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Challenges for pervasive mobile game design: examining players' emotional responses

Published: 15 June 2005 Publication History

Abstract

The research is focused on developing pervasive and persistent game concepts that are most suitable for contemporary mobile phones. The analysis of the emotional responses of the testplayers in the first play-test and of the game prototype The Songs of North pointed at some key challenges to be met in order to successfully design pervasive mobile games that provide pleasant gameplay experiences: overcoming and exploiting the technical limitations and uncertainties, inventing means to ensure the sufficiency of meaningful tasks, and paying special attention to social playability and acceptance.

References

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Benford, S., Anastasi, R., Flintham, M., Drozd, A., Crabtree, A., Greenhalgh, C., Tandavanitj, N., Adams, M, Row-Farr, J. Coping with Uncertainty in a Location-Based Game. IEEE Pervasive Computing 2 (3), 34--41, 2003.
[2]
Björk, S., Holopainen, J., Ljungstrand, P., and Åkesson, K-P. Designing Ubiquitous Computing Games. A Report from a Workshop Exploring Ubiquitous Computing Entertainment. Personal and Ubiquitous Computing 6, 443--458, 2002.
[3]
Ekman, I., Ermi, L., Lahti, J., Nummela, J., and Lankoski, P. Designing Sound for a Pervasive Mobile Game. Accepted for publication in Proc. ACE 2005 (Valencia, Spain, June 15--17, 2005).
[4]
Ermi, L., and Mäyrä, F. Player-Centred Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design. Accepted for publication in Game Studies.
[5]
Lankoski, P., Heliö, S., Nummela, J., Lahti, J., Mäyrä, F., and Ermi, L. A Case Study in Pervasive Game Design: The Songs of North. In Proc. NordiCHI2004 (Tampere, Finland, October 23--27, 2004). ACM Press, New York, 2004, 413--416.
[6]
Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J. and Järvinen, A. Emotional Response Patterns and Sense of Presence during Video Games: Potential Criterion Variables for Game Design. In Proc. NordiCHI2004 (Tampere, Finland, October 23--27, 2004). ACM Press, New York, 2004, 339--347.

Cited By

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  • (2018)Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR GamingAugmented Cognition: Intelligent Technologies10.1007/978-3-319-91470-1_10(101-119)Online publication date: 3-Jun-2018
  • (2016)Designing for social play in co-located mobile gamesProceedings of the Australasian Computer Science Week Multiconference10.1145/2843043.2843476(1-10)Online publication date: 1-Feb-2016
  • (2016)Games of Being Mobile: The Unruly Rise of Mobile Gaming in JapanMobile Gaming in Asia10.1007/978-94-024-0826-3_2(21-33)Online publication date: 30-Jul-2016
  • Show More Cited By

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cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Author Tags

  1. emotional responses
  2. mobile games
  3. pervasive games

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ACE05

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2018)Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR GamingAugmented Cognition: Intelligent Technologies10.1007/978-3-319-91470-1_10(101-119)Online publication date: 3-Jun-2018
  • (2016)Designing for social play in co-located mobile gamesProceedings of the Australasian Computer Science Week Multiconference10.1145/2843043.2843476(1-10)Online publication date: 1-Feb-2016
  • (2016)Games of Being Mobile: The Unruly Rise of Mobile Gaming in JapanMobile Gaming in Asia10.1007/978-94-024-0826-3_2(21-33)Online publication date: 30-Jul-2016
  • (2015)Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in ContextsGame User Experience Evaluation10.1007/978-3-319-15985-0_6(113-131)Online publication date: 5-Jun-2015
  • (2013)Treadmill’s Adjustment Mechanism Based on User Exercise ExperienceProceedings of the 2nd International Conference on Green Communications and Networks 2012 (GCN 2012): Volume 210.1007/978-3-642-35567-7_40(331-338)Online publication date: 2-Feb-2013
  • (2012)Dynamic Difficulty Adjustment by Facial ExpressionInformatics and Management Science V10.1007/978-1-4471-4796-1_97(761-768)Online publication date: 6-Dec-2012
  • (2011)Ethical Reasoning and Reflection as Supported by Single-Player VideogamesDesigning Games for Ethics10.4018/978-1-60960-120-1.ch002(19-35)Online publication date: 2011
  • (2009)Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in ContextsEvaluating User Experience in Games10.1007/978-1-84882-963-3_10(165-183)Online publication date: 29-Dec-2009
  • (2008)Playing different games on different phonesProceedings of the 10th international conference on Human computer interaction with mobile devices and services10.1145/1409240.1409296(391-394)Online publication date: 2-Sep-2008

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