In 2014 mobile exceeded PC Internet usage for the first time in history, delivering another watershed moment in the annals of video games, social networks, home entertainment, and business. The moment earmarks the quick changing landscape in which all online developers, retailers of all types of products and services, and online entertainment providers operate.
Studies have proven mobile users utilise the web 99.5 percent to access information, 62.1 percent of the time to check email, 49.2 percent to listen to music and in excess of 46 percent to engage in some form of games entertainment. As game developers started shifting their focus more toward creating games that integrates flawlessly with mobile devices, mobile demand currently outstrips supply while continuing to increase rapidly.
PC usage compared to Smartphones differs completely according to the time of day. In early morning before the start of business during the traditional daily commute mobile usage is at 42 percent and tablet 30 percent, after the commencement of business hours PC access leaps up to 69 percent yet mobile remains higher at 71 percent.
It took a considerable time for the business, retailing, and visual entertainment sectors to embrace the potential of the internet; however, when they finally managed to create a symbiotic relationship via effective advanced software it became the perfect tool for marketing, sales, collaborative team projects, customer services, and many other areas. While the audiovisual entertainment industry boomed as internet speeds increased via expanded bandwidths, despite relatively advanced software and systems the visual entertainment industry services is maturing quickly, but still in a relative stage of infancy when compared to traditional television and radio broadcast services.
In contrast, online gambling entertainment institutions and its clientele, as well as the developers of online video gaming content and their supportive gamers were of the very first effective purveyors of the internet. Both industries were quick to establish massive dedicated gaming servers early on in the history of the internet, with the first online casinos appearing as early as 1994 by two companies that went on to establish themselves as visionary leaders in the industry. From these humble beginnings online gambling grew in leaps and bounds due to the many benefits offered by online gambling, these benefits included being able to gamble from the comfort and privacy of your own home, at a moment’s notice with instant access to your favourite slot.
In contrast to land-based casinos, online enthusiasts could cut out the time-wasting commute by simply logging onto established leading gambling institutions such as Casino.com or Mansioncasino.com. Both offer far better promotions and much greater winning odds in comparison to their land-based peers simply due to lower overheads, online gamblers can expect extremely high return to player ratios (RTPs) with online slots varying between 90 percent and 98 percent in contrast to shocking land-based RTPs from as low as 67 percent with the highest hovering around the mid 70 percent.
Online gambling content offers advanced live casino games rivalling and in some cases nearly exceeding the player experience in a land-based casino. The live dealer range of classic casino games include almost anything that can be found in a traditional land-based casino and in addition, have grown to include a number of interesting varieties only found in online casinos.
By the inherent nature of its developers, the online video gaming industry became one of the first to use Internet connectivity to its fullest potential, releasing complete series of games, some games released purely as online versions only called MMORPGs and acronym for Massively Multiplayer Online Role-Playing Games benefiting from budgets in excess of $200 million in development. Social video gaming developers gained massive traction on social networks with games such as Candy Crush, which instantly became a smash hit on social networks such as Facebook.
Using the Candy Crush Saga from King.com as a typical example, players will instantly notice a number of variations between the PC web-based and its mobile version even when connected through Facebook/King.com. The PC Facebook/King.com version features different maps from its mobile version, with distinctively different pathways as well as complete worlds, with all its episodes seeing release substantially before any mobile versions. However, before the Fudge Islands release both web and mobile games featured the exact same map versions; with earlier versions entertaining on shorter pathways and shorter distances between levels. Since the release of Fudge Islands, the Facebook/King.com received an extensive revamp that was organised into five worlds with pathways across all episodes featuring similar lengths. Its mobile version never saw this change; this is why all episodes up to Pearly White Plains are different in appearance.
Tailoring games and apps for smartphones may not always be an easy process but it is paying big dividends as the market trends to doing almost everything online on the run.
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