ACM Home Page
Please provide us with feedback. Feedback
Digital Library logoTake a look at the new version of this page: [ beta version ]. Tell us what you think.
An architecture to easily produce adventure and movie games for the mobile scenario
Full text PdfPdf (377 KB)
Source Computers in Entertainment (CIE) archive
Volume 6 ,  Issue 2  (April/June 2008) table of contents
SECTION: Games table of contents
Article No.: 19  
Year of Publication: 2008
ISSN:1544-3574
Author
Marco Furini  University of Piemonte Orientale
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 15,   Downloads (12 Months): 124,   Citation Count: 1
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1371216.1371222
What is a DOI?

ABSTRACT

Simple and easy-to-play casual games are flooding the mobile gaming market and are best-sellers on the mobile game charts of several cellphone network operators. Most of the titles are mobile versions of videogames developed in the '80s and '90s, which were also very simple and easy-to-play. In this article we focus on adventure and movie games, a genre simple, easy-to-play, and very popular in the past. We propose a software architecture to easily produce full-motion adventure games for the mobile scenario, and thus potentially transform any modern cellphone into an adventure game console. The games are portable and protected against un-authorized usage. The feasibility of our approach is shown through a prototype player and an evaluation that shows the suitability of the proposed approach for the mobile scenario. The simplicity of our approach along with the ubiquity of modern cell-phones may bring new life to adventure games, which can also become an exciting genre for the current mobile gaming scenario.


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.

 
1
Bar-El, H. and Weiss, Y. 2004. DRM on open platforms? It may be possible after all. In Proceedings of the 2nd IEE Secure Mobile Communications Forum, (Sept.).
2
 
3
Biddle, K., England, P., Peinado, M., and Willman, B. 2002. The darknet and the future of content distribution. In Proceedings of the ACM Workshop on Digital Rights Management (Washington, DC, Nov.), ACM, New York.
 
4
Cavazza, M. 2004. Interactive storytelling: The rise of a new game genre? ERCIM News (April).
 
5
Mclvor, C., McLoone, M., and McCanny, J. V. 2003. Fast Montgomery modular multiplication and RSA cryptographic processor architectures. In Proceedings of the 37th Asilomar Conference on Signals, Systems and Computers (Pacific Grove, CA, Nov.), 379--384.
 
6
Charles, F., Ibanes, M. L., Mead, S. J., Bisquerra, A. F., and Cavazza, M. 2003. Planning formalisms and authoring in interactive storytelling. In Proceedings of TIDSE'03: Technologies for Interactive Digital Storytelling and Entertainment.
 
7
Cheng, S., Yu, H., and Xiong, Z. 2002. Enhanced spread spectrum watermarking of MPEG-2 AAC audio. In Proceedings of the IEEE International Conference on Acoustics, Speech, and Signal Processing (Orlando, FL, May), 3728--3731.
8
 
9
Cox, J., Killian, J., Leighton, F. T., and Shamoon, T. 1997. Secure spread spectrum watermarking for multimedia. IEEE Trans. Image Process. 6 (Dec.), 1673--1678.
 
10
Furini, M. 2006. On bringing adventure games into the mobile gaming scenario. In Proceedings of the 2006 GAME-ON Conference on Simulation and AI in Computer Games (Nov. 2006).
 
11
Gibson, B. 2006. Casual gamers and female gamers to drive mobile games revenues over the $10 billion mark by 2009. http://www.juniperresearch.com/shop/viewpressrelease.php?id=19&pr=16.
 
12
He, S. and Hu, M. 2004. Performance study of ecc-based collusion-resistant multimedia fingerprinting. In Proceedings of the 38th Conference on Information Sciences and Systems (Princeton, NJ, March), 827--832.
 
13
Hunter, J. 2001. An overview of the MPEG-7 Description Definition Language (DDL). IEEE Trans. Circuits Syst. Video Technol. 11, 6, 765--772.
 
14
MPEG Group. 2002. MPEG4. Overview of the MPEG-4 Standard. Res. Rep. http://www.chiariglione.org/mpeg/standards/mpeg-4/mpeg-4.htm.
 
15
 
16
17
 
18
MPEG Group. 2005. Information technology coding of audio-visual objects part 12: Iso base media file format. iso/iec 14496-12:2005. www.chiariglione.com.
 
19
Pooley, C. G., Turnbull, J., and Adams, M. 2006. A Mobile Century? Changes in Everyday Mobility in Britain in the Twentieth Century. Ashgate Publishing.
20
21
22
 
23
Telephia 2007. Preloading game demos is a key merchandizing lever to drive purchases. Press release (March 2007). http://www.telephia.com/html/GDC07.