Karenza Moore & Jason Rutter (Eds)
ISBN: 1-84052-012-4
An electronic version of the collected proceedings from the 2004 conference "Mobile Entertainment:User-centred Perspectives" is available online for free (6.5Mb Acrobat file). Hard copies are also available. Costing £20 they can be ordered from Joyce.Wilson@manchester.ac.uk.
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CONTENTS:
Introduction
Jason Rutter v
Part 1: Business, Markets & Regulation
Emerging and Future Mobile Entertainment Technologies: Drivers and Barriers in the Technology Evolution
Mika Ylianttila 3
Innovative Entertainment Services in the Portuguese Mobile Communications Sector – the Examples of MobiComp and YDreams
Nuno Correia & Manuel Mira Godinho 19
International Comparison of Mobile Entertainment
Sonja Kangas 32
Part 2: End Users and Consumption
Understanding Consumers’ Understanding of Mobile Entertainment
Karenza Moore & Jason Rutter 49
Consumer Perceptions Towards WAP Games
Eusebio Scornavacca & Clarry Shchiglik 66
Mobile Entertainment Users: Headline results from an online survey
Jo Bryce, Karenza Moore & Jason Rutter 86
The Effects of Constant Touch on Consumer Behaviour: The Case of Iranian Mobile Users
Ali Saeidi 100
Part 3: Location-based Games
On the Streets with Blast Theory and the MRL: ‘Can You See Me Now?’ and ‘Uncle Roy – All Around You’
Duncan Rowland, Martin Flintham, Steve Benford, Nick Tandavanitj, Adam Drozd & Rob Anastasi 115
‘Gangs of Bremen’: The First Prototype of a Mobile Game
Jochen Hahn & Katja Fahrenholz 125
On the Development of a Mobile Play Mechanic
Barbara Grüter & Anna Mielke 133
The Design History of a Geolocalized Mobile Game: From the Engineering of Displacements to the Engineering of Encounters - A case study of the development of a mobile game based on the geolocation of terminals
Christian Licoppe & Guillot Romain 149
Part 4: Innovative Services
Stay in Contact – ‘Landlordz’ Strategy Online Gaming for Mobile Platforms
Michael Coldewey, Helmut Eirund, Peer-Oliver Görke, Christian Hein, Marcus Knittel, Thorsten Wittwer & Hans Woitke 183
Mobile Phones and Football Fans: Technology, Services and Markets
James Orwell 195
Designing an Auditory W-LAN based Game
Rikke Hadrup, Pelle Svane Jakobsen, Mathilde Schytz Juul, Dan Lings & Ásta Olga Magnúsdóttir 207
C Space an adaptive, user led communication service exploiting the convergence of DVB-T and UMTS in portable devices
Leon Cruickshank 218
A Content Personalization Engine for Mobile Device Games
Danielle R. D. da Silva, Alexandre L. G. Damasceno, Börje F. F. Karlsson, & Geber L. Ramalho 231
The Future of Ubiquitous Gaming
Anxo Cereijo Roibas & Riccardo Sala 244
‘Be a Freeporter!’: Enabling a Mobile News Publishing Community
Tom Nicolai, Nils Behrens & Heidi Thielemann 254
Published by:
ESRC Centre for Research on Innovation and Competition
University of Manchester
Harold Hankins Building
Booth Street West
Manchester
M13 9QH
UK
www.cric.ac.uk
ISBN: 1-84052-012-4
£20
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