308 Personal Content Experience: Managing Digital Life in the Mobile Age games and during playing a game in many cases are. Furthermore, an interesting notion related to gaming is “abusing” the game technology for totally other purposes, such as creating personal content that is not related to a game at all. Next, we will briefl y address these topics. Computer games can be classifi ed based on several criteria. Typi- cally, they can be divided into genres – action games, strategy games, and so forth. Furthermore, some games are designed for a single player, whereas others are multi-player games. Games may be mobile or targeted at stationary use. When discussing games, a phenomenon not to be bypassed is 26 Massive Multiplayer Online Games (MMOGs). The most signifi - cant subgenre is Massive Multiplayer Online Role Playing Games (MMORPGs). Millions of players have subscribed to games such as World of Warcraft (by far the most successful online game ever in the western world), Ultima Online, and EverQuest. In Taiwan, China, and Korea, MMOGs are even more popular than in the western world – games such as The Legend of Mir 3 may have close to one million subscribers online simultaneously. The Legend of Mir 3 is considered the largest MMORPG in the world. As a result, rich communities, guilds, and tribes have been born, accompanied by huge amounts of personal content in a myriad of different forms, including guild histories and structures, communication histories, and the like. 7.4.1 Mobile Games Of special interest in the context of this book are mobile games. Non- electronic mobile games are not a new phenomenon. Since ancient times, people have taken games with them, and played wherever. Consider an obvious example of a traditional mobile game – a deck of cards. It is extremely mobile (pocketable), very versatile, and both single- and multiplayer games can be played. Even though this analogy may seem trivial, there is yet another factor that reveals an essential factor of mobile games, digital or otherwise: the ad hoc nature of gameplay. The fi rst electronic handheld gaming devices were equipped with LED displays, among them the Mattel Auto Race (1976). The player interacted with the game by pressing buttons to move their car (a bright dot) and to avoid obstacles (less bright dots). During the 1980s, LCD displays replaced LED displays in handheld games. However, the games were still extremely simple: the user controlled a digital char- 26 For a thorough analysis, see http://www.mmogchart.com/
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