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Exploring User Input Metaphors for Jump and Run Games on Mobile Devices

  • Kolja Lubitz
  • Markus Krause
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

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.

Keywords

Mobile Device Touch Screen Digital Game Input Method Touch Point 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. Gilbertson, P., Coulton, P., Chehimi, F.: Using Tilt as an Interface to Control No-Button 3-D Mobile Games. Computers in Entertainment (CIE) 6(3) (2008)Google Scholar
  2. Parhi, P., Karlson, A.: Target size study for one-handed thumb use on small touchscreen devices. In: Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 203–210 (2006)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Kolja Lubitz
    • 1
  • Markus Krause
    • 1
  1. 1.University of BremenGermany

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