Mobile game

A mobile game is a video game played on a feature phone, smartphone, PDA, tablet computer, portable media player or calculator. This does not include games played on dedicated handheld video game systems such as Nintendo 3DS or PlayStation Vita. The first game on a mobile phone was a Tetris game on the Hagenuk MT-2000 device from 1994.[1][2] Three years later Nokia launched the very successful Snake on selected models in 1997.[3] Snake and its variants has since become one of the most-played video games and is found on more than 350 million devices worldwide.[4] Mobile games are played using the technology present on the device itself. For networked games, there are various technologies in common use. Examples include text message (SMS), multimedia message (MMS) or GPS location identification. The first two-player game for mobile phones was a variant of the Snake game for the Nokia 6110, using the infrared port. However, there are non networked applications, that simply use the device platform to run the game software. The games may be installed over the air, side loaded onto the handset with a cable, or may be embedded in the handheld devices by the OEM or by the mobile operator. Mobile games are usually downloaded via the mobile operator's network, but in some cases are also loaded in the mobile handsets when purchased, via infrared connection, Bluetooth, or memory card. A feature phone is a mobile phone which at the time of manufacture is not considered to be a smartphone due to it lacking in several features, but nevertheless has additional functions over and above a mobile phone. It is intended for customers who want a lower-price phone without all the features of a smartphone. There are 3 different cellular phone sub-cate

ories: basic mobile phones, features phones and smart phones. In 2011, feature phones accounted for 60 percent of the mobile telephones in the United States[1] and 70 percent of mobile phones sold worldwide.[2] By 2013, it is predicted that half of all mobile phones will be smartphones. A customer (also known as a client, buyer, or purchaser) is the recipient of a good, service, product, or idea, obtained from a seller, vendor, or supplier for a monetary or other valuable consideration.[1][2] Customers are generally categorized into two types: An intermediate customer or trade customer (more informally: "the trade") who is a dealer that purchases goods for re-sale.[3][1] An ultimate customer who does not in turn re-sell the things bought but either passes them to the consumer or actually is the consumer.[3][1] A customer may or may not also be a consumer, but the two notions are distinct, even though the terms are commonly confused.[3][1] A customer purchases goods; a consumer uses them.[4][5] An ultimate customer may be a consumer as well, but just as equally may have purchased items for someone else to consume. An intermediate customer is not a consumer at all.[3][1] The situation is somewhat complicated in that ultimate customers of so-called industrial goods and services (who are entities such as government bodies, manufacturers, and educational and medical institutions) either themselves use up the goods and services that they buy, or incorporate them into other finished products, and so are technically consumers, too. However, they are rarely called that, but are rather called industrial customers or business-to-business customers.[3] Similarly, customers who buy services rather than goods are rarely called consumers.[1]