![]() Call them lazy or shallow if you like they're having a good time, even if it's not the deep level of reward you might feel from a "real" game. Core gamers would see this as cheating themselves out of the fun of a game (chasing the objective) while casual gamers only see acquiring the prize. Those players will happily trade in a buck for an hour of work in-game if there is some bauble, however superficial, to be gained so long as they're enjoying the experience. The fact that you can't do much once you hit a timewall isn't a hugely restrictive factor under these circumstances, though one could argue that play times are so short because games have these limitations. Truly dedicated mobile gamers can juggle multiple timer-based free-to-play games for longer sessions, but most of them are happy to dive in whenever their notification tray says something is ready. The old standard of sitting down for a minimum of a half hour to play something still doesn't quite hold water on mobile.Īt the end of it all is a token reward with little intrinsic value other than the symbolic representation of time spent suffering. Individual sessions are getting longer, but still average around 3 minutes. consumers spend an average of 50 minutes a day on mobile games, which, though significant, still leaves a lot of day leftover. "How can waiting be fun?" The short answer is, you're going to be waiting anyway. There are some fair questions to be asked of mobile gaming by traditional PC and console gamers.
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