39. Annual Meeting of the Gesellschaft für
              Informatik e.V. (GI), München

Second Workshop for Mobile Gaming '09

 [ auf Deutsch ] 

.: 2nd Workshop for Mobile Gaming :.

Time and Place

The workshop will take place at the 39th Annual Meeting of the Gesellschaft für Informatik at 2009-09-29, 9h00-17h30 in room AM4 at the University of Lübeck.

Workshop motivation

Mobile games are based on the physical movements of players in a game-world that combines the real world with virtual dimensions. Mobile games unite two game-worlds that were previously mutually exclusive: classic outdoor games and computer games.

But they are also games in the traditional sense as “homo sapiens” has always been a “homo ludens”. Games are part of the every day life, just like eating, breathing, or sleeping. They allow us to try the impossible. We use game rules to voluntarily confine the game space, and then roam this space to imaginatively overcome the limits of reality. But apart from being a pastime, games also mirror the real world and so they can be used to play-test life. Over the centuries, games evolved with the intellectual and technical possibilities of mankind.

The prehistory of mobile games began in the 1980s with Nintendo's handheld “Game & Watch” electronic games. The early 1990s saw the advent of the “Gameboy”, which introduced exchangeable cartridges to the video games mass market. At the turn of the millennium, the Japanese I-Mode network pioneered mobile data services and thus opened the door for mobile games that used the wireless Internet for communication. On 1 May 2000, the US government announced the discontinuation of the artificial degradation of GPS signals for non-military users. This marks the end of the prehistory and the dawning of mobile games in our sense.

The first such mobile game was Geocaching, where participants use GPS coordinates that they obtained over the Internet to search for small treasures that were hidden by other players. In 2003, Nokia introduced the N-Gage, which was a GPRS-enabled smart-phone with an integrated game-console. Due to its GPRS data-service, it allowed for wide-area multiplayer games that were connected via a central server. At the same time, it also allowed proximity based multiplayer games via Bluetooth communication. Research project began to sprout world-wide in conjunction with all these technological developments. These projects set out to exploit the new possibilities and developed context-aware and location-based applications that used the new wireless positioning and communication technologies in various ways and thus advanced the field in which mobile games are grounded.

Mobile games utilise mobile and pervasive technology. Small and portable devices are equipped with sensors and models of their environments that allow them to sense their current context, which includes location, and act according to this input. Thus, from a technological point of view, mobile games are part of the field of ubiquitous computing.


This workshop is primarily targeted at users, developers, researchers and decision makers in the field of mobile games, who are interested in creative and innovative applications for pervasive and ubiquitous computing. In addition to this, the workshops also seeks to address people beyond the field of computer science, who are fascinated and inspired by the technical possibilities offered by mobile games and want to give growth to their own ideas.


To stay informed about this and further workshops on the topic of Mobile Gaming we have set up a mailing list that you are welcome to join and actively make use of.

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