MobileActive's Blog

Posted by AnneryanHeatwole on Jul. 22, 2011

As mobile gaming explodes worldwide, the market for “games for good” (either with an educational or social-change focus) is open for growth. Mobile games provide a way to quickly pass time, an always-on-hand source of entertainment, and a way to connect with others through competing scores or sharing strategies.  Can mobile games also be used to teach, inform, and raise awareness?

Level One: The Mobile Gaming Landscape

The current mobile landscape shows that games are popular worldwide, regardless of handset type or region. A June 2011 Gartner report on the state of the gaming industry reported that mobile gaming is expected to see the largest growth percentage of any aspect of the industry (compared to consoles and PCs), estimating “its share growing from 15 percent in 2010 to 20 percent in 2015.”  Tuong Nguyen, principal research analyst at Gartner, is quoted as saying, “As the popularity of smartphones and tablets continues to expand, gaming will remain a key component in the use of these devices. Although [mobile devices] are never used primarily for gaming, mobile games are the most downloaded application category across most application stores, […] For this reason, mobile gaming will continue to thrive as more consumers expand their use of new and innovative portable connected devices.”

The growth of mobile games can be clearly seen in US mobile trends; a July 2011 report from Nielsen says that games are the most popular kind of app for smartphone owners, with 64% of US smartphone owners using a mobile game app at least once a month. The Nielsen report also found that “the average mobile gamer plays an average of 7.8 hours a month,” and that  “those with iPhones tend to play around 14.7 hours each month while those with Android smartphones play around 9.3 hours per month.”

But mobile games aren’t just popular on smartphones; feature phone users are embracing the mobile gaming trend as well. MobiThinking’s 2011 global mobile statistic report found that among Africans who use mobile devices as their primary means of accessing the Internet, 55 percent report downloading games. OnDevice Research’s 2011 Mobile Internet Satisfaction report found that mobile games can influence handset purchase, as users want mobile devices that can support games. They report that, “89% of mobile media users in Kenya consider the quality of games they can play on their device when choosing a new phone.”

A 2009 report on India’s mobile gaming field from Vital Analytics found “approximately 120 million urban Indians used their mobile phones to play games during quarter ending July 2009, a reach of 41%. In terms of time spent playing games, 37% of the population spends less than an hour in a week playing games while on the other end of the spectrum 9% spend over 5 hours on an average.” The report also found that most popular types of mobiles games for Indian users were sports games (such as cricket) and arcade-style puzzle games.

With all these mobile gaming enthusiasts out there, where does that leave educational and social change games? Couldn’t some of this popularity be turned toward math, literacy, or advocacy games? The landscape shows that mobile games are popular regardless of handset and location, so the question now is how to make a game that provides both value and entertainment to the player.

Posted by AnneryanHeatwole on Jul. 15, 2011

MobileActive.org recently had the opportunity to test an off-the-grid GSM base station. Kurtis Heimerl presented The Village Base Station (VBTS), (link is a PDF) a low-power means of providing mobile network service without grid power or network infrastructure.

Below, Heimerl demonstrates the basic workings of a GSM networks and OpenBTS, an open-source platform that allows one to set up a cellular network at a fraction of the cost of a GSM network. Heimerl shows how phones find their base towers and settle on a frequency, and how OpenBTS condenses that process into a lower-powered, cheaper network.

The Village Base Station is built around voice and low-bandwidth data transmissions. It is an economical solution for rural residents who are outside of typical network coverage or power access, or for people living in situations where network outages occur. In a white paper presenting the VBTS, Heimerl and co-author Eric Brewer describe the project as, "essentially an outdoor PC with a software-defined radio that implements a low-power low-capacity GSM base station. Long-distance WiFi provides 'backhaul' into the carrier." Below are images of elements of the Village Base Station and screenshots from our 'hackday' in a large American city when we demo'ed VBTS with Heimerl. (Warning: If you try this at home, be aware of your local regulator's potential licensing and other restrictions for setting up such network/connecting to it)

Base Station

Posted by MelissaLoudon on Jul. 11, 2011

HTTP, the Hypertext Transfer Protocol, is the data communication protocol you use when you broswe the web - as you probably know if you've noticed that website addresses usually begin with http://. HTTPS is the secure version of HTTP, which you might have seen being used for sensitive transactions like online banking and online shopping. When you are using the secure part of a site, the web address will begin with https://.

When using your mobile phone for sensitive communications, it is important to ensure that your online activities - whether researching or reading about an issue, sending an email, writing a blog post or uploading photos - are done over a secure connection. There are three elements of secure web browsing:

Posted by MelissaLoudon on Jun. 30, 2011

Smartphones (iPhone, Android, Blackberry, Windows Mobile, Symbian) and many feature phones allow you to download and install mobile applications (“apps”). Apps do many useful things. However, some apps (and other types of software, such as your mobile operating system) can also present security risks. These include:

  • Apps and other software may have access to information stored on or generated by your phone.

  • Apps and other software may have the ability to transmit this information using your phone’s Internet connection.

Malicious apps or other mobile software installed on your mobile device can expose you to the following risks:

  • Your conversations may be listened to or recorded without your knowledge.

  • Your text messages, emails and web traffic may be monitored and logged.

  • Data stored on your phone (contacts, calendar entries, photos and video) may be accessed or copied.

  • Passwords stored or entered on your phone may be stolen and used to access your online accounts.

  • Your locationmaybetracked, even when your phone is switched off.

With smartphones gaining market share, malicious apps are beginning to pose a serious threat. In an article titled “Your Apps Are Watching You”, the Wall Street Journal tested popular iPhone and Android apps, and found that of 101 apps tested, 56 transmitted a unique identifier for the phone without informing the user or asking for consent. 47 apps also transmitted the phone’s location, while 5 sent age, gender or other personal details to various companies. The App Genome Project reports that 28% of all apps in the Android Market and 34% of all free apps in the Apple App Store have the capability to access location, while 7.5% of Android Market apps and 11% of Apple App Store apps have the capability to access users’ contacts.

It can be very difficult to tell which apps are safe and which are not. App behaviours that might not bother most users, such as transmitting the phone’s location to an advertising server, can be unacceptable to people with higher privacy and security requirements.

This article offers suggestions on how to assess risks to security and privacy posed by apps.

Posted by SaferMobile on Jun. 29, 2011

Despite the smartphone craze of the past 5 years, featurephones are still king in much of the world. From the perspective of activists, rights defenders, and journalists, they cannot be ignored. And feature phones have plenty of built-in capability to help users stay safer. During the course of our research, we've uncovered valuable features that even the most experienced users may not be aware of.

As a part of SaferMobile, a project of MobileActive.org, we've focused on documenting the most important ways that a user can lock down a mobile handsets. No external apps or special tools are required, just a charged battery. We've condensed these tips into single-page, device-specific reference guides for a variety of makes & models that get straight to the point. And yes, we made sure to cover smartphones and featurephones.

Posted by KatrinVerclas on Jun. 29, 2011

Dear MobileActives from around the World. You may have noticed that we have had an inordinate number of funky site issues - slow-loading pages and 406 errors. We have reached the end of the useful life of this site which is three years old and it has gotten creaky. 

We are a small organization and this site has, with the exception of a start-up grant from the amazing Surdna Foundation, NEVER received general funding.  That is to say, we have funded this site from individual contributions, your donations, and overhead charged on contracts and project grants. Clearly, this is not a very sustainable way to run things as the site and readership has grown to more than 3,000 unique readers a day now.

Here is what we are doing:

Advocacy
Posted by AnneryanHeatwole on Jun. 27, 2011

Have you ever had a problem with your neighborhood and wanted to rally your community around finding a solution? Commons, a mobile mapping and reporting game, does just that. Commons is an iPhone app that allows players to locate their position on a map and then guides the players through a series of challenges to report and comment on their neighborhood. Reports can be voted on, so users who submit the best reports or images can win badges that show their involvement. The first real-world gameplay happened lower Manhattan in New York City on June 19th at the Come Out and Play Festival.

Posted by AnneryanHeatwole on Jun. 15, 2011

When it comes to water, every drop counts. When a local waterpoint malfunctions or dries up, it’s important to get the problem resolved as quickly as possible. That’s where Maji Matone, a water monitoring and civic participation project in Tanzania, comes in.

Run by Daraja, a Tanzania-based NGO, Maji Matone asks villagers to report outages in their water systems via SMS. Daraja employees read through the SMSs, then pass along the information to the local district engineer. The project is currently being piloted in three different districts. Each district has a local engineer responsible for the water infrastructure. If reports continue to come in and no action has been taken, Maji Matone turns to its media partners in order to publicize the lack of action.

Posted by MarkWeingarten on Jun. 14, 2011

According to the Wall Street Journal, “[Data produced by the use of mobile phones] generates immense commercial databases that reveal the ways we arrange ourselves into networks of power, money, love and trust.” As mobile phone use increases and applications become increasingly sophisticated, the volume of mobile data we create continues to grow at an incredible rate, creating new possibilities and posing new challenges to notions of privacy.

Businesses want this data for marketing. Congress wants to regulate it. Activists and privacy advocates want to ensure that it is not used to compromise their safety or freedoms. Meanwhile, projects such as UN Global Pulse want to use information gleaned from mobile phone use to detect and prevent slow-onset humanitarian crises. We invite you to join us on the evening of June 30th for our next New York City-based Mobile Tech Salon as we explore these tough questions:

  • How do we determine socially beneficial uses for mobile data?
  • How can the safety, security, and privacy of individuals be respected while using mobile data to benefit them?
  • How can our mobile data be effectively aggregated and anonymized? Or can’t it?
Posted by MarkWeingarten on Jun. 10, 2011

We've heard much recently about information that is being tracked by mobile phone companies (see our recent post) and app developers. However, there are more overt security threats that are potentially more dangerous.

One of these threats is referred to as either a “roving bug” or a “remote listening” application. It is essentially the same concept as a conventional audio bug, except that it requires no hardware other than a smartphone. Once installed, remote listening software enables a 3rd party to call a phone, activate its speakerphone capabilities, and secretly transmit any sounds picked by its microphone to another phone number, where it can be monitored and recorded.