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A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?

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

Published

Standard

A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish? / Bamford, Will; Coulton, Paul; Edwards, Reuben.
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

Bamford, W, Coulton, P & Edwards, R 2006, 'A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?', Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom, 26/06/06 - 28/06/06.

APA

Bamford, W., Coulton, P., & Edwards, R. (2006). A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?. Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom.

Vancouver

Bamford W, Coulton P, Edwards R. A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?. 2006. Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom.

Author

Bamford, Will ; Coulton, Paul ; Edwards, Reuben. / A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?. Paper presented at 1st World Conference for Fun 'n Games, Preston, United Kingdom.8 p.

Bibtex

@conference{3a7e15abecb34af986340063a00d9e7d,
title = "A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?",
abstract = "With mobile phone ownership now saturated in many countries, mobile operators are looking to data services to increase their average revenue per user and one service seen as a key to their success is that of mobile games. Single player games, which currently dominate the market, do little to increase data traffic once downloaded. Therefore, focus is increasingly turning to multiplayer games that use the network. However, to date, game designers have struggled to create successful mobile multiplayer games because their current designs are based on the experiences gained from the PC and console world and often fail to accommodate both the difficulties of the mobile environment and the differing demographic of the mobile gamer. In this paper we explore game design that will address both of these criteria and take our inspiration from a technique used by Surrealists to create accidental poetry in the 1920s.",
author = "Will Bamford and Paul Coulton and Reuben Edwards",
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 - A Surrealist Inspired Mobile Multiplayer Game: Fact or Fish?

AU - Bamford, Will

AU - Coulton, Paul

AU - Edwards, Reuben

PY - 2006/6

Y1 - 2006/6

N2 - With mobile phone ownership now saturated in many countries, mobile operators are looking to data services to increase their average revenue per user and one service seen as a key to their success is that of mobile games. Single player games, which currently dominate the market, do little to increase data traffic once downloaded. Therefore, focus is increasingly turning to multiplayer games that use the network. However, to date, game designers have struggled to create successful mobile multiplayer games because their current designs are based on the experiences gained from the PC and console world and often fail to accommodate both the difficulties of the mobile environment and the differing demographic of the mobile gamer. In this paper we explore game design that will address both of these criteria and take our inspiration from a technique used by Surrealists to create accidental poetry in the 1920s.

AB - With mobile phone ownership now saturated in many countries, mobile operators are looking to data services to increase their average revenue per user and one service seen as a key to their success is that of mobile games. Single player games, which currently dominate the market, do little to increase data traffic once downloaded. Therefore, focus is increasingly turning to multiplayer games that use the network. However, to date, game designers have struggled to create successful mobile multiplayer games because their current designs are based on the experiences gained from the PC and console world and often fail to accommodate both the difficulties of the mobile environment and the differing demographic of the mobile gamer. In this paper we explore game design that will address both of these criteria and take our inspiration from a technique used by Surrealists to create accidental poetry in the 1920s.

M3 - Conference paper

T2 - 1st World Conference for Fun 'n Games

Y2 - 26 June 2006 through 28 June 2006

ER -