Abstract
Constraints in hardware and context of use result in specific requirements for the design of successful mobile entertainment applications. To be successful, mobile games must differ in their gameplay to support intermittent use ”on the move”, the game presentation must be adapted to the limited output modalities of mobile devices and the interaction mechanisms should be suitable for the small and limited input modalities provided by a mobile device. In this paper we analyze the specific requirements of mobile game use and illustrate how they have been addressed in three mobile gaming projects.
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© 2004 Springer-Verlag Berlin Heidelberg
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Geiger, C., Paelke, V., Reimann, C. (2004). Mobile Entertainment Computing. In: Göbel, S., et al. Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2004. Lecture Notes in Computer Science, vol 3105. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27797-2_19
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DOI: https://doi.org/10.1007/978-3-540-27797-2_19
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-22283-5
Online ISBN: 978-3-540-27797-2
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