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Mobile Gaming: Perspectives and Issues

Mobile Gaming: Perspectives and Issues
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Author(s): Krassie Petrova (Auckland University of Technology, New Zealand)
Copyright: 2010
Pages: 12
Source title: Encyclopedia of E-Business Development and Management in the Global Economy
Source Author(s)/Editor(s): In Lee (Western Illinois University, USA)
DOI: 10.4018/978-1-61520-611-7.ch079

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Abstract

Mobile gaming (mGaming) belongs to the category of mobile entertainment applications. It is widely adopted in some countries –for example in Japan (Baldi & Thaung, 2002; Chan, 2008) and is fast becoming a popular and profitable mobile commerce service (Kleijnen, de Ruyter, & Wetzels, 2003; Paavilainen, 2004, p. 133). In 2006, the revenue from phone games in Europe alone reached US$6 billion (Fritsch, Ritter, & Schiller, 2006). It is predicted that worldwide mGaming revenues will continue to grow with Asia-Pacific markets contributing significantly to the growth (Paul, Jensen, Wong, & Khong, 2008).

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