| User case study and network evolution in the mobile phone sector (a study on current mobile phone applications) |
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ACM International Conference Proceeding Series; Vol. 266
archive
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
table of contents
Hollywood, California
Article No. 10
Year of Publication: 2006
ISBN:1-59593-380-8
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Downloads (6 Weeks): 18, Downloads (12 Months): 150, Citation Count: 5
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ABSTRACT
Networked games are becoming more and more important in the last years. One major focus is reducing the size and increasing the portability of the game devices. Therefore mobile phones are becoming a very popular platform for games. Their availability and rapidly increasing technology also promote them as a valid gaming device option.Nevertheless there are other portable game devices, such as the new age handhelds (Nintendo DS and PSP) or PDA's. Our user case study focuses on the differences between those gaming platforms, their capability of handling new age games and multimedia expectations and their used technology. Thus this paper should not only give an introduction into the current multimedia (gaming) handheld technology, it will also evaluate players' individual preferences. Afterwards it will compare social deterministic such as age, income and gender with their mobile phone preference.The aim of this research approach is an analysis of current portable game devices, based on a testbed to see how player behavior is influenced by the impairments of the mobile devices (reduced input capabilities and small display size).
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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www.vud.de -- German head organisation of entertainment software
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"Toward the True Mobile Game", Greg Costikyan, Manifesto Games, Netgames 2005
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"Programming Interactive Real-Time Games over WLAN for Pocket PCs with J2ME and .NET", Institute of Distributed and Multimedia System, University of Vienna 2005
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"The Effect of Latency and Network Limitations on MMORPGs - (A Field Study of Everquest2)", Tobias Fritsch, Hartmut Ritter, Jochen Schiller, Freie University Berlin 2005
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"Comparative Study of Methods of Serialization at J2ME", A. J. Sierra and A. Albéndiz, Applied Simulation and Modelling 2005.
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"2005 Mobile Games White Paper", Donald Wisniewski, Derrik Morton, Brian Robbins, John Welch, IGDA 2005.
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"Framework for Evaluation of Networked Mobile Games", Leo Petrak, Olaf Landsiedel, Klaus Wehrle, Netgames 2005
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"A Challenge for Reusing Multiplayer Online Games without Modifying Binaries", Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hiroto Aida, Hideyuki Tokuda, Keio University 2005.
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Game Developers.net, online side articles: (http://www.gamedev.net/reference/articles/article1944.asp)
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