Introduction: The State of Play
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Age-old practices in the 'new world': a study of gift-giving between teenage mobile phone users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Personal, Portable, Pedestrian: Mobile Phones in Japanese Life
Personal, Portable, Pedestrian: Mobile Phones in Japanese Life
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Group-Based Mobile Messaging in Support of the Social Side of Leisure
Computer Supported Cooperative Work
Place lab: device positioning using radio beacons in the wild
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Bridging Media with the Help of Players
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Making friends by killing them: using location-based urban gaming to expand personal networks
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Let's play!: mobile health games for adults
Proceedings of the 12th ACM international conference on Ubiquitous computing
The effect of closely-coupled interaction on player experience in casual games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Smartphone use does not have to be rude: making phones a collaborative presence in meetings
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
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We explored the social and gaming attributes of interactive casual gaming on mobile phones. To do so, we developed a game called MoMENTus, a multiplayer mobile brain teaser game, and deployed it to 43 participants, divided into various multiplayer and team configurations, over the course of one week. Participants generally liked the interactive and mobile aspects of our casual game, while the team concept was unexpectedly less compelling. Our results suggest that mobile multiplayer casual gaming is a promising new direction, with game play fostering a feeling of community among players. Team play was found to be counter to the casual nature of the game, but competition acted as an effective motivator. Additionally, since mobile phones are "always-on-person," casual mobile gaming was successful in filling interstitial time. Findings address aspects of multiplayer mobile casual gaming, such as the role of competition, manner in which these games are played, and the impact of the type of content on such games. Implications for the design of interactive casual games for mobile phones are discussed.