Exploring User Input Metaphors for Jump and Run Games on Mobile Devices
Mobile devices are already an important platform for digital games. These devices need specialized input metaphors as they have various restrictions such as their own hardware capabilities and the lack of external input devices. Especially challenging are fast paced interactions as in Jump and Run games. This paper explores three user inputs for Jump and Run games on mobile devices along the game Somyeol.
KeywordsMobile Device Touch Screen Digital Game Input Method Touch Point
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