device is a controller.

HANDHELD GAME CONSOLE
A lightweight, portable electronic machine for playing video games. Unlike video game consoles, however, the controls, screen and speakers are all part of a single unit. Nintendo dominated the handheld market since the release of the Game Boy in 1989, and is often credited as popularising the handheld console concept.

Sony Playstation / PSOne
The PlayStation is a video game console of the 32/64-bit era, first produced by Sony Computer Entertainment in the mid-1990s. The original PlayStation was the first of the PlayStation series of console and hand-held game devices, which has included successor machines including the PSone (a smaller version of the original), PocketStation, PlayStation 2, PlayStation Portable, and the PlayStation 3. By June 2005, the PlayStation/PSone had shipped a total of 103 million units, becoming the first home console to ever reach that mark. In 2001, it was noted in a brochure that one in three houses in the US owned a PlayStation.

Sony Playstation 2
The PlayStation 2 (PS2) is Sony’s second video game console, the successor to the PlayStation and the predecessor to the PlayStation 3. The PS2 has become the fastest selling gaming console in history, with over 100 million units shipped by November 2005, beating the previous record holder, the PlayStation, by three years and nine months.

Sony Playstation PS3
The PlayStation 3 (PS3) is Sony’s seventh generation era video game console in the PlayStation series. It is the successor to the PlayStation 2 and will mainly compete against the Nintendo Revolution and the Xbox 360. The PS3 will be backward compatible with earlier PS1 and PS2 games.

Sony PSP
The PlayStation Portable (officially PSP), a handheld game console and is a product of Sony Computer Entertainment.

Microsoft XBOX
Xbox is a sixth generation era video game console. The Xbox was Microsoft's first independent venture into the video game console arena, after having developed the operating system and development tools for the MSX, and having collaborated with Sega in porting Windows CE to the Sega Dreamcast console.

Microsoft XBOX 360
Xbox 360 is the successor to Microsoft's original Xbox. The Xbox 360 competes among the “upcoming” generation of consoles, including the Sony PlayStation 3 and Nintendo Revolution. The Xbox 360 is currently the only seventh generation console available. In all countries except Japan the console is sold in two different configurations: the "Xbox 360" and the "Xbox 360 Core System". The former configuration is often referred to as the "Premium Edition", which includes a hard drive (which is required for operations including backwards compatibility with limited original Xbox games), a wireless controller, a headset, an Ethernet cable, an Xbox Live silver subscription, and a component HD AV cable (which can also be used on non-HD TVs).

Nintendo Gamecube
The Nintendo GameCube originally code-named "Dolphin" during development; is Nintendo's fourth home video game console, belonging to the Sixth generation era—the same generation as Sega's now ineffective Dreamcast, Sony's PlayStation 2, and Microsoft’s Xbox. The GameCube itself is the most compact and inexpensive of the sixth generation era consoles.


Nintendo Wii
The Nintendo Wii is Nintendo's fifth home video game console and the successor to the Nintendo GameCube. The console's controller, which can detect its exact location and orientation in 3D space, is a concept never before seen in mainstream video game consoles.

Nintendo DS
The Nintendo DS, (sometimes abbreviated NDS or DS), is a dual-screen handheld game console developed and manufactured by Nintendo, released in 2004. The name "DS" is short for both Dual Screen and Developer's System.The DS has a horizontal clamshell design and was redesigned and released as the DS Lite, in 2006.

Nintendo Gameboy
The Game Boy line is a line of battery-powered handheld game consoles sold by Nintendo. It is one of the best-selling game system lines selling over 120 million units world wide to date, and has spawned many successful spin-offs. The original Game Boy's design set the standard for handheld gaming consoles. The Game Boy Color (also referred to as GBC) was Nintendo’s successor to the Game Boy. It features a colour screen and is slightly larger than the Game Boy Pocket, though smaller than the original Game Boy.

Nokia NGAGE
The Nokia N-Gage is a mobile telephone and handheld game system based on the Nokia Series 60 platform.

PC
A personal computer game is a form of interactive multimedia used for entertainment played on a personal computer. Presently, the term more accurately encompasses games that run on general purpose computers, including certain earlier home computers models, which are capable of operating other applications besides computer games. Personal computer games are usually distributed using standard storage units for personal computers, such as compact discs and most recently, DVDs. Certain games are also increasingly distributed via the Internet.

Internet / Browser
Browser games are electronic games that are played online via the Internet. They are distinct from normal video and computer games in that they do not require any client side software to be installed. Most games rely solely on client-side technologies such as a web browser and occasionally common plugin such as Flash. A game played in a browser is often called a browser-based game.

Plug-ins
Browser games typically require a form of web browser plugin to function. Some of these may include Java virtual machine, Shockwave and Flash, with some of these plugins available through default installations of most modern day browsers. The games created using these technologies rely heavily on the client's browser to download and utilize the game's code on the client side. Due to this fact, it allows users to more easily hack the code on their end, denying fair multiplayer gameplay, therefore a large majority of plug-in based games today are still single player. The upside to this is that since the client does most of the processing, the server does not receive a heavy bandwidth load of requests.

Multiplayer
Support for networked multiplayer through Internet or LAN connections has become a requirement for many genres, like first person shooters, real-time strategy and racing games. The Internet has also allowed the creation of massively multiplayer online games supporting hundreds to thousands of simultaneous players.

Massively Multiplayer Online Role-Playing Game (MMORPG)
A Massively Multiplayer Online Role-Playing Game (MMORPG) is an online computer role-playing game in which a large number of players interact with one another in a virtual world. As in all RPGs, players assume the role of a character (traditionally in a fantasy setting) and take control over most of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game. This results in a gameworld which is far more dynamic, diverse, and realistic than those of other games. MMORPGs are immensely popular, with several commercial games reporting millions of subscribers. South Korea boasts the highest subscription numbers, with millions of users registered with the more popular games.

Massively multiplayer online real-time strategy (MMORTS)
Massively multiplayer online real-time strategy (MMORTS) is a category for computer games that combines real-time strategy (RTS) with a large number of simultaneous players over the Internet. It is a type of massively multiplayer online game

Web-based delivery
Games are common on the Personal Computer, from card, chess and poker games, to online Macromedia Flash games. Some games use HTML coding or JavaScript as a common creative tool for popular games like Chess, and casino games. Most games on the Internet offer the relief of bordem inconjuction with newly developed concepts. A good example is iSketch, and thousands of other games are created from this type of web-based software.

Expansion packs
Expansion packs are add-ons to an existing game. Expansion packs generally add new content like: units, missions, maps, and/or areas. Since they are just designed to add new content to a game, the original game is needed in order to utilize an expansion pack.

Online gaming
Online games refer to video games that are played over some form of network, most commonly the Internet. The expansion of online gaming has reflected the overall expansion of the Internet. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many different styles of play are available online. Many online games have associated online communities, making online games a form of social activity beyond single player games.
As personal computers pioneered the concepts of multiplayer gaming, and especially online gaming, it is logical for this platform to see a deeper extent of online gaming than consoles. PC games support many more players, on average, than the equivalent console game. Battlefield 2, for example, supports up to 64 players in its PC incarnation, but only 24 players in its console version, Battlefield 2: Modern Combat. MMORPGs on the PC platform allow for hundreds of simultaneous participants in any given area, with thousands of players across the game world. This ability for more participants is not due to bandwidth, but do to superior processing and storage capabilities compared to video game consoles.

Personal Data Assistant (PDA)
Personal digital assistants (also called PDAs) are handheld devices that were originally designed as personal organizers, but became much more versatile over the years. A basic PDA usually includes date book, address book, task list, memo pad, clock, and calculator software. Newer PDAs also have both color screens and audio capabilities, enabling them to be used as mobile phones, web browsers or media players. Many PDAs can access the Internet, intranets or extranets via Wi-Fi, or Wireless Wide-Area Networks (WWANs).

Interactive TV
Interactive television describes any number of efforts to allow viewers to interact with television content as they view. It is sometimes called interactive TV, iTV, idTV or ITV. To be truly Interactive, the viewer must be able to alter the viewing experience, or return information to the broadcaster. This "return path" or "back channel" can be by telephone, mobile SMS (text messages), or cable. Interacive Games are increasingly being offered through this Service with the UK Sky Gamestar platform taking the lead.

AWP
Slot machines are often known as fruit machines and AWP (Amusement with Prizes)

SWP
Skill With Prize often known as quiz machines

V Tech V Smile
Electronic learning toys teach children to explore learning concepts through creative gaming and adventure play.

Bubble
DVD games console that allows pre-school children to interact with their favourite TV shows and characters in a unique, fun and educational way.

IDVD Games
The DVD player is the fastest growing consumer electronics device in the world. Sales of DVD games grew 600% between 2003 and 2004 and the category is projected to reach $1billion in 2007. 300 million players are forecast to be in use by the end of 2005, rising to 493 million by 2010 (Source: Screen Digest). DVD games run on standard DVD hardware, with players simply using the remote control to interact with the screen. Games are predominantly family-friendly and feature a variety of questions / puzzles based on interactive multimedia elements.

Arcade Game
An arcade game is a coin-operated entertainment machine, typically installed in businesses such as restaurants, pubs, video arcades, and Family Entertainment Centers. Most arcade games are redemption games, video games or pinball machines.

Virtual Reality
Virtual Reality (VR) is an environment that is simulated by a computer. Most virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Users can interact with a virtual environment either through the use of standard input devices such as a keyboard and mouse or through multimodal devices such as a wired glove, polhemus boom arm, and/or omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power and image resolution. However, those limitations are expected to eventually be overcome as processor and imaging technologies become more powerful and cost-effective over time.

Game Engine
The term "game engine" arose in the mid-1990s, especially in connection with 3D games such as first-person shooters (FPS). Such was the popularity of id Software's Doom and Quake games that rather than work from scratch, other developers licensed the core portions of the software and designed their own graphics, characters, weapons and levels — the "game content" or "game assets."

Genres
Games, like most other forms of media, may be categorised into genres based on gameplay, atmosphere, and various other factors. In fact, games are often much easier to classify by genre than films, music, or books. The most common genres in use today include platformer, adventure, role-playing game (RPG), first person shooter (FPS), third person shooter, sports, racing, shoot 'em ups, fighting, action (note that this term is abused often), puzzle, simulation, turn-based games, and real time strategy (RTS). Most games nowadays are a combination of two or more genres (e.g action/RPG). The increase in the popularity of online gaming has also resulted in sub-genres being formed, such as massively multiplayer online role-playing game (MMORPG).

Key Markets
The four largest markets for computer and video games are the United States, Japan, Canada and the United Kingdom. Other significant markets include Spain, Germany, South Korea, France, and Italy. Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years. Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers avoid computer games and instead buy video games, with a strong preference for games created in Japan, that run on Japanese consoles (1 reason the Xbox series is less popular). In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge.

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