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.

