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Social networks and mobile games: The use of bluetooth for a multiplayer card game

  • Chris Baber*
  • , Oliver Westmancott
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

In this paper, we consider mobile game playing from the perspective of social network analysis. A multiplayer card game (BELKA) has been designed. The game allows players to select between trading, playing or pairing with other players. The game was played using playing-cards or using HP Ipaq devices equipped with Bluetooth, and players were either seated around a table or encouraged to move around the room. Activities during play were recorded and these data are analysed in terms of social networks. It was found that while the playing-cards led to attempts to apply the same type of activity in both seated and mobile conditions, the use of PDA led to differences in play. These differences were due to both technical, i.e., availability of players in the Bluetooth network, and social, i.e., visibility of players in the world and the activity of the Dealer. It is proposed that the manner in which the game was played changes when a mobile device is used whilst moving around, and that this is different to when the same device is used when sitting down.

Original languageEnglish
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
EditorsStephen Brewster, Mark Dunlop
PublisherSpringer Verlag
Pages98-107
Number of pages10
ISBN (Print)3540230866
DOIs
Publication statusPublished - 2004

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume3160
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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