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

Second Workshop for Mobile Gaming '09

 [ auf Deutsch ] 

.: Program :.

09h00-09h30 An Abstract Location Model for Mobile Games - Leif Oppermann
(15 min. presentation & 10 minutes discussion) [Abstract]
Abstract: A key task when building location-based experiences, such as mobile games, is to model locations and define how they are going to be triggered by the underlying technology. This is usually done by using the wireless sensing technology that is available on the desired target device, e.g. GPS, Wi-Fi, Cell ID, Infrared, Bluetooth, NFC, etc. – or a combination of those. This paper argues that it is beneficial to employ a location model that supports deriving locations from different positioning technologies through an abstract interface, so as to be more flexible for technical changes throughout the development phase and, with software patches becoming commonplace, also over the life-cycle of a project. This paper first elaborates on why an abstract notion of location is useful and then presents a concrete model.
09h30-10h00A Serious Mobile Game for Landmark Production – A Work in Progress Report - Lars Harzem
(15 min. presentation & 10 minutes discussion) [Abstract]
Abstract: Serious games are defined as games with a purpose. These games serve a purpose beyond play in difference to games, whose purpose is nothing than the play activity itself. Human Computation Games, a particular form of a serious game, engage humans to solve problems, the computer cannot solve, at least today. Humans solve the problems voluntarily and with fun, because the tasks and their solution are part of a game. The Human Computation Paradigm proposed by Luis von Ahn has been implemented until today in a variety of Online Games. A well-known example is the ESP Game. Within this paper we present a Serious Mobile Game, based on the Human Computation Paradigm. Our game is a vampire role-playing game designed to support the production of landmarks for mobile navigation of pedestrians. The shift from online to mobile games, based on the players’ physical movement in a mixed game world, has consequences for the design of a Human Computation Game.
10h00-10h30Mobile Camera Gaming: Using Camera Enabled Mobile Phones for Photo Playing - Lassi Seppälä
(15 min. presentation & 10 minutes discussion) [Abstract]
Abstract: As the mobile phone's camera is becoming the most widely available consumer tool for media creation it also opens new possibilities for casual and social form of mobile gaming. This paper presents a concept of using photos in a guess-the-word type of games, describing the design and development process of one such a game line. The games are intended as proof of concept for using mobile photos in games.
10h30-11h00Coffee break
11h00-11h30SYGo - A Location-Based Game Adapted from the Board Game Scotland Yard - Holger Mügge
(15 min. presentation & 10 minutes discussion) [Abstract]
Abstract: Location-based mobile games have become very popular in the last few years. In this paper with introduce SYGo, an innovative hide-and-seek game which is part of the AMOGA research pro ject of the University of Bonn funded by the Deutsche Telekom. It is an adoption of the famous German board game Scotland Yard by Ravensburger. Besides being a location-based mobile version of Scotland Yard it comes with plenty of additional features concerning game flow, strategic plan- ning, and sustainability. The latter is achieved since the game is designed with respect to an emerging community which again enhances the fun of playing.
To cover just a few highlights SYGo includes communication features like conference calls and server-side SMS generation. Via a build-in game shop tools, services, and extra features, carrying special semantics and strategic avail, can be purchased.
11h30-12h00Mobile ortsbasierte Browserspiele - Andreas Brodt
(15 min. presentation & 10 minutes discussion) [Abstract]
Abstract: Die Verbreitung von mobilen Geräten und Positionssensoren wie GPS ermöglicht mobile ortsbasierte Spiele, in denen sich die Spieler physisch in ihrer Umwelt bewegen müssen, um Einfluss auf das Spielgeschehen zu nehmen. Klassische Computerspiele werden zunehmend als Browserspiel realisiert, d.h. der Web-Browser des Spielers wird für die Benutzerschnittstelle verwendet. Indem der Web-Browser um eine Kontextschnittstelle erweitert wird, kann einem Browserspiel Zugriff auf die aktuelle Position des Spielers gewährt werden. Dadurch wird es möglich, mobile ortsbasierte Spiele im Web-Browser zu spielen. In diesem Papier beschäftigen wir uns mit dem Eigenschaften mobiler ortsbasierter Browserspiele. Wir stellen zwei Beispiele vor, anhand derer wir untersuchen, welche Einflüsse mobile ortsbasierte Spiele auf das Spielkonzept haben und welche technischen Konsequenzen sich daraus ergeben. Abschließend präsentieren wir ein Framework zur Entwicklung mobiler ortsbasierter Spiele.
12h00-12h30Virtual Mushrooms. Überlegungen zu landschaftsspezifischen mobilen Spielen - Gesa Henselmans
(15 min. presentation & 10 minutes discussion) [Abstract]
Abstract: Das Paper diskutiert die Rolle der realräumlichen Umgebung in mobilen Spielen aus Perspektive des Spielerlebens und der Spielkonzeption. An Hand von Beispielen werden hierfür zwei Kategorien eingeführt: ortsspezifische und ortsunabhängige mobile Spiele. Aus dem Kontext der Content-Entwicklung für ortsspezifische Spiele werden dann einige pragmatische Probleme angesprochen, die mit der marktorientierten Entwicklung solcher Spiele einhergehen. Schließlich wird eine Mischformen der zuvor eingeführten Kategorien vorgestellt, die sich aus dieser Problematik heraus entwickelt hat: das landschaftsspezifische mobile Spiel.
12h30-14h00Lunch break
13h30-14h00
14h00-14h30
Hands-On-Sessions: Playing Mister X mobile
14h30-15h30Hands-On-Session: Developing location based games for the iPhone - Pascal Bihler
15h30-16h00Coffee break
16h00-17h30Next steps in mobile gaming? Open Discussion - Holger Mügge