CAN mobile gaming be improved?
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Distribution of online hardcore player behavior: (how hardcore are you?)
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Personal behavior and virtual fragmentation
Proceedings of the international conference on Advances in computer entertainment technology
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playing different games on different phones: an empirical study on mobile gaming
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Mobile phone search for library catalogs
Proceedings of the 73rd ASIS&T Annual Meeting on Navigating Streams in an Information Ecosystem - Volume 47
Mobile options for online public access catalogs
Proceedings of the 2011 iConference
Mobile phone gaming (a follow-up survey of the mobile phone gaming sector and its users)
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
A mobile client implementation for extensible network virtual worlds
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
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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).