From langdell at gmail.com Wed Apr 1 21:24:04 2009 From: langdell at gmail.com (Tim Langdell) Date: Wed, 1 Apr 2009 18:24:04 -0700 Subject: [IGDA Mobile-SIG List] New IGDA Programmers SIG List References: <9c7fb20e0903061559l4a3ea857x6357a37df458e860@mail.gmail.com> Message-ID: <03e301c9b331$b8ea44e0$0201a8c0@PC> Just to let everyone know we have a new IGDA SIG list for programmers and anyone interested in issues relating to coding, the plight of coders in the industry, etc. Visit here to sign up: http://eight.pairlist.net/mailman/listinfo/coders Posts to the List are then done using coders at igda.org Welcome in advance to anyone interested in joining us! Tim Langdell IGDA Board Member CEO, EDGE Games -------------- next part -------------- An HTML attachment was scrubbed... URL: From borje.karlsson at gmail.com Tue Apr 7 09:55:35 2009 From: borje.karlsson at gmail.com (=?UTF-8?Q?B=C3=B6rje_Karlsson?=) Date: Tue, 7 Apr 2009 09:55:35 -0400 Subject: [IGDA Mobile-SIG List] Is the mobile sig dormant? In-Reply-To: References: <9c7fb20e0903061559l4a3ea857x6357a37df458e860@mail.gmail.com> Message-ID: <9df415780904070655q4eb4bd2awd289578ddf636ee4@mail.gmail.com> There was a roundtable during GDC this year about the group. Some initiatives are probably going to happen soon to try to get things going again. Best, B?rje Karlsson On Fri, Mar 6, 2009 at 11:55 PM, Jorge Gonzalez Sanchez wrote: > Yes, it pretty much is. > > I mean... every time some guy sends one of these pings a lot of people send > a lot of "fuck yeah!!!" kind of emails, but it's quite dead alright. > > Which is quite absurd, because if there ever was a time in which mobile > games were to be a real part of the game market, it is now.... if all this > iphone and future wannabes are any indication. > > Cheers > > Jorge Gonzalez Sanchez > Blue River S.A. > > WEB: www.blueriversa.com > TEL: +54 (11) 4857-9340 > MOV: +54 (911) 6167-5412 > > > On Fri, Mar 6, 2009 at 10:07 PM, wrote: >> >> I believe the last email I got from this list was some time last year. But >> it is pretty much dead. >> Sent from my BlackBerry? wireless handheld >> >> -----Original Message----- >> From: Nick Smolney >> >> Date: Fri, 6 Mar 2009 18:59:24 >> To: >> Subject: [IGDA Mobile-SIG List] Is the mobile sig dormant? From muegge at acm.org Thu Apr 30 08:45:30 2009 From: muegge at acm.org (=?ISO-8859-1?Q?Holger_M=FCgge?=) Date: Thu, 30 Apr 2009 14:45:30 +0200 Subject: [IGDA Mobile-SIG List] CFP Workshop on Mobile Gaming - Deadline May 22, 2009 Message-ID: <8087FAEB-85DB-4965-9B6E-A0DA60D1C114@acm.org> ******************************************************** *** 2nd Workshop on Mobile Gaming *** *** Informatik 2009 in Luebeck *** *** http://sam.iai.uni-bonn.de/mobile-gaming *** ******************************************************** MOTIVATION Mobile games are based on the physical movements of players in a game- world that combines the real world with virtual dimensions. Mobile games unite two game-worlds that were previously mutually exclusive: classic outdoor games and computer games. But they are also games in the traditional sense as "homo sapiens" has always been a "homo ludens". Games are part of the every day life, just like eating, breathing, or sleeping. They allow us to try the impossible. We use game rules to voluntarily confine the game space, and then roam this space to imaginatively overcome the limits of reality. But apart from being a pastime, games also mirror the real world and so they can be used to play-test life. Over the centuries, games evolved with the intellectual and technical possibilities of mankind. The prehistory of mobile games began in the 1980s with Nintendo's handheld "Game & Watch" electronic games. The early 1990s saw the advent of the "Gameboy", which introduced exchangeable cartridges to the video games mass market. At the turn of the millennium, the Japanese I-Mode network pioneered mobile data services and thus opened the door for mobile games that used the wireless Internet for communication. On 1 May 2000, the US government announced the discontinuation of the artificial degradation of GPS signals for non- military users. This marks the end of the prehistory and the dawning of mobile games in our sense. The first such mobile game was Geocaching, where participants use GPS coordinates that they obtained over the Internet to search for small treasures that were hidden by other players. In 2003, Nokia introduced the N-Gage, which was a GPRS-enabled smart-phone with an integrated game-console. Due to its GPRS data-service, it allowed for wide-area multiplayer games that were connected via a central server. At the same time, it also allowed proximity based multiplayer games via Bluetooth communication. Research project began to sprout world-wide in conjunction with all these technological developments. These projects set out to exploit the new possibilities and developed context-aware and location-based applications that used the new wireless positioning and communication technologies in various ways and thus advanced the field in which mobile games are grounded. Mobile games utilise mobile and pervasive technology. Small and portable devices are equipped with sensors and models of their environments that allow them to sense their current context, which includes location, and act according to this input. Thus, from a technological point of view, mobile games are part of the field of ubiquitous computing. TOPICS OF INTEREST Contributions to the workshop can be either technical papers or position statements. Topics of interest include, but are not limited to: * Mobile games in the everyday life * Context of mobile games * Mobile game experiences and activities * Mobile gamer as producer * Alternate reality games * Traditional games and mobile games * Serious games - learning, testing, creating value in a serious context * Interfaces and interaction techniques for mobile games * Augmented and mixed reality for mobile games * Development processes and architectures for mobile games * Authoring systems for mobile games * Complexity of hard- and software - problems and solutions * Exploiting technical boundaries DATES AND DEADLINES Paper submission: May 22, 2009 Notification of authors: June 12, 2009 Camera ready version due: July 1, 2009 Workshop: September 29, 2009 FORM OF CONTRIBUTION The goal of the workshop is to provide a forum for presenting and discussing research, results and practical hands-on experiences. The thematic focus of the workshop is on mobile games and other (cooperative) applications of a similar character that take location and context, as well as the players' mobility as an important design parameter. Apart from presentation of research results, we also envisage to include demonstrations of innovative mobile games, as well as discussion rounds on controversial topics. We therefore welcome the following kind of contributions to the workshop: * Research papers * Demos of prototypes of mobile games or authoring systems * Outlines of theses / disputes (short, concise, informal) Contributions can be made either in German or English language. Submissions have to adhere to LNI guidelines and can be up to 6 pages long. LNI guidelines and templates for Word and Latex can be found on the workshop's homepage. The proceedings are printed in black and white. In case that you are using color figures, please ensure that they do not loose their meaning without colors. Workshop contributions should be submitted in electronic form via the conference system. A link to this system is provided on the workshop homepage. Accepted contributions will be published in the joint printed proceedings of the annual GI meeting as part of the GI-series "Lecture Notes in Informatics (LNI)". ORGANIZERS The workshop is jointly organized by: Pascal Bihler, University of Bonn Barbara Grueter, University of Applied Science Bremen Holger Muegge, University of Bonn Leif Oppermann, Mixed Reality Lab, University of Nottingham PROGRAM COMMITTEE * Christian Bauckhage, Fraunhofer IAIS, St. Augustin * Linda Breitlauch, MediaDesign Hochschule, University of Applied Science Duesseldorf * Gregor Broll, LMU Munich * Wolfgang Broll, Fraunhofer FIT, St. Augustin * Armin B. Cremers, University of Bonn * Julian Kuecklich, University of Ulster * Peter Moeckel, Deutsche Telekom Laboratories, Berlin * Alexander Markowetz, University of Bonn * Horst Pohlmann, University of Applied Science Cologne * Albrecht Schmidt, University of Duisburg-Essen * Clemens Tuerck, Ravensburger Spieleverlag, Ravensburg * Steffen P. Walz, ETH Zurich * Andreas Weber, University of Bonn CONTACT DETAILS Workshop web page: http://sam.iai.uni-bonn.de/mobile-gaming Please contact the organizer Pascal Bihler, email: bihler at cs.uni-bonn.de -- Holger Muegge SAM - Software Architecture & Middleware University of Bonn, Institute of Computer Science III Roemerstrasse 164, D-53117 Bonn, Germany Phone/Fax: +49-228-73-6528 / -4382 Web: sam.iai.uni-bonn.de