Roger Lopez didn't intend to get hooked on DataClash. He was bored, he tried it out, and that was it. But resistance was futile. Like thousands before him, Lopez was drawn in by the game, and he surrendered.
Sounds like a typical gamer's tale, right? But it's not, because Lopez isn't playing DataClash on a personal computer or on a console from Nintendo, Sega or Sony, or even on a portable Game Boy Color.
Lopez's gaming obsession is on his cell phone.
It's a comparatively barren world, where DataClash players battle each other in black and white, with the smallest of screens and no fancy graphics, no amped-up sounds and no joysticks or any other gaming gear.
But the cell phone is becoming a potent gaming device anyway because it's small and portable, it links players worldwide and it's handy when people have spare time.
"It's very addictive," said Lopez, a 27-year-old Anaheim purchasing agent. "I find myself not having phone juice to make a call because I've been playing the game so much."
Cell phone games, which began to appear in the United States only over the last year, are filling up one of the last chunks of free time left in modern, technologized life -- those now-wasted minutes spent waiting in line, waiting on a bus or waiting for some other electronic device to demand attention.
"It's in my pocket, and it's so accessible there that I can't help but pull it out any time I have five minutes in between phone calls at my desk, or waiting for my wife to come out of a store," Lopez said.
Such usage has awakened mobile phone companies, game developers and others to the possibility of the stodgy cell phone becoming an entertainment device.
After all, mobile phones are fast becoming ubiquitous, with more than half a billion sold worldwide each year -- dwarfing the installed base of any existing gaming system. By 2005, 198 million people in Western Europe and the United States will be playing phone games, according Datamonitor, a British technology research firm.
In addition, technological advancements will soon bring cell phones more power, faster connection speeds, color screens, global positioning capabilities and the ability to download Java-enabled gaming programs. Game developers also could incorporate game elements that allow players to make use of a phone's calling and instant-messaging features to communicate with other players.
"The wireless Web isn't about stock quotes and weather. . . . People want to have fun; they're looking for entertainment to fill the voids," said James Newcomb, chairman, chief strategist and co-founder of Indiqu Inc., a San Diego company that provides games to more than a dozen wireless carriers worldwide. "This is about mobilizing people's obsessions. . . . It's moving something that people already do and putting it in their hands," he said. "The good news is we can be there when they're feeling like they need a fix."
So far, the strategy is working. Wireless gaming, which typically requires Internet-enabled cell phones and service, is growing fast, offering a combination of simplistic single-player games built into phones (such as Snake and Memory) and Web-based games ranging from old standards such as hearts, hangman and tick-tack-toe to specialty creations such as Phone Kung Fu, Alien Fish Exchange and Gladiator that can involve many players at a time.
These games don't look like much, and a good many of them are mind-numbingly pointless and dull. In Japan, one of the top attractions is a fishing game called Tsuribaka Kibun, or Crazy About Fishing, in which a player selects a type of lure and a location, and nothing else.
"When the phone vibrates, you pick up the phone to see what kind of fish you caught," said Brian Dargel, a manager at NTT DoCoMo, the Japanese carrier that has gained worldwide acclaim for making money through wireless games, specialty ring tones and other frivolous phone offerings.
Why would anyone want to play the fishing game? Dargel himself is not entirely sure, but he said there is a certain odd pleasure in mastering a game even if the rules are so basic.
"If you like to fish, and even if you don't, it's a very easy game to understand," he said.
Following Japan's lead, an increasing number of U.S. cell phone users have become habitual players of seemingly inane games, whether out of boredom, curiosity or the compulsion to beat out others and rise higher in game rankings.
Indiqu says as many as 3 million people play two or three of its games each week, with various trivia games as the top attractions.