Mobile Entertainment Computing

Constraints in hardware and context of use result in specific requirements for the design of successful mobile entertainment applications. To be successful, mobile games must differ in their gameplay to support intermittent use ”on the move”, the game presentation must be adapted to the limited output modalities of mobile devices and the interaction mechanisms should be suitable for the small and limited input modalities provided by a mobile device. In this paper we analyze the specific requirements of mobile game use and illustrate how they have been addressed in three mobile gaming projects.

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