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Mobslinger: The Fastest Mobile in the West.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Published

Standard

Mobslinger: The Fastest Mobile in the West. / Clemson, Helen; Coulton, Paul; Edwards, Reuben et al.
2006. Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Harvard

Clemson, H, Coulton, P, Edwards, R & Chehimi, F 2006, 'Mobslinger: The Fastest Mobile in the West.', Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom, 26/06/06 - 28/06/06.

APA

Clemson, H., Coulton, P., Edwards, R., & Chehimi, F. (2006). Mobslinger: The Fastest Mobile in the West.. Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom.

Vancouver

Clemson H, Coulton P, Edwards R, Chehimi F. Mobslinger: The Fastest Mobile in the West.. 2006. Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom.

Author

Clemson, Helen ; Coulton, Paul ; Edwards, Reuben et al. / Mobslinger: The Fastest Mobile in the West. Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom.8 p.

Bibtex

@conference{eed670c9e01d4f1caa3ca47fa913b316,
title = "Mobslinger: The Fastest Mobile in the West.",
abstract = "Whilst there is a number of location sensing games emerging for mobile phones, from both commercial and academic sectors, there are few examples of social proximity based games that are effectively position independent. Bluetooth would seem an obvious choice for proximity based games, although the majority of games produced to-date simply uses it to provide a quasi peer to peer connection between users of multiplayer games. This is no-doubt due to the fact that proximity can often be implied from other location sensing technologies and that Bluetooth is often perceived as difficult to employ. In this paper we will show that Bluetooth can provide exciting game scenarios that can enable spontaneous stimulated social interaction using only proximity information. We illustrate this through the design rationale and subsequent implementation of {\textquoteleft}mobslinger{\textquoteright} which is a wild west, quick draw, {\textquoteleft}shoot-em-up{\textquoteright} game using mobile phones.",
keywords = "BlueTooth, Location Based Games, proximity detection",
author = "Helen Clemson and Paul Coulton and Reuben Edwards and Fadi Chehimi",
year = "2006",
month = jun,
language = "English",
note = "1st World Conference for Fun 'n Games ; Conference date: 26-06-2006 Through 28-06-2006",

}

RIS

TY - CONF

T1 - Mobslinger: The Fastest Mobile in the West.

AU - Clemson, Helen

AU - Coulton, Paul

AU - Edwards, Reuben

AU - Chehimi, Fadi

PY - 2006/6

Y1 - 2006/6

N2 - Whilst there is a number of location sensing games emerging for mobile phones, from both commercial and academic sectors, there are few examples of social proximity based games that are effectively position independent. Bluetooth would seem an obvious choice for proximity based games, although the majority of games produced to-date simply uses it to provide a quasi peer to peer connection between users of multiplayer games. This is no-doubt due to the fact that proximity can often be implied from other location sensing technologies and that Bluetooth is often perceived as difficult to employ. In this paper we will show that Bluetooth can provide exciting game scenarios that can enable spontaneous stimulated social interaction using only proximity information. We illustrate this through the design rationale and subsequent implementation of ‘mobslinger’ which is a wild west, quick draw, ‘shoot-em-up’ game using mobile phones.

AB - Whilst there is a number of location sensing games emerging for mobile phones, from both commercial and academic sectors, there are few examples of social proximity based games that are effectively position independent. Bluetooth would seem an obvious choice for proximity based games, although the majority of games produced to-date simply uses it to provide a quasi peer to peer connection between users of multiplayer games. This is no-doubt due to the fact that proximity can often be implied from other location sensing technologies and that Bluetooth is often perceived as difficult to employ. In this paper we will show that Bluetooth can provide exciting game scenarios that can enable spontaneous stimulated social interaction using only proximity information. We illustrate this through the design rationale and subsequent implementation of ‘mobslinger’ which is a wild west, quick draw, ‘shoot-em-up’ game using mobile phones.

KW - BlueTooth

KW - Location Based Games

KW - proximity detection

M3 - Conference paper

T2 - 1st World Conference for Fun 'n Games

Y2 - 26 June 2006 through 28 June 2006

ER -