Standard
A Serendipitous Mobile Game. / Clemson, Helen
; Coulton, Paul; Edwards, Reuben.
Proceedings GDTW 2006 The Fourth International Game Design and Technology Workshop and Conference. ed. / Madijd Merabti; Newton Lee; Ken Perlin; Abdennour El Rhalibi. Liverpool: Liverpool John Moores University, 2006.
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Harvard
Clemson, H
, Coulton, P & Edwards, R 2006,
A Serendipitous Mobile Game. in M Merabti, N Lee, K Perlin & A El Rhalibi (eds),
Proceedings GDTW 2006 The Fourth International Game Design and Technology Workshop and Conference. Liverpool John Moores University, Liverpool, he Fourth Annual International Conference in Computer Game Design and Technology, Liverpool, UK,
15/11/06. <
http://www.cms.livjm.ac.uk/library/AAA-GAMES-Conferences/GDTW/2006/>
APA
Vancouver
Clemson H
, Coulton P, Edwards R.
A Serendipitous Mobile Game. In Merabti M, Lee N, Perlin K, El Rhalibi A, editors, Proceedings GDTW 2006 The Fourth International Game Design and Technology Workshop and Conference. Liverpool: Liverpool John Moores University. 2006
Author
Clemson, Helen
; Coulton, Paul ; Edwards, Reuben. /
A Serendipitous Mobile Game. Proceedings GDTW 2006 The Fourth International Game Design and Technology Workshop and Conference. editor / Madijd Merabti ; Newton Lee ; Ken Perlin ; Abdennour El Rhalibi. Liverpool : Liverpool John Moores University, 2006.
Bibtex
@inproceedings{198757bb7f6f4aa5bbfc8d305aa54060,
title = "A Serendipitous Mobile Game.",
abstract = "Whilst there are a number of location sensing games emerging for mobile phones there are few examples of social proximity based games that are effectively position independent and whose game play is invoked by serendipitous encounters. In this research we have extended the existing mobile phone phenomenon of Bluejacking, which allows spontaneous social encounters, into the design of a novel mobile game that creates instigates an exciting ludic scenario. The game is called {\textquoteleft}mobslinger{\textquoteright} which is based on the premise of a wild west, quick draw, {\textquoteleft}shoot-em-up{\textquoteright} In this game the phone scans continuously searches for other game players and when found instigates a {\textquoteleft}shootout{\textquoteright} were players {\textquoteleft}draw{\textquoteright} their phone and {\textquoteleft}shoot{\textquoteright} their opponent . This paper presents the design, and subsequent implementation, of the game which takes account of the limitations of the platform whilst maintaining the social nature of phone use to successfully create the serendipitous social encounters.",
keywords = "BlueTooth, Location Based Games, proximity detection",
author = "Helen Clemson and Paul Coulton and Reuben Edwards",
note = "ISBN 1-9025-6014-0.; he Fourth Annual International Conference in Computer Game Design and Technology ; Conference date: 15-11-2006 Through 16-11-2006",
year = "2006",
month = nov,
language = "English",
isbn = "1-9025-6014-0",
editor = "Madijd Merabti and Newton Lee and Ken Perlin and {El Rhalibi}, {Abdennour }",
booktitle = "Proceedings GDTW 2006 The Fourth International Game Design and Technology Workshop and Conference",
publisher = "Liverpool John Moores University",
}
RIS
TY - GEN
T1 - A Serendipitous Mobile Game.
AU - Clemson, Helen
AU - Coulton, Paul
AU - Edwards, Reuben
N1 - ISBN 1-9025-6014-0.
PY - 2006/11
Y1 - 2006/11
N2 - Whilst there are a number of location sensing games emerging for mobile phones there are few examples of social proximity based games that are effectively position independent and whose game play is invoked by serendipitous encounters. In this research we have extended the existing mobile phone phenomenon of Bluejacking, which allows spontaneous social encounters, into the design of a novel mobile game that creates instigates an exciting ludic scenario. The game is called ‘mobslinger’ which is based on the premise of a wild west, quick draw, ‘shoot-em-up’ In this game the phone scans continuously searches for other game players and when found instigates a ‘shootout’ were players ‘draw’ their phone and ‘shoot’ their opponent . This paper presents the design, and subsequent implementation, of the game which takes account of the limitations of the platform whilst maintaining the social nature of phone use to successfully create the serendipitous social encounters.
AB - Whilst there are a number of location sensing games emerging for mobile phones there are few examples of social proximity based games that are effectively position independent and whose game play is invoked by serendipitous encounters. In this research we have extended the existing mobile phone phenomenon of Bluejacking, which allows spontaneous social encounters, into the design of a novel mobile game that creates instigates an exciting ludic scenario. The game is called ‘mobslinger’ which is based on the premise of a wild west, quick draw, ‘shoot-em-up’ In this game the phone scans continuously searches for other game players and when found instigates a ‘shootout’ were players ‘draw’ their phone and ‘shoot’ their opponent . This paper presents the design, and subsequent implementation, of the game which takes account of the limitations of the platform whilst maintaining the social nature of phone use to successfully create the serendipitous social encounters.
KW - BlueTooth
KW - Location Based Games
KW - proximity detection
M3 - Conference contribution/Paper
SN - 1-9025-6014-0
BT - Proceedings GDTW 2006 The Fourth International Game Design and Technology Workshop and Conference
A2 - Merabti, Madijd
A2 - Lee, Newton
A2 - Perlin, Ken
A2 - El Rhalibi, Abdennour
PB - Liverpool John Moores University
CY - Liverpool
T2 - he Fourth Annual International Conference in Computer Game Design and Technology
Y2 - 15 November 2006 through 16 November 2006
ER -