Abstract
In this paper, we consider mobile game playing from the perspective of social network analysis. A multiplayer card game (BELKA) has been designed. The game allows players to select between trading, playing or pairing with other players. The game was played using playing-cards or using HP Ipaq devices equipped with Bluetooth, and players were either seated around a table or encouraged to move around the room. Activities during play were recorded and these data are analysed in terms of social networks. It was found that while the playing-cards led to attempts to apply the same type of activity in both seated and mobile conditions, the use of PDA led to differences in play. These differences were due to both technical, i.e., availability of players in the Bluetooth network , and social, i.e., visibility of players in the world and the activity of the Dealer. It is proposed that the manner in which the game was played changes when a mobile device is used whilst moving around, and that this is different to when the same device is used when sitting down.
Keywords
- Mobile Device
- Mobile Condition
- Personal Digital Assistant
- Social Network Analysis
- Personal Digital Assistant Condition
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
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© 2004 Springer-Verlag Berlin Heidelberg
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Baber, C., Westmancott, O. (2004). Social Networks and Mobile Games: The Use of Bluetooth for a Multiplayer Card Game. In: Brewster, S., Dunlop, M. (eds) Mobile Human-Computer Interaction - MobileHCI 2004. Mobile HCI 2004. Lecture Notes in Computer Science, vol 3160. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-28637-0_9
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DOI: https://doi.org/10.1007/978-3-540-28637-0_9
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-23086-1
Online ISBN: 978-3-540-28637-0
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