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Mobile social gaming

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

Published

Standard

Mobile social gaming. / Coulton, Paul; Čopič Pucihar, Klen; Bamford, William.
2008. Paper presented at Workshop on Social Interaction and Mundane Technologies 2008, Cambridge, UK.

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

Harvard

Coulton, P, Čopič Pucihar, K & Bamford, W 2008, 'Mobile social gaming', Paper presented at Workshop on Social Interaction and Mundane Technologies 2008, Cambridge, UK, 20/11/08 - 21/11/08. <http://www.mundanetechnologies.com/goings-on/workshop/cambridge/program.html>

APA

Coulton, P., Čopič Pucihar, K., & Bamford, W. (2008). Mobile social gaming. Paper presented at Workshop on Social Interaction and Mundane Technologies 2008, Cambridge, UK. http://www.mundanetechnologies.com/goings-on/workshop/cambridge/program.html

Vancouver

Coulton P, Čopič Pucihar K, Bamford W. Mobile social gaming. 2008. Paper presented at Workshop on Social Interaction and Mundane Technologies 2008, Cambridge, UK.

Author

Coulton, Paul ; Čopič Pucihar, Klen ; Bamford, William. / Mobile social gaming. Paper presented at Workshop on Social Interaction and Mundane Technologies 2008, Cambridge, UK.4 p.

Bibtex

@conference{ea684b2ebf164da5991c247f4272a80e,
title = "Mobile social gaming",
abstract = "After ten years of game design practices routed within traditional PC and console development aimed at hardcore gamers, the mobile games industry has embraced the realization that these have limited value for mobile, and new approaches need to be considered. In particular the greater utilization of social factors within games would embrace the social practices in which mobile phones often engage. Whilst this has led some to propose MMOGs for mobile, the behavior of players of these games suggest they also have the characteristics of hardcore gamers and we suggest the games emerging on mobile social networks or online casual game sites is more applicable. In relation to this we discuss the real world behavior of gamers using a novel game widget which allows users to play and chat across the mobile network anywhere in the world. With approaching 10,000 users and growing, the game highlights that even a very simple game mechanic, when combined with simple messaging, can be compelling, producing some interesting emergent behavior in countries where access to traditional platforms or social interaction may be more constrained.",
keywords = "Mobile, Games, Social, Widgets, Design",
author = "Paul Coulton and {{\v C}opi{\v c} Pucihar}, Klen and William Bamford",
year = "2008",
month = nov,
language = "English",
note = "Workshop on Social Interaction and Mundane Technologies 2008 ; Conference date: 20-11-2008 Through 21-11-2008",

}

RIS

TY - CONF

T1 - Mobile social gaming

AU - Coulton, Paul

AU - Čopič Pucihar, Klen

AU - Bamford, William

PY - 2008/11

Y1 - 2008/11

N2 - After ten years of game design practices routed within traditional PC and console development aimed at hardcore gamers, the mobile games industry has embraced the realization that these have limited value for mobile, and new approaches need to be considered. In particular the greater utilization of social factors within games would embrace the social practices in which mobile phones often engage. Whilst this has led some to propose MMOGs for mobile, the behavior of players of these games suggest they also have the characteristics of hardcore gamers and we suggest the games emerging on mobile social networks or online casual game sites is more applicable. In relation to this we discuss the real world behavior of gamers using a novel game widget which allows users to play and chat across the mobile network anywhere in the world. With approaching 10,000 users and growing, the game highlights that even a very simple game mechanic, when combined with simple messaging, can be compelling, producing some interesting emergent behavior in countries where access to traditional platforms or social interaction may be more constrained.

AB - After ten years of game design practices routed within traditional PC and console development aimed at hardcore gamers, the mobile games industry has embraced the realization that these have limited value for mobile, and new approaches need to be considered. In particular the greater utilization of social factors within games would embrace the social practices in which mobile phones often engage. Whilst this has led some to propose MMOGs for mobile, the behavior of players of these games suggest they also have the characteristics of hardcore gamers and we suggest the games emerging on mobile social networks or online casual game sites is more applicable. In relation to this we discuss the real world behavior of gamers using a novel game widget which allows users to play and chat across the mobile network anywhere in the world. With approaching 10,000 users and growing, the game highlights that even a very simple game mechanic, when combined with simple messaging, can be compelling, producing some interesting emergent behavior in countries where access to traditional platforms or social interaction may be more constrained.

KW - Mobile

KW - Games

KW - Social

KW - Widgets

KW - Design

M3 - Conference paper

T2 - Workshop on Social Interaction and Mundane Technologies 2008

Y2 - 20 November 2008 through 21 November 2008

ER -