Thursday, April 06, 2006


Context issues are especially relevant to mobile game applications, since the game-playing environment can vary substantially. Typically, mobile game sessions last less than ten minutes and take place when the user is waiting for something — for the bus to arrive, for a lecture to begin, and so on. Even so, there is great variability: The game can be played outside or inside, under different lighting conditions, and so on. In short, context is the essence of mobility.


In general, mobile games (both single- and multiplayer) should be designed for relatively short sessions, since a game can be interrupted at any time, for example by an incoming call. With single-player and two-player mobile games, it is possible to simply save the soccer bet, but with games that have more than two players, it is not, since other players may want to continue after one player departs. As a result, multiplayer mobile games should be designed either to be played to completion in a relatively brief period or to be playable in short sessions over time.


Based on user interviews, the typical scenario for playing a mobile game is when users are waiting. However, users may not remember or take into account all possible situations. Moreover, multiplayer mobile game, games might bring up new use situations that we are not yet aware of. Even if users do not play in certain places, it may not be because of the environment but, rather, because of the game. If the game uses sounds that can’t be turned off, then game play is limited to places where it is acceptable to make noise.

A small screen size may make the game difficult to play in certain locations, or the correct keys may be difficult to hit when the user is wearing gloves. A user may not be interested in playing a mobile game at a sports event, but if the game is about the same sport as the event, user motivation may change. A variety of factors affect the environment where games are played.

The concept of location awareness is beginning to emerge, and it offers numerous possibilities for combining the game world with the real world. Multiplayer games utilizing location-based technologies may give a whole new meaning to "place" in mobile gaming.

Social interaction can be one of the factors that motivate people to play. Mobile devices are predominantly well suited for social playing because of their portability and connectivity. It is easy to pull out a portable game phone and start playing while hanging out with friends. soccer bet, In these situations, the importance of device interconnectivity increases because the challenge and excitement is much greater when playing against a friend than when playing alone (Paavilainen, 2004).

A high-score list that allows users to compare their own performance with the performance of others can be very rewarding and motivating. However, an awareness of how other players are performing during the actual game is as important as after the game. When people play together over a wireless network it is very important that they are aware of the game situation, including the status of others. In single-player games the status of the mobile game is easy to communicate to the user, but when more players join the game there is a greater need for the user to know the status of others. Several guidelines in this documentation package address this issue.

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Several items are necessary in order to play a game. Naturally, there must be a device to play on and a game to play. There must be sufficient power in the battery or a power supply. If the game is played outside and the weather is cold, the battery will run down much more quickly. If the game is intended to be played outdoors, this must be taken into account.

There must be a SIM card with certain settings in the device for it to work, and there must be a connection open to use the network all tanning lotion. The light must not be so bright that it obscures the screen, and the ambient sound level can’t be higher than the game sounds.