Found this article via Miikka at Aniway about the future of mobile games by Nokia.
One of the interesting reply to the question about the obstacles the industry faces to reach the growth potential that’s been forecasted (ie, growing from $3.3 billion this year to $10 billion by 2009)
Mark Ollila, of Nokia, answered that the main problems are :
- mobile payments for buying mobile contents : at the moment the experience to buy content is hardand users don't trust about the quality of the contents
- finding the contents : it's not very easy for the end users (not geeks or web users) to find the contents
The same problems exist in the Flash Lite field where people don't have easy channels where to download Flash Lite contents (games, wallpapers, ringtones, applications ...).
Then you have to consider that many mobile users don't know (and don't
have the capability) wheter their mobile device has the
Flash Lite embedded !
Adobe is trying to solve the problem and the Verizon's deal is a clear message of this.
But it needs time ..... a long time !
The answer of Mark ends with :
Nokia is focusing on create an end-to-end solution which allows you to find the content, see reviews, get imagery, and then you can even try the content before you actually pay for it. All of those things will actually allow Nokia to build trust with the consumers so that they start feeling comfortable paying for the content.
And it's great ! Nokia
This is where Apple's model with the iPhone will really work - i.e. it's the first phone that requires a computer to be truly useful - and already integrates with a content store.
Now if someone could emulate that while opening up third-party development to non-AJAX apps, they might have a winner.
As is, half the phones out there have their Bluetooth sync abilities crippled by insistence of the networks.
Posted by: JulesLt | June 26, 2007 at 04:54 PM