Is a natural function of the phone, of course d stats go be high, that don't mean casual users care bout d advancement of games to d point it influences sales.the casual mobile user don't care one bit about being able to run crisis on they phone, they don't even know what crisis is.Casual gamers don't care bout hardcore experiences.
What makes mobile gaming flourish is cause it simple, it right there, u juss download form app store, for....cheap....and run d track.
And the very genre you claiming will be responsible for the mobile revolution (fps) will face similar, if not harder challenges on mobile.
Gordon said the technology wasnt possible 18 months ago, but with faster 4G data networking speeds on smartphones, it is quite doable now. The platform sits upon Amazon Web Services. With more than a million tournaments, the entire bandwidth cost has been less than $20, Gordon said.Some years ago, the technology would have cost $5 million to configure the racks. Cloud computing has made it a lot easier.The turn-by-turn model for games is flawed, and it has played itself out, Gordon said. Sitting around and waiting for your opponent to make a move is not fun. Real-time is an obvious idea, but no one has done it. Were the only ones doing it.Read more at http://venturebeat.com/2013/04/18/jawfish-games-enables-real-time-multiplayer-mobile-game-tournaments/#xciSubpsqix4MZRe.99
Which brings us right back to what I think actually going to happen. Supplement, not replace.
TOKYO, JAPAN - November 6, 2012 - DeNA Co., Ltd. (2432.T), a leading global Internet company, today announced its financial results for the quarter ended September 30, 2012. DeNA reported a record-high quarterly revenue of $627 million*, 45 percent higher than the same quarter last year, and increased operating profit of $254 million, 38 percent higher than the same period of the previous year.
Sonys PlayStation business dropped in sales by over 12% last year, and profits plummeted from $310 million to $18 million
Nintendo misses FY2013 profit forecast by 50 percentFor the fiscal year ending March 31, 2013, the games console giant posted a net profit of 7.1 billion yen (US$71 million) below its forecast of 14 billion yen (US$142 million), according to results released Thursday. In the previous year, Nintendo had made a net loss of 43.2 billion yen (US$434 million)--its second straight annual loss. For FY13, sales dipped 2 percent dip to 635.4 billion yen (US$6.3 billion).
The sales slump can be blamed in part on smartphones and tablets chipping away at the $58 billion global market for traditional video games
Nintendo wasnt able to repeat the magic with Wii U, largely because this fickle group of users has moved on to mobile games played on smart phones and tablets. This will put a serious dent in sales, particularly of portable-game players. In terms of long-term outlook, the real difficulty is in handhelds because people gravitate towards tablets and mobile phones, Woo says.
Well again I see we've run into the semantics situation.So lets clear that up one time.You define supplant as in to absolutely replace the old tech, completely.When I say supplant what I really mean to say is that the new tech will become status quo.That is, there will be vastly more smart phone "photographers" than DSLRs photographers.In any given wedding today, you'll see more people taking pix with their phones than those with a DSLR strapped around their neck.To apply the analogy to gaming, sure there are still arcades around and arcade machines but consoles have supplanted them. In that, there are vastly more console gamers than arcade gamers today.This is the road mobile is going to take.Now that we've got that cleared up...on to the next scary point of consumers not caring about games.WTFAre you for real???