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Mobile Games and Entertainment

James E. Katz and Sophia Krzys Acord

in Handbook of Mobile Communication Studies

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113120
eISBN:
9780262276818
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113120.003.0030
Subject:
Society and Culture, Technology and Society

This chapter focuses on the mobile gaming trend, along with the entertainment quotient of mobile phones. The introduction of the Snake game in mobiles by Nokia in 1997 was the start of the mobile ... More


Word Games Last Forever

Ian Bogost

in How To Talk About Videogames

Published in print:
2015
Published Online:
May 2016
ISBN:
9780816699117
eISBN:
9781452952406
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816699117.003.0019
Subject:
Society and Culture, Media Studies

This chapter discusses the idea of “cadence,” continuous updates to games. Cadence is much more useful to mobile games than it would be to games like Chess or Scrabble. Bogost talks about the way ... More


Conclusion

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0013
Subject:
Computer Science, Game Studies

This chapter presents some concluding thoughts. It discusses mobile game affordances; the tenets of mobile game design; the disconnect between students’ experiences of media and technology in school ... More


Great Moments in Mobile and Handheld Games

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0004
Subject:
Computer Science, Game Studies

This chapter traces the development of handheld games. The discussions include Mattel’s release of its first popular handheld game—Football—in 1977; the emergence of portable consoles; the popularity ... More


Strategies for understanding and researching mobile games in context

Steven Schirra and Brooke White

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0026
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Mobile games are deeply integrated into players’ everyday lives. In this chapter, we introduce methods such as paper prototyping and diary studies that consider both the unique form-factor of mobile ... More


Augmented Learning: Research and Design of Mobile Educational Games

Eric Klopfer

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
book
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.001.0001
Subject:
Computer Science, Game Studies

New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. This book ... More


What Does an Award-Winning Video Game Look Like?

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0005
Subject:
Computer Science, Game Studies

This chapter first describes the characteristics of award-winning video games. It then turns to the problem of transfer. Transfer is the task of taking knowledge or skills learned in one context and ... More


Participatory Simulations: Technology Adapting to the Classroom

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0006
Subject:
Computer Science, Game Studies

This chapter describes how mobile games can adapt to the constraints of classrooms through the use of participatory simulations. It discusses the principle of technology adapting to the classroom, ... More


Educational Innovation through Time

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0001
Subject:
Computer Science, Game Studies

This chapter discusses schools and education reform, and how technology fits into the academic world. It considers the perception that schools in the United States are unable to provide students with ... More


Authentic Outcomes

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0009
Subject:
Computer Science, Game Studies

This chapter describes the use of role play and collaboration in mobile games. The discussions focus on game known as Outbreak @ the Institute, which combines the virus modeling of the Virus game, ... More


Work

Ian Bogost

in How to Do Things With Videogames

Published in print:
2011
Published Online:
August 2015
ISBN:
9780816676460
eISBN:
9781452947617
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816676460.003.0018
Subject:
Society and Culture, Media Studies

This chapter examines performative play, where games themselves do work. Performative gameplay describes mechanics that change the state of the world through play actions themselves, rather than by ... More


Anytime, Anywhere: Palmagotchi

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0012
Subject:
Computer Science, Game Studies

This chapter begins with an overview of the virtual pet industry. It describes the rise of the Tamagotchi in the late 1990s and the emergence of online virtual pet sites. It then discusses the ... More


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