Mobile gameworlds are a big thing. Mobile games, including poker and other traditional designs, represent a market of over $5B annually from China alone, and as the figure below depicts, an even bigger market share in Japan. What is a mobile gameworld and how might it fit into the customer desirability matrix in training? At what point do we want to create an imaginary world, be it a city, a sales empire, a fantasy planet?
You can adjust your cookie preferences here.