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  • GAMES

    game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool.[1] Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as mahjongsolitaire, or some video games).

    Games have a wide range of occasions, reflecting both the generality of its concept and the variety of its play.[2] Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who participates as a player. A toy and a game are not the same. Toys generally allow for unrestricted play, whereas games present rules for the player to follow.

    Key components of games are goals, ruleschallenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.

    Attested as early as 2600 BC,[3][4] games are a universal part of human experience and present in all cultures. The Royal Game of UrSenet, and Mancala are some of the oldest known games.[5]

    Definitions

    Look up game in Wiktionary, the free dictionary.

    Ludwig Wittgenstein

    Ludwig Wittgenstein is well known in the history of philosophy for having addressed the definition of the word game. In his Philosophical Investigations,[6] Wittgenstein argued that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances. As the following game definitions show, this conclusion was not a final one, and today many philosophers, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits’ definition is a good answer to the problem.[7][2]

    Roger Caillois

    French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men)(1961),[8] defined a game as an activity that must have the following characteristics:

    • fun: the activity is chosen for its light-hearted character
    • separate: it is circumscribed in time and place
    • uncertain: the outcome of the activity is unforeseeable
    • non-productive: participation does not accomplish anything useful
    • governed by rules: the activity has rules that are different from everyday life
    • fictitious: it is accompanied by the awareness of a different reality

    Chris Crawford

    Game designer Chris Crawford defined the term in the context of computers.[9] Using a series of dichotomies:

    1. Creative expression is art if made for its own beauty and entertainment if made for money.
    2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
    3. If no goals are associated with a plaything, it is a toy(Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.
    4. If a challenge has no “active agent against whom you compete,” it is a puzzle; if there is one, it is a conflict(Crawford admits that this is a subjective test. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
    5. Finally, if the player can only outperform the opponent but not attack them to interfere with their performance, the conflict is a competition(Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.

    Crawford’s definition may thus be rendered as an interactive, goal-oriented activity made for money, with active agents to play against, in which players (including active agents) can interfere with each other.

    Other definitions, however, as well as history, show that entertainment and games are not necessarily undertaken for monetary gain.

    Other definitions

    • “My conclusion is that to play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity.” Bernard Suits[2]
    • “A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal.” (Greg Costikyan)[10] According to this definition, some “games” that do not involve choices, such as Chutes and LaddersCandy Land, and War are not technically games any more than a slot machine is.
    • “A game is a form of play with goals and structure.” (Kevin J. Maroney)[11]
    • “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” (Katie Salen and Eric Zimmerman)[12]
    • “A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context.” (Clark C. Abt)[13]
    • “At its most elementary level then we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome.” (Elliot Avedon and Brian Sutton-Smith)[14]
    • “To play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity.” (Bernard Suits)[15]
    • “When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation.” (Jane McGonigal)[16]

    Gameplay elements and classification

    Games can be characterized by “what the player does”.[9] This is often referred to as gameplay. Major key elements identified in this context are tools and rules that define the overall context of game.

    Tools

    A selection of pieces from different games. From top: Chess pawns, marblesMonopoly tokens, dominoes, Monopoly hotels, jacks and checkers pieces.

    Games are often classified by the components required to play them (e.g., miniatures, a ballcardsa board and pieces, or a computer). In places where the use of leather is well-established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugbybasketballsoccer (football)crickettennis, and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games, such as chess, may be traced primarily through the development and evolution of their game pieces.

    Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored.

    Games such as hide-and-seek or tag do not use any obvious tool; rather, their interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars.

    Rules and aims

    Games are often characterized by their tools and rules. While rules are subject to variations and changes, enough change in the rules usually results in a “new” game. For instance, baseball can be played with “real” baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game. There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable meta-rules.

    Rules generally determine the time-keeping system, the rights and responsibilities of the players, scoring techniques, preset boundaries, and each player’s goals.

    The rules of a game may be distinguished from its aims.[17][18] For most competitive games, the ultimate aim is winning: in this sense, checkmate is the aim of chess.[19] Common win conditions are being the first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess’s checkmate). There may also be intermediate aims, which are tasks that move a player toward winning. For instance, an intermediate aim in football is to score goals, because scoring goals will increase one’s likelihood of winning the game, but is not alone sufficient to win the game.

    An aim identifies a sufficient condition for successful action, whereas the rule identifies a necessary condition for permissible action.[18] For example, the aim of chess is to checkmate, but although it is expected that players will try to checkmate each other, it is not a rule of chess that a player must checkmate the other player whenever possible. Similarly, it is not a rule of football that a player must score a goal on a penalty; while it is expected the player will try, it is not required. While meeting the aims often requires a certain degree of skill and (in some cases) luck, following the rules of a game merely requires knowledge of the rules and some careful attempt to follow them; it rarely (if ever) requires luck or demanding skills.

    Skill, strategy, and chance

    A game’s tools and rules will result in its requiring skill, strategy, luck, or a combination thereof and are classified accordingly.

    Games of skill include games of physical skill, such as wrestlingtug of warhopscotchtarget shooting, and games of mental skill, such as checkers and chessGames of strategy include checkers, chess, Goarimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjackMahjongroulette, etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy, while tiddlywinkspoker, and Monopoly combine strategy and chance. Many card and board games combine all three; most trick-taking games involve mental skill, strategy, and an element of chance, as do many strategic board games such as RiskSettlers of Catan, and Carcassonne.

    Single-player games

    “Single-player game” redirects here. For single-player video games, see Single-player video game.

    Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game’s goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one’s own skills, against time, or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognized as playing a game due to the lack of any formidable opposition. Many games described as “single-player” may be termed actually puzzles or recreations.

    Multiplayer games

    “Multiplayer game” redirects here. For multiplayer video games, see Multiplayer video game.

    The Card Players by Lucas van Leyden (1520) depicting a multiplayer card game

    A multiplayer game is a game of several players who may be independent opponents or teams. Games with many independent players are difficult to analyze formally using game theory as the players may form and switch coalitions.[20] The term “game” in this context may mean either a true game played for entertainment or a competitive activity describable in principle by mathematical game theory.

    Game theory

    Main article: Game theory

    John Nash proved that games with several players have a stable solution provided that coalitions between players are disallowed. Nash won the Nobel prize for economics for this important result which extended von Neumann’s theory of zero-sum games. Nash’s stable solution is known as the Nash equilibrium.[21]

    If cooperation between players is allowed, then the game becomes more complex; many concepts have been developed to analyze such games. While these have had some partial success in the fields of economics, politics and conflict, no good general theory has yet been developed.[21]

    In quantum game theory, it has been found that the introduction of quantum information into multiplayer games allows a new type of equilibrium strategy not found in traditional games. The entanglement of player’s choices can have the effect of a contract by preventing players from profiting from what is known as betrayal.[22]

    Types

    See also: List of game genres

    Tug of war is an easily organized, impromptu game that requires little equipment.

    Games can take a variety of forms, from competitive sports to board games and video games.

    Sports

    Main article: Sport

    Association football is a popular sport worldwide.

    Many sports require special equipment and dedicated playing fields, leading to the involvement of a community much larger than the group of players. A city or town may set aside such resources for the organization of sports leagues.

    Popular sports may have spectators who are entertained just by watching games. A community will often align itself with a local sports team that supposedly represents it (even if the team or most of its players only recently moved in); they often align themselves against their opponents or have traditional rivalries. The concept of fandom began with sports fans.

    Lawn games

    Lawn games are outdoor games that can be played on a lawn, an area of mowed grass (or alternately, on graded soil) generally smaller than a sports field (pitch). Variations of many games that are traditionally played on a sports field are marketed as “lawn games” for home use in a front or back yard. Common lawn games include horseshoessholfcroquetbocce, and lawn bowls.

    Tabletop games

    Main article: Tabletop game

    A tabletop game is a game where the elements of play are confined to a small area and require little physical exertion, usually simply placing, picking up, and moving game pieces. Most of these games are played at a table around which the players are seated and on which the game’s elements are located. However, many games falling into this category, particularly party games, are more free-form in their play and can involve physical activity such as mime. Still, these games do not require a large area in which to play them, large amounts of strength or stamina, or specialized equipment other than what comes in a box.

    Dexterity and coordination games

    This class of games includes any game in which the skill element involved relates to manual dexterity or hand-eye coordination but excludes the class of video games (see below). Games such as jackspaper football, and Jenga require only very portable or improvised equipment and can be played on any flat level surface, while other examples, such as pinballbilliardsair hockeyfoosball, and table hockey, require specialized tables or other self-contained modules on which the game is played. The advent of home video game systems largely replaced some of these, such as table hockey; however, air hockey, billiards, pinball and foosball remain popular fixtures in private and public game rooms. These games and others, as they require reflexes and coordination, are generally performed more poorly by intoxicated persons but are unlikely to result in injury because of this; as such, the games are popular as drinking games. In addition, dedicated drinking games such as quarters and beer pong also involve physical coordination and are popular for similar reasons.

    Board games

    Main article: Board game

    Parcheesi is an American adaptation of a Pachisi, originating in India.

    Board games use as a central tool a board on which the players’ status, resources, and progress are tracked using physical tokens. Many also involve dice or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat), and the board may be a map on which the players’ tokens move. Virtually all board games involve “turn-based” play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to “real-time” play as is found in some card games, most sports and most video games.

    Some games, such as chess and Go, are entirely deterministic, relying only on the strategy element for their interest. Such games are usually described as having “perfect information“; the only unknown is the exact thought processes of one’s opponent, not the outcome of any unknown event inherent in the game (such as a card draw or die roll). Children’s games, on the other hand, tend to be very luck-based, with games such as Candy Land and Chutes and Ladders having virtually no decisions to be made. By some definitions, such as that by Greg Costikyan, they are not games since there are no decisions to make which affect the outcome.[10] Many other games involving a high degree of luck do not allow direct attacks between opponents; the random event simply determines a gain or loss in the standing of the current player within the game, which is independent of any other player; the “game” then is actually a “race” by definitions such as Crawford’s.

    Most other board games combine strategy and luck factors; the game of backgammon requires players to decide the best strategic move based on the roll of two dice. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many board games.

    Board game groups include race gamesroll-and-move games, abstract strategy gamesword games, and wargames, as well as trivia and other elements. Some board games fall into multiple groups or incorporate elements of other genres: Cranium is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language.

    Card games

    Main article: Card game

    Further information: Collectible card game

    Playing Cards, by Theodoor Rombouts, 17th century

    Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for bridgepokerRummy, etc.), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game skat), a tarot deck of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock or Tarocchi games), or a deck specific to the individual game (such as Set or 1000 Blank White Cards). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some collectible card games such as Magic: The Gathering are played with a small selection of cards that have been collected or purchased individually from large available sets.

    Some board games include a deck of cards as a gameplay element, normally for randomization or to keep track of game progress. Conversely, some card games such as Cribbage use a board with movers, normally to keep score. The differentiation between the two genres in such cases depends on which element of the game is foremost in its play; a board game using cards for random actions can usually use some other method of randomization, while Cribbage can just as easily be scored on paper. These elements as used are simply the traditional and easiest methods to achieve their purpose.

    Dice games

    Main article: Dice game

    Students in Laos using dice to improve numeracy skills. They roll three dice, then use basic math operations to combine those into a new number which they cover on the board. The goal is to cover four squares in the row.

    Dice games use a number of dice as their central element. Board games often use dice for a randomization element, and thus each roll of the dice has a profound impact on the outcome of the game, however dice games are differentiated in that the dice do not determine the success or failure of some other element of the game; they instead are the central indicator of the person’s standing in the game. Popular dice games include YahtzeeFarkleBuncoliar’s dice/Perudo, and poker dice. As dice are, by their very nature, designed to produce random numbers, these games usually involve a high degree of luck, which can be directed to some extent by the player through more strategic elements of play and through tenets of probability theory. Such games are thus popular as gambling games; the game of craps is perhaps the most famous example, though liar’s dice and poker dice were originally conceived of as gambling games.

    Domino and tile games

    Main articles: Tile-based game and Dominoes

    Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called dominoes, which traditionally each have two ends, each with a given number of dots, or “pips”, and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player’s “hand” onto the matching end of another domino, and the overall object could be to always be able to make a play, to make all open endpoints sum to a given number or multiple, or simply to play all dominoes from one’s hand onto the board. Sets vary in the number of possible dots on one end, and thus of the number of combinations and pieces; the most common set historically is double-six, though in more recent times “extended” sets such as double-nine have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game. MugginsMexican Train, and Chicken Foot are very popular domino games. Texas 42 is a domino game more similar in its play to a “trick-taking” card game.

    Variations of traditional dominoes abound: Triominoes are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as Quad-Ominos uses four-sided tiles.

    Some other games use tiles in place of cards; Rummikub is a variant of the Rummy card game family that uses tiles numbered in ascending rank among four colors, very similar in makeup to a 2-deck “pack” of Anglo-American playing cardsMahjong is another game very similar to Rummy that uses a set of tiles with card-like values and art.

    Lastly, some games use graphical tiles to form a board layout, on which other elements of the game are played. Settlers of Catan and Carcassonne are examples. In each, the “board” is made up of a series of tiles; in Settlers of Catan the starting layout is random but static, while in Carcassonne the game is played by “building” the board tile-by-tile. Hive, an abstract strategy game using tiles as moving pieces, has mechanical and strategic elements similar to chess, although it has no board; the pieces themselves both form the layout and can move within it.

    Pencil and paper games

    Main article: Paper-and-pencil game

    Pencil and paper games require little or no specialized equipment other than writing materials, though some such games have been commercialized as board games (Scrabble, for instance, is based on the idea of a crossword puzzle, and tic-tac-toe sets with a boxed grid and pieces are available commercially). These games vary widely, from games centering on a design being drawn such as Pictionary and “connect-the-dots” games like sprouts, to letter and word games such as Boggle and Scattergories, to solitaire and logic puzzle games such as Sudoku and crossword puzzles.

    Guessing games

    Main article: Guessing game

    A guessing game has as its core a piece of information that one player knows, and the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word. Charades is probably the most well-known game of this type, and has spawned numerous commercial variants that involve differing rules on the type of communication to be given, such as Catch PhraseTabooPictionary, and similar. The genre also includes many game shows such as Win, Lose or DrawPassword and $25,000 Pyramid.

    Video games

    Main article: Video game

    See also: Electronic game

    Video games are computer- or microprocessor-controlled games. Computers can create virtual spaces for a wide variety of game types. Some video games simulate conventional game objects like cards or dice, while others can simulate environs either grounded in reality or fantastical in design, each with its own set of rules or goals.

    A computer or video game uses one or more input devices, typically a button/joystick combination (on arcade games); a keyboardmouse or trackball (computer games); or a controller or a motion sensitive tool (console games). More esoteric devices such as paddle controllers have also been used for input.

    There are many genres of video game; the first commercial video game, Pong, was a simple simulation of table tennis. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This “real-time” element cannot be easily reproduced by a board game, which is generally limited to “turn-based” strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as chess, leading to simulations of such games that can be played by a single player.

    In more open-ended video games, such as sandbox games, a virtual environment is provided in which the player may be free to do whatever they like within the confines of a particular game’s universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered “games” or “toys”. (Crawford specifically mentions Will Wright‘s SimCity as an example of a toy.)[9]

    Online games

    Main article: Online game

    Online games have been part of culture from the very earliest days of networked and time-shared computers. Early commercial systems such as Plato were at least as widely famous for their games as for their strictly educational value. In 1958, Tennis for Two dominated Visitor’s Day and drew attention to the oscilloscope at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was known mainly for Maze War, which was offered as a hands-on demo to visitors.

    Modern online games are played using an Internet connection; some have dedicated client programs, while others require only a web browser. Some simpler browser games appeal to more casual game-playing demographic groups (notably older audiences) that otherwise play very few video games.[23]

    Role-playing games

    Main article: Role-playing game

    Role-playing games, often abbreviated as RPGs, are a type of game in which the participants (usually) assume the roles of characters acting in a fictional setting. The original role playing games – or at least those explicitly marketed as such – are played with a handful of participants, usually face-to-face, and keep track of the developing fiction with pen and paper. Together, the players may collaborate on a story involving those characters; create, develop, and “explore” the setting; or vicariously experience an adventure outside the bounds of everyday life. Pen-and-paper role-playing games include, for example, Dungeons & Dragons and GURPS.

    The term role-playing game has also been appropriated by the video game industry to describe a genre of video games. These may be single-player games where one player experiences a programmed environment and story, or they may allow players to interact through the internet. The experience is usually quite different from traditional role-playing games. Single-player games include Final FantasyFableThe Elder Scrolls, and Mass Effect. Online multi-player games, often referred to as massively multiplayer online role playing games, or MMORPGs, include RuneScapeEverQuest 2Guild WarsMapleStoryAnarchy Online, and Dofus. As of 2009, the most successful MMORPG has been World of Warcraft, which controls the vast majority of the market.[24]

    Business games

    Main article: Team building

    Business games can take a variety of forms, from interactive board games to interactive games involving different props (balls, ropes, hoops, etc.) and different kinds of activities. The purpose of these games is to link to some aspect of organizational performance and to generate discussions about business improvement. Many business games focus on organizational behaviors. Some of these are computer simulations while others are simple designs for play and debriefing. Team building is a common focus of such activities.

    Simulation

    Main article: Simulation game

    The term “game” can include simulation[25][26] or re-enactment of various activities or use in “real life” for various purposes: e.g., training, analysis, prediction. Well-known examples are war games and role-playing. The root of this meaning may originate in the human prehistory of games deduced by anthropology from observing primitive cultures, in which children’s games mimic the activities of adults to a significant degree: hunting, warring, nursing, etc. These kinds of games are preserved in modern times.[original research?]

  • Mobile Phone

    mobile phone, or cell phone,[a] is a portable telephone that allows users to make and receive calls over a radio frequency link while moving within a designated telephone service area, unlike fixed-location phones (landline phones). This radio frequency link connects to the switching systems of a mobile phone operator, providing access to the public switched telephone network (PSTN). Modern mobile telephony relies on a cellular network architecture, which is why mobile phones are often referred to as ‘cell phones’ in North America.

    Beyond traditional voice communication, digital mobile phones have evolved to support a wide range of additional services. These include text messagingmultimedia messagingemail, and internet access (via LTE5G NR or Wi-Fi), as well as short-range wireless technologies like Bluetoothinfrared, and ultra-wideband (UWB).

    Mobile phones also support a variety of multimedia capabilities, such as digital photographyvideo recording, and gaming. In addition, they enable multimedia playback and streaming, including video content, as well as radio and television streaming. Furthermore, mobile phones offer satellite-based services, such as navigation and messaging, as well as business applications and payment solutions (via near-field communication (NFC)).

    Mobile phones offering only basic features are often referred to as feature phones (slang“dumbphones”), while those with advanced computing power are known as smartphones.[1]

    The first handheld mobile phone was demonstrated by Martin Cooper of Motorola in New York City on 3 April 1973, using a handset weighing c. 2 kilograms (4.4 lbs).[2] In 1979, Nippon Telegraph and Telephone (NTT) launched the world’s first cellular network in Japan.[3] In 1983, the DynaTAC 8000x was the first commercially available handheld mobile phone. From 1983 to 2014, worldwide mobile phone subscriptions grew to over seven billion; enough to provide one for every person on Earth.[4] In the first quarter of 2016, the top smartphone developers worldwide were SamsungApple and Huawei; smartphone sales represented 78 percent of total mobile phone sales.[5] For feature phones as of 2016, the top-selling brands were Samsung, Nokia and Alcatel.[6]

    Mobile phones are considered an important human invention as they have been one of the most widely used and sold pieces of consumer technology.[7] The growth in popularity has been rapid in some places, for example, in the UK, the total number of mobile phones overtook the number of houses in 1999.[8] Today, mobile phones are globally ubiquitous,[9] and in almost half the world’s countries, over 90% of the population owns at least one.[10]

    History

    Main article: History of mobile phones

    Martin Cooper of Motorola, shown here in a 2007 reenactment, made the first publicized handheld mobile phone call on a prototype DynaTAC model on 3 April 1973.

    A handheld mobile radio telephone service was envisioned in the early stages of radio engineering. In 1917, Finnish inventor Eric Tigerstedt filed a patent for a “pocket-size folding telephone with a very thin carbon microphone”. Early predecessors of cellular phones included analog radio communications from ships and trains. The race to create truly portable telephone devices began after World War II, with developments taking place in many countries. The advances in mobile telephony have been traced in successive “generations”, starting with the early zeroth-generation (0G) services, such as Bell System‘s Mobile Telephone Service and its successor, the Improved Mobile Telephone Service. These 0G systems were not cellular, supported a few simultaneous calls, and were very expensive.

    The Motorola DynaTAC 8000X. In 1983, it became the first commercially available handheld cellular mobile phone.

    The first handheld cellular mobile phone was demonstrated by John F. Mitchell[11][12] and Martin Cooper of Motorola in 1973, using a handset weighing 2 kilograms (4.4 lb).[2] The first commercial automated cellular network (1Ganalog was launched in Japan by Nippon Telegraph and Telephone in 1979. This was followed in 1981 by the simultaneous launch of the Nordic Mobile Telephone (NMT) system in Denmark, Finland, Norway, and Sweden.[13] Several other countries then followed in the early to mid-1980s. These first-generation (1G) systems could support far more simultaneous calls but still used analog cellular technology. In 1983, the DynaTAC 8000x was the first commercially available handheld mobile phone.

    In 1991, the second-generation (2G) digital cellular technology was launched in Finland by Radiolinja on the GSM standard. This sparked competition in the sector as the new operators challenged the incumbent 1G network operators. The GSM standard is a European initiative expressed at the CEPT (“Conférence Européenne des Postes et Telecommunications”, European Postal and Telecommunications conference). The Franco-German R&D cooperation demonstrated the technical feasibility, and in 1987, a Memorandum of Understanding was signed between 13 European countries that agreed to launch a commercial service by 1991. The first version of the GSM standard had 6,000 pages. The IEEE and RSE awarded Thomas Haug and Philippe Dupuis the 2018 James Clerk Maxwell medal for their contributions to the first digital mobile telephone standard.[14] In 2018, the GSM was used by over 5 billion people in over 220 countries. The GSM (2G) has evolved into 3G, 4G and 5G. The standardization body for GSM started at the CEPT Working Group GSM (Group Special Mobile) in 1982 under the umbrella of CEPT. In 1988, ETSI was established, and all CEPT standardization activities were transferred to ETSI. Working Group GSM became Technical Committee GSM. In 1991, it became Technical Committee SMG (Special Mobile Group) when ETSI tasked the committee with UMTS (3G). In addition to transmitting voice over digital signals, the 2G network introduced data services for mobile, starting with SMS text messages, then expanding to Multimedia Messaging Service (MMS), and mobile internet with a theoretical maximum transfer speed of 384 kbit/s (48 kB/s).

    Dupuis and Haug during a GSM meeting in Belgium, April 1992
    Personal Handy-phone System mobiles and modems, 1997–2003

    In 2001, the third-generation (3G) was launched in Japan by NTT DoCoMo on the WCDMA standard.[15] This was followed by 3.5G or 3G+ enhancements based on the high-speed packet access (HSPA) family, allowing UMTS networks to have higher data transfer speeds and capacity. 3G is able to provide mobile broadband access of several Mbit/s to smartphones and mobile modems in laptop computers. This ensures it can be applied to mobile Internet access, VoIP, video calls, and sending large e-mail messages, as well as watching videos, typically in standard-definition quality.

    By 2009, it had become clear that, at some point, 3G networks would be overwhelmed by the growth of bandwidth-intensive applications, such as streaming media.[16] Consequently, the industry began looking to data-optimized fourth-generation (4G) technologies, with the promise of speed improvements up to tenfold over existing 3G technologies. The first publicly available LTE service was launched in Scandinavia by TeliaSonera in 2009. In the 2010s, 4G technology has found diverse applications across various sectors, showcasing its versatility in delivering high-speed wireless communication, such as mobile broadband, the internet of things (IoT), fixed wireless access, and multimedia streaming (including music, video, radio, and television).

    Deployment of fifth-generation (5G) cellular networks commenced worldwide in 2019. The term “5G” was originally used in research papers and projects to denote the next major phase in mobile telecommunication standards beyond the 4G/IMT-Advanced standards. The 3GPP defines 5G as any system that adheres to the 5G NR (5G New Radio) standard. 5G can be implemented in low-band, mid-band or high-band millimeter-wave, with download speeds that can achieve gigabit-per-second (Gbit/s) range, aiming for a network latency of 1 ms. This near-real-time responsiveness and improved overall data performance are crucial for applications like online gamingaugmented and virtual realityautonomous vehicles, IoT, and critical communication services.

    Types

    Active mobile broadband subscriptions per 100 inhabitants[17]

    Smartphone

    Main article: Smartphone

    Smartphones are defined by their advanced computing capabilities, which include internet connectivity and access to a wide range of applications. The International Telecommunication Union measures those with Internet connection, which it calls Active Mobile-Broadband subscriptions (which includes tablets, etc.). In developed countries, smartphones have largely replaced earlier mobile technologies, while in developing regions, they account for around 50% of all mobile phone usage.

    Feature phone

    Main article: Feature phone

    Feature phone is a term typically used as a retronym to describe mobile phones which are limited in capabilities in contrast to a modern smartphone. Feature phones typically provide voice calling and text messaging functionality, in addition to basic multimedia and Internet capabilities, and other services offered by the user’s wireless service provider. A feature phone has additional functions over and above a basic mobile phone, which is only capable of voice calling and text messaging.[18][19] Feature phones and basic mobile phones tend to use a proprietary, custom-designed software and user interface. By contrast, smartphones generally use a mobile operating system that often shares common traits across devices.

    Infrastructure

    Main articles: Cellular network and Wi-Fi

    Cellular networks work by only reusing radio frequencies (in this example frequencies f1–f4) in non adjacent cells to avoid interference

    The critical advantage that modern cellular networks have over predecessor systems is the concept of frequency reuse allowing many simultaneous telephone conversations in a given service area. This allows efficient use of the limited radio spectrum allocated to mobile services, and lets thousands of subscribers converse at the same time within a given geographic area.

    Former systems would cover a service area with one or two powerful base stations with a range of up to tens of kilometers’ (miles), using only a few sets of radio channels (frequencies). Once these few channels were in use by customers, no further customers could be served until another user vacated a channel. It would be impractical to give every customer a unique channel since there would not be enough bandwidth allocated to the mobile service. As well, technical limitations such as antenna efficiency and receiver design limit the range of frequencies a customer unit could use.

    cellular network mobile phone system gets its name from dividing the service area into many small cells, each with a base station with (for example) a useful range on the order of a kilometer (mile). These systems have dozens or hundreds of possible channels allocated to them. When a subscriber is using a given channel for a telephone connection, that frequency is unavailable for other customers in the local cell and in the adjacent cells. However, cells further away can re-use that channel without interference as the subscriber’s handset is too far away to be detected. The transmitter power of each base station is coordinated to efficiently service its own cell, but not to interfere with the cells further away.

    Automation embedded in the customer’s handset and in the base stations control all phases of the call, from detecting the presence of a handset in a service area, temporary assignment of a channel to a handset making a call, interface with the land-line side of the network to connect to other subscribers, and collection of billing information for the service. The automation systems can control the “hand off” of a customer handset moving between one cell and another so that a call in progress continues without interruption, changing channels if required. In the earliest mobile phone systems by contrast, all control was done manually; the customer would search for an unoccupied channel and speak to a mobile operator to request connection of a call to a landline number or another mobile. At the termination of the call the mobile operator would manually record the billing information.

    Mobile phones communicate with cell towers that are placed to give coverage across a telephone service area, which is divided up into ‘cells’. Each cell uses a different set of frequencies from neighboring cells, and will typically be covered by three towers placed at different locations. The cell towers are usually interconnected to each other and the phone network and the internet by wired connections. Due to bandwidth limitations each cell will have a maximum number of cell phones it can handle at once. The cells are therefore sized depending on the expected usage density, and may be much smaller in cities. In that case much lower transmitter powers are used to avoid broadcasting beyond the cell.

    In order to handle the high traffic, multiple towers can be set up in the same area (using different frequencies). This can be done permanently or temporarily such as at special events or in disasters. Cell phone companies will bring a truck with equipment to host the abnormally high traffic.

    Capacity was further increased when phone companies implemented digital networks. With digital, one frequency can host multiple simultaneous calls.

    Additionally, short-range Wi-Fi infrastructure is often used by smartphones as much as possible as it offloads traffic from cell networks on to local area networks.

    Hardware

    Main article: Mobile phone features

    The common components found on all mobile phones are:

    Low-end mobile phones are often referred to as feature phones and offer basic telephony. Handsets with more advanced computing ability through the use of native software applications are known as smartphones. The first GSM phones and many feature phones had NOR flash memory, from which processor instructions could be executed directly in an execute in place architecture and allowed for short boot times. With smartphones, NAND flash memory was adopted as it has larger storage capacities and lower costs, but causes longer boot times because instructions cannot be executed from it directly, and must be copied to RAM memory first before execution.[20]

    Central processing unit

    Mobile phones have central processing units (CPUs), similar to those in computers, but optimised to operate in low power environments.

    Mobile CPU performance depends not only on the clock rate (generally given in multiples of hertz)[21] but also the memory hierarchy also greatly affects overall performance. Because of these problems, the performance of mobile phone CPUs is often more appropriately given by scores derived from various standardized tests to measure the real effective performance in commonly used applications.

    Display

    Main article: Display device

    One of the main characteristics of phones is the screen. Depending on the device’s type and design, the screen fills most or nearly all of the space on a device’s front surface. Many smartphone displays have an aspect ratio of 16:9, but taller aspect ratios became more common in 2017.

    Screen sizes are often measured in diagonal inches or millimeters; feature phones generally have screen sizes below 90 millimetres (3.5 in). Phones with screens larger than 130 millimetres (5.2 in) are often called “phablets.” Smartphones with screens over 115 millimetres (4.5 in) in size are commonly difficult to use with only a single hand, since most thumbs cannot reach the entire screen surface; they may need to be shifted around in the hand, held in one hand and manipulated by the other, or used in place with both hands. Due to design advances, some modern smartphones with large screen sizes and “edge-to-edge” designs have compact builds that improve their ergonomics, while the shift to taller aspect ratios have resulted in phones that have larger screen sizes whilst maintaining the ergonomics associated with smaller 16:9 displays.[22][23][24]

    Liquid-crystal displays are the most common; others are IPSLEDOLED, and AMOLED displays. Some displays are integrated with pressure-sensitive digitizers, such as those developed by Wacom and Samsung,[25] and Apple’s “3D Touch” system.

    Sound

    In sound, smartphones and feature phones vary little. Some audio-quality enhancing features, such as Voice over LTE and HD Voice, have appeared and are often available on newer smartphones. Sound quality can remain a problem due to the design of the phone, the quality of the cellular network and compression algorithms used in long-distance calls.[26][27] Audio quality can be improved using a VoIP application over WiFi.[28] Cellphones have small speakers so that the user can use a speakerphone feature and talk to a person on the phone without holding it to their ear. The small speakers can also be used to listen to digital audio files of music or speech or watch videos with an audio component, without holding the phone close to the ear.

    Battery

    The typical lifespan of a mobile phone battery is approximately two to three years, although this varies based on usage patterns, environmental conditions, and overall care. Most modern mobile phones use lithium-ion (Li-ion) batteries, which are designed to endure between 500 and 2,500 charge cycles. The exact number of cycles depends on factors such as charging habits, operating temperature, and battery management systems.[29]

    Li-ion batteries gradually degrade over time due to chemical aging, leading to reduced capacity and performance, often noticeable after one or two years of regular use. Unlike older battery types, such as nickel-metal hydride (Ni-MH), Li-ion batteries do not need to be fully discharged to maintain their longevity. In fact, they perform best when kept between 30% and 80% of their full charge.[30] While practices such as avoiding excessive heat and minimizing overcharging can help preserve battery health, many modern devices include built-in safeguards.[31] These safeguards, typically managed by the phone’s internal battery management system (BMS), prevent overcharging by cutting off power once the battery reaches full capacity. Additionally, most contemporary chargers and devices are designed to regulate charging to minimize stress on the battery. Therefore, while good charging habits can positively impact battery longevity, most users benefit from these integrated protections, making battery maintenance less of a concern in day-to-day use.[32][33]

    Future mobile phone batteries are expected to utilize advanced technologies such as silicon-carbon (Si/C) batteries and solid-state batteries, which promise to offer higher energy densities, longer lifespans, and improved safety compared to current lithium-ion batteries.[34][35][36]

    SIM card

    Main articles: SIM card and Removable User Identity Module

    Typical mobile phone mini-SIM card

    Mobile phones require a small microchip called a Subscriber Identity Module or SIM card, in order to function. The SIM card is approximately the size of a small postage stamp and is usually placed underneath the battery in the rear of the unit. The SIM securely stores the service-subscriber key (IMSI) and the Ki used to identify and authenticate the user of the mobile phone. The SIM card allows users to change phones by simply removing the SIM card from one mobile phone and inserting it into another mobile phone or broadband telephony device, provided that this is not prevented by a SIM lock. The first SIM card was made in 1991 by Munich smart card maker Giesecke & Devrient for the Finnish wireless network operator Radiolinja.[citation needed]

    A hybrid mobile phone can hold up to four SIM cards, with a phone having a different device identifier for each SIM Card. SIM and R-UIM cards may be mixed together to allow both GSM and CDMA networks to be accessed. From 2010 onwards, such phones became popular in emerging markets,[37] and this was attributed to the desire to obtain the lowest calling costs.

    When the removal of a SIM card is detected by the operating system, it may deny further operation until a reboot.[38]

    Software

    Software platforms

    Android smartphones

    Main article: Mobile operating system

    This section needs expansion. You can help by making an edit request(October 2018)

    Feature phones have basic software platforms. Smartphones have advanced software platforms. Android OS has been the best-selling OS worldwide on smartphones since 2011.

    Mobile app

    Main article: Mobile app

    A mobile app is a computer program designed to run on a mobile device, such as a smartphone. The term “app” is a shortening of the term “software application”.Messaging

    See also: SMS and MMS

    A text message (SMS)

    A common data application on mobile phones is Short Message Service (SMS) text messaging. The first SMS message was sent from a computer to a mobile phone in 1992 in the UK while the first person-to-person SMS from phone to phone was sent in Finland in 1993. The first mobile news service, delivered via SMS, was launched in Finland in 2000,[39] and subsequently many organizations provided “on-demand” and “instant” news services by SMS. Multimedia Messaging Service (MMS) was introduced in March 2002.[40]

    Application stores

    Main article: List of mobile app distribution platforms

    The introduction of Apple’s App Store for the iPhone and iPod Touch in July 2008 popularized manufacturer-hosted online distribution for third-party applications (software and computer programs) focused on a single platform. There are a huge variety of apps, including video games, music products and business tools. Up until that point, smartphone application distribution depended on third-party sources providing applications for multiple platforms, such as GetJarHandangoHandmark, and PocketGear. Following the success of the App Store, other smartphone manufacturers launched application stores, such as Google’s Android Market (later renamed to the Google Play Store), RIM’s BlackBerry App World, or Android-related app stores like AptoideCafe BazaarF-DroidGetJar, and Opera Mobile Store. In February 2014, 93% of mobile developers were targeting smartphones first for mobile app development.[41]

    Sales

    By manufacturer

    See also: List of best-selling mobile phones and List of mobile phone brands by country

    RankManufacturerStrategy
    Analytics
    report[42]
    1Samsung21%
    2Apple16%
    3Xiaomi13%
    4Oppo10%
    5Vivo9%
    Others31%
    Note: Vendor shipments are
    branded shipments and exclude
    OEM sales for all vendors.

    As of 2022, the top five manufacturers worldwide were Samsung (21%), Apple (16%), Xiaomi (13%), Oppo (10%), and Vivo (9%).[42]History

    From 1983 to 1998, Motorola was market leader in mobile phones. Nokia was the market leader in mobile phones from 1998 to 2012.[43] In Q1 2012, Samsung surpassed Nokia, selling 93.5 million units as against Nokia’s 82.7 million units. Samsung has retained its top position since then.

    Aside from Motorola, European brands such as Nokia, Siemens and Ericsson once held large sway over the global mobile phone market, and many new technologies were pioneered in Europe. By 2010, the influence of European companies had significantly decreased due to fierce competition from American and Asian companies, to where most technical innovation had shifted.[44][45] Apple and Google, both of the United States, also came to dominate mobile phone software.[44]

    By mobile phone operator

    Main article: Mobile phone operator

    The world’s largest individual mobile operator by number of subscribers is China Mobile, which has over 902 million mobile phone subscribers as of June 2018.[46] Over 50 mobile operators have over ten million subscribers each, and over 150 mobile operators had at least one million subscribers by the end of 2009.[47] In 2014, there were more than seven billion mobile phone subscribers worldwide, a number that is expected to keep growing.

    Use

    See also: Smartphone § Use

    Mobile phone subscribers per 100 inhabitants. 2014 figure is estimated.

    Mobile phones are used for a variety of purposes, such as keeping in touch with family members, for conducting business, and in order to have access to a telephone in the event of an emergency. Some people carry more than one mobile phone for different purposes, such as for business and personal use. Multiple SIM cards may be used to take advantage of the benefits of different calling plans. For example, a particular plan might provide for cheaper local calls, long-distance calls, international calls, or roaming.

    The mobile phone has been used in a variety of diverse contexts in society. For example:

    • A study by Motorola found that one in ten mobile phone subscribers have a second phone that is often kept secret from other family members. These phones may be used to engage in such activities as extramarital affairs or clandestine business dealings.[48]
    • Some organizations assist victims of domestic violence by providing mobile phones for use in emergencies. These are often refurbished phones.[49]
    • The advent of widespread text-messaging has resulted in the cell phone novel, the first literary genre to emerge from the cellular age, via text messaging to a website that collects the novels as a whole.[50]
    • Mobile telephony also facilitates activism and citizen journalism.
    • The United Nations reported that mobile phones have spread faster than any other form of technology and can improve the livelihood of the poorest people in developing countries, by providing access to information in places where landlines or the Internet are not available, especially in the least developed countries. Use of mobile phones also spawns a wealth of micro-enterprises, by providing such work as selling airtime on the streets and repairing or refurbishing handsets.[51]
    • In Mali and other African countries, people used to travel from village to village to let friends and relatives know about weddings, births, and other events. This can now be avoided in areas with mobile phone coverage, which are usually more extensive than areas with just land-line penetration.
    • The TV industry has recently started using mobile phones to drive live TV viewing through mobile apps, advertising, social TV, and mobile TV.[52] It is estimated that 86% of Americans use their mobile phone while watching TV.
    • In some parts of the world, mobile phone sharing is common. Cell phone sharing is prevalent in urban India, as families and groups of friends often share one or more mobile phones among their members. There are obvious economic benefits, but often familial customs and traditional gender roles play a part.[53] It is common for a village to have access to only one mobile phone, perhaps owned by a teacher or missionary, which is available to all members of the village for necessary calls.[54]
    • Smartphones also have the use for individuals who suffer from diabetes. There are apps for patients with diabetes to self monitor their blood sugar, and can sync with flash monitors. The apps have a feature to send automated feedback or possible warnings to other family members or healthcare providers in the case of an emergency.

    Content distribution

    In 1998, one of the first examples of distributing and selling media content through the mobile phone was the sale of ringtones by Radiolinja in Finland. Soon afterwards, other media content appeared, such as news, video games, jokes, horoscopes, TV content and advertising. Most early content for mobile phones tended to be copies of legacy media, such as banner advertisements or TV news highlight video clips. Recently, unique content for mobile phones has been emerging, from ringtones and ringback tones to mobisodes, video content that has been produced exclusively for mobile phones.[citation needed]

    Mobile banking and payment

    Mobile payment system

    Main articles: Mobile banking and Mobile payment

    See also: Branchless banking and Contactless payment

    In many countries, mobile phones are used to provide mobile banking services, which may include the ability to transfer cash payments by secure SMS text message. Kenya’s M-PESA mobile banking service, for example, allows customers of the mobile phone operator Safaricom to hold cash balances which are recorded on their SIM cards. Cash can be deposited or withdrawn from M-PESA accounts at Safaricom retail outlets located throughout the country and can be transferred electronically from person to person and used to pay bills to companies.

    Branchless banking has also been successful in South Africa and the Philippines. A pilot project in Bali was launched in 2011 by the International Finance Corporation and an Indonesian bank, Bank Mandiri.[55]

    Mobile payments were first trialled in Finland in 1998 when two Coca-Cola vending machines in Espoo were enabled to work with SMS payments. Eventually, the idea spread and in 1999, the Philippines launched the country’s first commercial mobile payments systems with mobile operators Globe and Smart.[citation needed]

    Some mobile phones can make mobile payments via direct mobile billing schemes, or through contactless payments if the phone and the point of sale support near field communication (NFC).[56] Enabling contactless payments through NFC-equipped mobile phones requires the co-operation of manufacturers, network operators, and retail merchants.[57][58]

    Mobile tracking

    See also: Cellphone surveillance and Mobile phone tracking

    Mobile phones are commonly used to collect location data. While the phone is turned on, the geographical location of a mobile phone can be determined easily (whether it is being used or not) using a technique known as multilateration to calculate the differences in time for a signal to travel from the mobile phone to each of several cell towers near the owner of the phone.[59][60]

    The movements of a mobile phone user can be tracked by their service provider and, if desired, by law enforcement agencies and their governments. Both the SIM card and the handset can be tracked.[59]

    China has proposed using this technology to track the commuting patterns of Beijing city residents.[61] In the UK and US, law enforcement and intelligence services use mobile phones to perform surveillance operations.[62]

    Hackers have been able to track a phone’s location, read messages, and record calls, through obtaining a subscribers phone number.[63]

    Electronic waste regulation

    Scrapped mobile phones

    See also: Mobile phone recycling

    Studies have shown that around 40–50% of the environmental impact of mobile phones occurs during the manufacture of their printed wiring boards and integrated circuits.[64]

    The average user replaces their mobile phone every 11 to 18 months,[65] and the discarded phones then contribute to electronic waste. Mobile phone manufacturers within Europe are subject to the WEEE directive, and Australia has introduced a mobile phone recycling scheme.[66]

    Apple Inc. had an advanced robotic disassembler and sorter called Liam specifically for recycling outdated or broken iPhones.[67]

    Theft

    According to the Federal Communications Commission, one out of three robberies involve the theft of a cellular phone.[citation needed] Police data in San Francisco show that half of all robberies in 2012 were thefts of cellular phones.[citation needed] An online petition on Change.org, called Secure our Smartphones, urged smartphone manufacturers to install kill switches in their devices to make them unusable if stolen. The petition is part of a joint effort by New York Attorney General Eric Schneiderman and San Francisco District Attorney George Gascón and was directed to the CEOs of the major smartphone manufacturers and telecommunication carriers.[68] On 10 June 2013, Apple announced that it would install a “kill switch” on its next iPhone operating system, due to debut in October 2013.[69]

    All mobile phones have a unique identifier called IMEI. Anyone can report their phone as lost or stolen with their Telecom Carrier, and the IMEI would be blacklisted with a central registry.[70] Telecom carriers, depending upon local regulation can or must implement blocking of blacklisted phones in their network. There are, however, a number of ways to circumvent a blacklist. One method is to send the phone to a country where the telecom carriers are not required to implement the blacklisting and sell it there,[71] another involves altering the phone’s IMEI number.[72] Even so, mobile phones typically have less value on the second-hand market if the phones original IMEI is blacklisted.

    Conflict minerals

    Main article: Conflict minerals

    Demand for metals used in mobile phones and other electronics fuelled the Second Congo War, which claimed almost 5.5 million lives.[73] In a 2012 news story, The Guardian reported: “In unsafe mines deep underground in eastern Congo, children are working to extract minerals essential for the electronics industry. The profits from the minerals finance the bloodiest conflict since the second world war; the war has lasted nearly 20 years and has recently flared up again. For the last 15 years, the Democratic Republic of the Congo has been a major source of natural resources for the mobile phone industry.”[74] The company Fairphone has worked to develop a mobile phone that does not contain conflict minerals.[citation needed]

    Kosher phones

    Due to concerns by the Orthodox Jewish rabbinate in Britain that texting by youths could waste time and lead to “immodest” communication, the rabbinate recommended that phones with text-messaging capability not be used by children; to address this, they gave their official approval to a brand of “Kosher” phones with no texting capabilities. Although these phones are intended to prevent immodesty, some vendors report good sales to adults who prefer the simplicity of the devices; other Orthodox Jews question the need for them.[75]

    In Israel, similar phones to kosher phones with restricted features exist to observe the sabbath; under Orthodox Judaism, the use of any electrical device is generally prohibited during this time, other than to save lives, or reduce the risk of death or similar needs. Such phones are approved for use by essential workers, such as health, security, and public service workers.[76]

    Restrictions

    Restrictions on the use of mobile phones are applied in a number of different contexts, often with the goal of health, safety, security or proper functioning of an establishment, or as a matter of etiquette. Such contexts include:

    While driving

    Main articles: Mobile phones and driving safety and Texting while driving

    A driver using two handheld mobile phones at once
    A sign in the US restricting cell phone use to certain times of day (no cell phone use between 7:30–9:00 am and 2:00–4:15 pm)

    Mobile phone use while driving, including talking on the phone, texting, or operating other phone features, is common but controversial. It is widely considered dangerous due to distracted driving. Being distracted while operating a motor vehicle has been shown to increase the risk of accidents. In September 2010, the US National Highway Traffic Safety Administration (NHTSA) reported that 995 people were killed by drivers distracted by cell phones. In March 2011, a US insurance company, State Farm Insurance, announced the results of a study which showed 19% of drivers surveyed accessed the Internet on a smartphone while driving.[77] Many jurisdictions prohibit the use of mobile phones while driving. In Egypt, Israel, Japan, Portugal, and Singapore, both handheld and hands-free use of a mobile phone (which uses a speakerphone) is banned. In other countries, including the UK and France and in many US states, only handheld phone use is banned while hands-free use is permitted.

    A 2011 study reported that over 90% of college students surveyed text (initiate, reply or read) while driving.[78] The scientific literature on the dangers of driving while sending a text message from a mobile phone, or texting while driving, is limited. A simulation study at the University of Utah found a sixfold increase in distraction-related accidents when texting.[79]

    Due to the increasing complexity of mobile phones, they are often more like mobile computers in their available uses. This has introduced additional difficulties for law enforcement officials when attempting to distinguish one usage from another in drivers using their devices. This is more apparent in countries which ban both handheld and hands-free usage, rather than those which ban handheld use only, as officials cannot easily tell which function of the mobile phone is being used simply by looking at the driver. This can lead to drivers being stopped for using their device illegally for a phone call when, in fact, they were using the device legally, for example, when using the phone’s incorporated controls for car stereo, GPS or satnav.

    A 2010 study reviewed the incidence of mobile phone use while cycling and its effects on behaviour and safety.[80] In 2013, a national survey in the US reported the number of drivers who reported using their cellphones to access the Internet while driving had risen to nearly one of four.[81] A study conducted by the University of Vienna examined approaches for reducing inappropriate and problematic use of mobile phones, such as using mobile phones while driving.[82]

    Accidents involving a driver being distracted by talking on a mobile phone have begun to be prosecuted as negligence similar to speeding. In the United Kingdom, from 27 February 2007, motorists who are caught using a hand-held mobile phone while driving will have three penalty points added to their license in addition to the fine of £60.[83] This increase was introduced to try to stem the increase in drivers ignoring the law.[84] Japan prohibits all mobile phone use while driving, including use of hands-free devices. New Zealand has banned hand-held cell phone use since 1 November 2009. Many states in the United States have banned texting on cell phones while driving. Illinois became the 17th American state to enforce this law.[85] As of July 2010, 30 states had banned texting while driving, with Kentucky becoming the most recent addition on 15 July.[86]

    Public Health Law Research maintains a list of distracted driving laws in the United States. This database of laws provides a comprehensive view of the provisions of laws that restrict the use of mobile communication devices while driving for all 50 states and the District of Columbia between 1992 when first law was passed, through 1 December 2010. The dataset contains information on 22 dichotomous, continuous or categorical variables including, for example, activities regulated (e.g., texting versus talking, hands-free versus handheld), targeted populations, and exemptions.[87]

    On aircraft

    This section is an excerpt from Mobile phones on aircraft.[edit]

    In the U.S., Federal Communications Commission (FCC) regulations prohibit the use of mobile phones aboard aircraft in flight.[88] Contrary to popular misconception, the Federal Aviation Administration (FAA) does not actually prohibit the use of personal electronic devices (including cell phones) on aircraft. Paragraph (b)(5) of 14 CFR 91.21 permits airlines to determine if devices can be used in flight, allowing use of “any other portable electronic device that the operator of the aircraft has determined will not cause interference with the navigation or communication system of the aircraft on which it is to be used.”[89]

    In Europe, regulations and technology have allowed the limited introduction of the use of passenger mobile phones on some commercial flights, and elsewhere in the world many airlines are moving towards allowing mobile phone use in flight.[90] Many airlines still do not allow the use of mobile phones on aircraft.[91] Those that do often ban the use of mobile phones during take-off and landing.Many passengers are pressing airlines and their governments to allow and deregulate mobile phone use, while some airlines, under the pressure of competition, are also pushing for deregulation or seeking new technology which could solve the present problems.[92] Official aviation agencies and safety boards are resisting any relaxation of the present safety rules unless and until it can be conclusively shown that it would be safe to do so. There are both technical and social factors which make the issues more complex than a simple discussion of safety versus hazard.[93]

    See also: Airplane mode

    While walking

    Main article: Smartphones and pedestrian safety

    People using phones while walking

    In 2010, an estimated 1500 pedestrians were injured in the US while using a cellphone and some jurisdictions have attempted to ban pedestrians from using their cellphones.[94][95] Other countries, such as China and the Netherlands, have introduced special lanes for smartphone users to help direct and manage them.[96][97]

    In prisons

    This section is an excerpt from Mobile phones in prison.[edit]

    In most jurisdictions, prison inmates are forbidden from possessing mobile phones due to their ability to communicate with the outside world and other security issues. Mobile phones are one of the most smuggled items into prisons. They provide inmates the ability to make and receive unauthorized phone calls, send email and text messages, use social media, and follow news pertaining to their case, among other forbidden uses.[98][99]

    In hospitals

    As of 2007, some hospitals had banned mobile devices due to a common misconception that their use would create significant electromagnetic interference.[100][101]

    Health effects

    Main article: Mobile phone radiation and health

    See also: Nomophobia and Mobile phone overuse

    Screen time, the amount of time using a device with a screen, has become an issue for mobile phones since the adaptation of smartphones.[102] Research is being conducted to show the correlation between screen time and the mental and physical harm in child development. [103] To prevent harm, some parents and even governments have placed restrictions on its usage.[104][105]

    There have been rumors that mobile phone use can cause cancer, but this is a myth.[106][107]

    While there are rumors of mobile phones causing cancer, there was a study conducted by International Agency for Research on Cancer (IARC) that stated the there could be an increase risk of brain tumors with the use of smartphones, this is not confirmed. They also stated that with the lack of data for the research and the usage periods of 15 years will warrant further research for smartphones and the cause of brain tumors. [108]

    Educational impact