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User case study and network evolution in the mobile phone sector (a study on current mobile phone applications)

Published: 14 June 2006 Publication History

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

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www.vud.de -- German head organisation of entertainment software
[2]
"Toward the True Mobile Game", Greg Costikyan, Manifesto Games, Netgames 2005
[3]
"Programming Interactive Real-Time Games over WLAN for Pocket PCs with J2ME and .NET", Institute of Distributed and Multimedia System, University of Vienna 2005
[4]
"The Effect of Latency and Network Limitations on MMORPGs - (A Field Study of Everquest2)", Tobias Fritsch, Hartmut Ritter, Jochen Schiller, Freie University Berlin 2005
[5]
"Comparative Study of Methods of Serialization at J2ME", A. J. Sierra and A. Albéndiz, Applied Simulation and Modelling 2005.
[6]
"2005 Mobile Games White Paper", Donald Wisniewski, Derrik Morton, Brian Robbins, John Welch, IGDA 2005.
[7]
"Framework for Evaluation of Networked Mobile Games", Leo Petrak, Olaf Landsiedel, Klaus Wehrle, Netgames 2005
[8]
"A Challenge for Reusing Multiplayer Online Games without Modifying Binaries", Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hiroto Aida, Hideyuki Tokuda, Keio University 2005.
[9]
Game Developers.net, online side articles: (http://www.gamedev.net/reference/articles/article1944.asp)

Cited By

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  • (2017)Multipong: A multiplayer ad-hoc version of Pong2017 IEEE Symposium on Computers and Communications (ISCC)10.1109/ISCC.2017.8024499(23-28)Online publication date: Jul-2017
  • (2013)Building a Cloud-Based Mobile Application TestbedIT Policy and Ethics10.4018/978-1-4666-2919-6.ch040(879-899)Online publication date: 2013
  • (2013)Building a Cloud-Based Mobile Application TestbedSoftware Testing in the Cloud10.4018/978-1-4666-2536-5.ch018(382-403)Online publication date: 2013
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Published In

cover image ACM Conferences
ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
June 2006
572 pages
ISBN:1595933808
DOI:10.1145/1178823
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 June 2006

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Author Tags

  1. handhelds
  2. mobile games
  3. mobile gaming
  4. mobile phone games
  5. mobile phones
  6. user case study

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2017)Multipong: A multiplayer ad-hoc version of Pong2017 IEEE Symposium on Computers and Communications (ISCC)10.1109/ISCC.2017.8024499(23-28)Online publication date: Jul-2017
  • (2013)Building a Cloud-Based Mobile Application TestbedIT Policy and Ethics10.4018/978-1-4666-2919-6.ch040(879-899)Online publication date: 2013
  • (2013)Building a Cloud-Based Mobile Application TestbedSoftware Testing in the Cloud10.4018/978-1-4666-2536-5.ch018(382-403)Online publication date: 2013
  • (2011)A mobile client implementation for extensible network virtual worldsProceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments10.1145/2181037.2181098(326-328)Online publication date: 28-Sep-2011
  • (2011)Mobile options for online public access catalogsProceedings of the 2011 iConference10.1145/1940761.1940842(598-605)Online publication date: 8-Feb-2011
  • (2011)Mobile phone search for library catalogsProceedings of the American Society for Information Science and Technology10.1002/meet.1450470112847:1(1-4)Online publication date: 3-Feb-2011
  • (2010)Mobile phone search for library catalogsProceedings of the 73rd ASIS&T Annual Meeting on Navigating Streams in an Information Ecosystem - Volume 4710.5555/1920331.1920430(1-4)Online publication date: 22-Oct-2010
  • (2010)A case study of course design for software development on mobile phoneProceedings of 2010 IEEE/ASME International Conference on Mechatronic and Embedded Systems and Applications10.1109/MESA.2010.5552093(59-64)Online publication date: Jul-2010
  • (2009)Next Generation Mobile MultimediaHandbook of Research on Mobile Multimedia, Second Edition10.4018/978-1-60566-046-2.ch006(76-92)Online publication date: 2009
  • (2008)Playing different games on different phonesProceedings of the 10th international conference on Human computer interaction with mobile devices and services10.1145/1409240.1409296(391-394)Online publication date: 2-Sep-2008
  • Show More Cited By

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