Mgain Conference Proceedings
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Proceedings of MOBILE ENTERTAINMENT: User-centred Perspectives 25-27th March, 2004 Museum of Science & Industry in Manchester Edited by Karenza Moore & Jason Rutter www.mobile-ent.org Proceedings of MOBILE ENTERTAINMENT: USER-CENTRED PERSPECTIVES 25-27th March, 2004 Museum of Science & Industry in Manchester Edited by Karenza Moore Jason Rutter www.mobile-ent.org Published by ESRC Centre for Research on Innovation and Competition University of Manchester Harold Hankins Building Booth Street West Manchester M13 9QH UK www.cric.ac.uk ISBN: 1-84052-012-4 Conference Committee Jason Rutter Manchester University Jo Bryce University of Central Lancashire Kurt Englmeier German Institute for Economic Research Karenza Moore University of Salford James Orwell Kingston University Manfred Tscheligi Centre for Usability Research & Engineering Contents Introduction Jason Rutter v Part 1: Business, Markets & Regulation Emerging and Future Mobile Entertainment Technologies: Drivers and Barriers in the Technology Evolution Mika Ylianttila 3 Innovative Entertainment Services in the Portuguese Mobile Communications Sector – the Examples of MobiComp and YDreams Nuno Correia & Manuel Mira Godinho 19 International Comparison of Mobile Entertainment Sonja Kangas 32 Part 2: End Users and Consumption Understanding Consumers’ Understanding of Mobile Entertainment Karenza Moore & Jason Rutter 49 Consumer Perceptions Towards WAP Games Eusebio Scornavacca & Clarry Shchiglik 66 Mobile Entertainment Users: Headline results from an online survey Jo Bryce, Karenza Moore & Jason Rutter 86 The Effects of Constant Touch on Consumer Behaviour: The Case of Iranian Mobile Users Ali Saeidi 100 Part 3: Location-based Games On the Streets with Blast Theory and the MRL: ‘Can You See Me Now?’ and ‘Uncle Roy – All Around You’ Duncan Rowland, Martin Flintham, Steve Benford, Nick Tandavanitj, Adam Drozd & Rob Anastasi 115 i Mobile-Entertainment: User-centred Perspectives ‘Gangs of Bremen’: The First Prototype of a Mobile Game Jochen Hahn & Katja Fahrenholz 125 On the Development of a Mobile Play Mechanic Barbara Grüter & Anna Mielke 133 The Design History of a Geolocalized Mobile Game: From the Engineering of Displacements to the Engineering of Encounters - A case study of the development of a mobile game based on the geolocation of terminals Christian Licoppe & Guillot Romain 149 Part 4: Innovative Services Stay in Contact – ‘Landlordz’ Strategy Online Gaming for Mobile Platforms Michael Coldewey, Helmut Eirund, Peer-Oliver Görke, Christian Hein, Marcus Knittel, Thorsten Wittwer & Hans Woitke 183 Mobile Phones and Football Fans: Technology, Services and Markets James Orwell 195 Designing an Auditory W-LAN based Game Rikke Hadrup, Pelle Svane Jakobsen, Mathilde Schytz Juul, Dan Lings & Ásta Olga Magnúsdóttir 207 C Space an adaptive, user led communication service exploiting the convergence of DVB-T and UMTS in portable devices Leon Cruickshank 218 A Content Personalization Engine for Mobile Device Games Danielle R. D. da Silva, Alexandre L. G. Damasceno, Börje F. F. Karlsson, & Geber L. Ramalho 231 The Future of Ubiquitous Gaming Anxo Cereijo Roibas & Riccardo Sala 244 ‘Be a Freeporter!’: Enabling a Mobile News Publishing Community Tom Nicolai, Nils Behrens & Heidi Thielemann 254 ii Part 5: Posters Conceiving an augmented reality, through the tone of mobile data, the proximity of its users and the poetics of environmental communication Adam Cooke 273 iii Mobile-Entertainment: User-centred Perspectives iv Introduction Mobile Entertainment: User-centred Perspectives Jason Rutter1 1 CRIC, The University of Manchester, Harold Hankins Building, Booth Street West, Manchester, M13 9QH, UK. [email protected] Throughout Europe mobile phone penetration rates are running at 70-85% of the population. In certain states there are now more mobile phones than land lines and the affluence and unusual demographics of Luxembourg have pushed adoption to little short of 100%. Given that mobile phones were only seriously launched to the consumer market in the early 1980s this rate and breadth of adoption is certainly impressive if not revolutionary. Telecommunications has become mobile, handset markets are approaching saturation and, with 20 billion text messages being sent in the UK alone in 2003, there is every indication that not only are users adopting mobile technologies but they are routinely assimilating them into their everyday practices. However, the mobile telecommunications industry is not one prepared to stay still for any length of time: Over the last twelve months we have seen 3G networks begin to roll out as speculation about their financial success, competition from Wi-Fi and even 4G technologies have received significant attention. Consumers are now enjoying colour screens on their handsets, built in cameras, gaming and digital diary functionality and the ability to swap memory cards between mobile phone, PDA, digital camera and mp3 player. What makes these developments so fascinating is the way in which technological development is impacting on end users. While Alvarion and the Swedish Space Corporation has pushed Wi-Fi connections to a distance of 310km, consumers are integrating new-to-market devices and mobile services into their routine practices. They can now vote (either for parliament or Pop Idols) using their handsets, roam across national boarders but remain in contact, check and synchronise email and access data services which are location sensitive. The networked potential of mobile telephony is beginning to be exploited to enable monitoring of health care patients, offer direct marketing opportunities and facilitate commercial transactions. It is hard to imagine that the impact mobile telephony has had on the everyday life of people during the last two decades will not continue to be felt. Mobile entertainment is one area in which this impact is already very clear. Leisure activities, disposable consumer income and the desire to add texture to our everyday interactions is driving the adoption of new technology and user explorations of the potential of mobile media. The first wave of these new mobile entertainment services have seen offerings similar to those available through fixed v Mobile-Entertainment: User-centred Perspectives line internet access including e-greeting cards, single and multiplayer games and chat avatars. However, newer ideas which exploit the ability of mobile handsets are getting ready to be launched into the market. If such developments are successful it seems likely that mobile entertainment will be able to create mass market demand by exploiting mobile entertainment’s unique selling points of mobility and timeliness along with their potential to deliver on-demand content to a technology profoundly linked to a single person. Some of these issues have been explored through the mGain project out of which this conference comes and papers in the collection detail some of this work1 as well as reflecting other high level research that is being done. This collection is the proceedings for the conference Mobile Entertainment: User-centred Perspectives which was organised by the ESRC Centre for Research on Innovation & Competition (CRIC) and held at the Museum of Science & Industry in Manchester during 25-27th March 2004. The papers reflect some of the healthy heterogeneity within mobile entertainment research as they draw on disciplines including computer science, sociology, economics, governance, psychology and design. It is rewarding that the conference has attracted such a range of researchers who are willing to share and develop their ideas within a transdisciplinary forum. Such enthusiasm can only bode well for the future of research in this area - it is an enthusiasm which we can share with others and exploit to develop future cooperative projects. Conferences are always the product of more than one person’s labour and I would like to take the opportunity to thank, on behalf of myself and the Conference Committee, those people whose efforts have made Mobile Entertainment: User- centred Perspectives possible. We gratefully acknowledge the support of the European Commission’s IST Programme and the UK’s Economic and Social Research Council (ESRC) whose financial and scientific support has made this event possible. In addition to this we thank Fabien Petitcolas and Microsoft Research for their sponsorship of the conference and provision of the student paper prize. We have been very fortunate in attracting such a high calibre of keynote speakers for the conference all of whom have taken time out of very busy schedules to share their insight and knowledge. We are most grateful for the contributions of Andrew Bud (mBlox), Patricia Charlton, (Motorola Labs), Patrice Chazerand (ISFE), John Chasey (IOMO), Bo Karlson (Wireless@KTH), Anna Polishchuk (New Millennium Investment) and Tim Regan (Microsoft Research). 1 Several papers from the mGain project are contained in this volume (Ylianttila; Kangas; Moore & Rutter; Bryce, Moore & Rutter) while all project reports are available electronically from www.mgain.org. vi Also, I would like to take the opportunity to thank those individuals who donated their time and expertise to this event especially the following members of the Scientific and Programme Committee: Jo Bryce (University of Central Lancashire), Kurt Englmeier (German Institute for Economic Research), Karenza Moore (University of Salford), James Orwell (Kingston University), Manfred Tscheligi (Centre for Usability Research & Engineering).