Every mobile company considers it to be its first need to make inroads in the world mobile market. As far as gaming takes firmer positions in our everyday life, it is also not the last feature to define standards for mobile games and other directions of the mobile development. Despite the developers' constant complains about the limitations of the mobile phone hardware and software environment, it is surprising to find out that quite a few of them actually choose more powerful mobile platforms, such as Symbian C++, Visual C++ and Net Compact Framework, to develop their games. Most developers focus on the relatively constrained Java 2 Platform, Micro Edition (J2ME) and Binary Runtime Environment for Wireless (BREW) platforms. The reason is simple: these are the two platforms with the highest volumes and, therefore, the best support from the operators.
The Jamdat Mobile Company is often held up as an example of leadership in the mobile entertainment. A key to the Jamdat success has been its relationships with the whole range of operators, which is no small feat. U.S. Verizon Wireless and Sprint, for instance, sell many of the Jamdat games for about forty and eighteen percent of the Jamdat revenues correspondingly. It is known that the define standards for mobile games in Jamdat is the Java and C++ language, and the root of this word is seen in the name of the Jamdat Mobile. Its games are widespread and popular in the US since the beginning of 2000, and it is not only for the US companies, which trade with the Jamdat games nowadays. Jamdat work with ARM Compiler, CVS, UNIX and BREW platforms made a fact that there is hardly left an individual, who has not heard of the Bejeweled, Doom RPG or Texas Hold'em by Jamdat.
Content providers are expanding their distribution channels of entertainment as well. No one will be surprised today to find full-track music, sports and video clips from PC or mobile-only to PC, mobile and set-top boxes among the services of his mobile content providers. Operators are enhancing their technical infrastructure to deliver cost-effective and flexible environments in order to increase their data revenues; it also helps to define standards for mobile games.
Such world organization like OMA (which entered into the Interoperability forum organization) plays a key role in the creation of the open DRM standards worldwide. In November 2002, OMA published the first open standard for the Digital Rights Management, called OMA DRM 1.0. CoreMedia. OMA works' priorities were also to achieve the maximum coverage and they continue to succeed. Its server technology already works with four hundred different mobile phone models and due to it, about hundred million phones will come to the market in the near future.
The entertainment and games are the leading applications, driving the growth of the mobile data market. The CoreMedia DRM 2005 Platform provides this key support that content providers and operators are looking for. It delivers a flexible solution that supports the most important standards for the Digital Rights Management, networks protocols (3G) and all kinds of mobile marketing channels. The DRM modular technologies are to be easily integrated into the existing service delivery platforms (SDP). The DRM is being used by over twenty operators in Africa, the Americas, Asia, Australia and Europe. Vodafone, the world's largest mobile community, uses CoreMedia DRM 2005 for its global service delivery platform Vodafone live!
Isn't it wonderful for the mobile gamers and all mobile users to have the defined standards for mobile games and the rest on their mobiles with the help of the OMA and DRM possibilities? Universal standards will shorten the difficulties, connected with mobile accessibilities to a minimum and will probably define standards for mobile games irrevocably. To reach that effect, they should remember that those new world standards should be perfect ones.