
If we look at mobile devices as the future of the Internet- should virtual worlds migrate this way as well?
While we have a hard enough time getting virtual worlds to play
nice in a browser is mobile playability of virtual worlds a viable
goal? Obviously the biggest hurdle here is the memory-hogging
graphics that are directly related to the challenges of running
virtual worlds in a browser. Thus most virtual worlds have a hefty
size download of a specific application and then more time to load
the virtual world itself with chunky graphics and the like. For the
most part PC-oriented virtual worlds are widely accepted by users,
with Second Life being the more publicized virtual world.
iPhones and iPhone wannabes are hot! With just about every
application imaginable available for download. While I will admit I
used to be a Blackberry addict when they were first introduced I
have since become an anti-cell phone kind of gal (yes, it really is
possible). Sure they are nice to have for convenience but I have
found them as not being a necessary fixture in my broadband-enabled
daily routine. But that's just me.
Mobile social gaming is becoming getting lots of visibility
these days. Some deployment considerations are UI (user interface)
and overall user experience, dedicated application or browser
(although browser based virtual worlds are not fully baked just
yet). A few virtual worlds have attempted to go mobile, however for
the most part these worlds offer low fidelity graphics (big
surprise!) and are more of a social type of game than an actual
serious virtual world application. Last year Sulake launched the
Bobba Bar mobile virtual world while the app. was primarily built
for the iPhone it offers the user a chance to interact and receive
free 'virtual' drinks.
Perhaps the bigger lure here of mobile virtual worlds is
offering the anytime, anyplace availability...we are mobile
society, at least most of you are!
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