Mobile game Essay
With the increasing number of kids of age group 11-13 as the users of mobile games, the importance of mobile games as the source of social education is also increased. In order to plan and implement an effective and easy to use mobile games, many factors should be kept in consideration. Many research studies have been undertaken in order to evaluate the importance of audio and visual factors separately. The cutting edge of this study is the evaluation of both audio and video factors in planning and implementing mobile game aimed at the kids of 11-13 years of age.
In 2000, just 5 percent of 13- to 17-year olds had cell phones. Today, 56 percent do, according to Linda Barrabee, wireless market analyst for The Yankee Group.
The Yankee Group estimates that one-fourth of wireless users were 11 to 24 years of age and generated $21 billion in revenue in 2003.
From The Yankee Group 2003 mobile user survey (combination of paper-based (mail) and on-line survey of pre-teens, teens and young adults):
56% of all teens own or use a cell phone – more than 80% are teens (13-18), remainder are pre-teens.
Average weekly disposable income of all teens is $30.80; for mobile phone owners it is $53.50; for mobile phone users it is $20.60.
Wire less world Forum, UK Statistics
The interface provided by Mobile is very different from other computer devices. With certain limitation such as smaller screen, limited storage, slower process of text input makes it difficult for the users to enjoy the games available through them. According to the research undertaken the factor which mostly affect the user behaviour is the screen size. According to the research undertaken by (Kawachiya and Ishikawa 1999, Buyukkoten et al. 2000) a mobile game needs to be simple with least number of links involved as mobile users find it relatively difficult to follow links due to the small screen size. The main point needs to be focused is the provision of simple game without the complications of involving many links.
The second consideration, which needs to be followed, is the small screen devices are the content transformation into an appropriate layout that will enable users to access it easily. Following studies have been undertaken in order to evaluate the effectiveness of different techniques (Alberts 2000a, Alberts 2000b, Bickmore 1997, Buyukkokten et al. 2000, Buyukkokten et al. 2001a, Buyukkokten et al. 2001b, Dyson and Haselgrove 2001, Jones and Marsden 1997).
The first and foremost issue we have to deal with when making the sound design and implementation is the technological limitations of the mobile device. Technically, such issues as limited storage and the low-level control ability of sound somewhat tie the hands of designers if they are accustomed to the solutions available in pc or console gaming . Moreover, the sound quality of the mobile devices is often optimised for speech, and may not scale very well for a purpose.
Another issue worth considering is the difference in listening situation compared to a traditional stationary gaming setting. The usual speaker settings that are part of home systems will often have some spatial sound available (at east a left/right distinction), but this is not guaranteed with mobile games Although headphones are available, it is uncertain whether people will use them or rather have the phone in their pocket. If sounds are played on the speakers of the phone, they do not necessarily serve to immerse players in the game world, but may instead highlight the presence of the game device at the expense of immersion. Also, with enhanced-reality mobile gaming, spatial sound cues require a know edge of which way the player is headed, which sets the demand for special technology such as, for example, a compass integrated into headphones with feedback to the game device. Furthermore, bringing gaming out of the living room will mean that the sound design has to take into account sorts of noises, which may affect the intelligibility of sounds relevant for the player. In a mobile gaming situation, the sound has to deal with the various sound contexts of everyday life. Background noise, conversations and other activities may affect the intelligibility of game audio or mask the sounds so that they cannot be heard.
Also something worth consideration is the social playability of mobile games. Whereas sound design for console and PC games could concentrate just on making a brilliant sound cape, social playability is an important issue in mobile game sound design. This is an issue that is rather unique for mobile games. Sound design for mobile devices has to consider a so how other people, not at all engaged with playing, will relate to the sounds cape. For example, the idea volume of the sounds may vary depending on the situation a player is in, not only providing maximum intelligibility, but social acceptability as well. Social playability a so means considering the gaming context in a broader sense. This involves designing the game interaction as a whole in such a way that it fits in with the players activities.
The following ethical consideration needs to be followed as prescribed by the British Computer Society:
1. In your professional role you shall have regard for the public health, safety and environment.
2. I shall have regard to the legitimate rights of third parties.
3. The term ‘Third Party’ includes professional colleagues, or possibly competitors, or members of ‘the public’ who might be affected by an IT System without their being directly aware of its existence.
4. I shall ensure that within my professional field/s I have knowledge and understanding of relevant legislation, regulations and standards, and that you comply with such requirements.
5. I shall conduct my professional activities without discrimination against clients or colleagues
Inger Ekman * , Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä, Designing Sound for a Pervasive Mobile
Game, available at http://www.digra.org/dl/db/06278.11008.pdf
Alberts, M.J. and L. Kim 2000b. “User Web Browsing Characteristics Using Palm Handhelds for Information Retrieval.” In Proceedings of IPCC/SIGDOC Technology & Teamwork. Cambridge, MA, Sept. 2000. IEEE: N.Y., p.p. 125-135
Bickmore T.W., and B.N. Schilit, “Digestor: Device independent Access to the World-Wide Web.”, In Proc. Of 6 th Int. World-Wide Web Conf., 1997.
Buyukkokten O., H. Garcia-Molina, and A. Paepcke. 2001b “Seeing the Whole in Parts: Text Summarisation for Web Browsing on Handheld Devices.”, In Proc. WWW10, pages 652–662, 2001.
Buyukkokten, O., H. Garcia-Molina, A. Paepcke, and T. Winograd, “Power Browser: Efficient Web Browsing for PDAs.”, In Proc. of the Conf. on Human Factors in Computing Systems, CHI’00, 2000, pp. 430-437.
Dyson, M. and M. Haselgrove, The Influence of Reading Speed and Line Length on the Effectiveness of Reading from Screen. International Journal Human-ComputerStudies, (2001), 54 (4): 585-612
Jones, M., G. Marsden, N. Mohd-Nasir, K. Boone and G. Buchanan, “Improving Web Interaction on Small
Displays.”, In Proc. of 8th Int. World-Wide Web Conf., 1999, pp. 51-59.
Jones, M. and G. Marsden, 1997. “From the Large Screen to the Small Screen – Retaining the Designer’s Design for Effective User Interaction.”, IEEE Colloquium on Issues for Networked Interpersonal Communicators. 139( 3): 1-4.
Kawachiya, K. and Ishikawa, H. “Improving Web interaction on Small Displays.”, In Proceedings of 8th International WWW Conference, 51-59, 1999.