TY - CHAP
T1 - Social networks and mobile games
T2 - The use of bluetooth for a multiplayer card game
AU - Baber, Chris
AU - Westmancott, Oliver
PY - 2004
Y1 - 2004
N2 - 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.
AB - 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.
UR - https://www.scopus.com/pages/publications/35048821143
U2 - 10.1007/978-3-540-28637-0_9
DO - 10.1007/978-3-540-28637-0_9
M3 - Chapter
AN - SCOPUS:35048821143
SN - 3540230866
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 98
EP - 107
BT - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
A2 - Brewster, Stephen
A2 - Dunlop, Mark
PB - Springer Verlag
ER -