Multi‐device, multi‐player gaming: issues and application

Published date01 October 2005
DOIhttps://doi.org/10.1108/02640470510631236
Date01 October 2005
Pages521-532
AuthorDanny C. Cheng,Allan Christopher S. Chu
Subject MatterInformation & knowledge management,Library & information science
Multi-device, multi-player
gaming: issues and application
Danny C. Cheng and Allan Christopher S. Chu
College of Computer Studies, De La Salle University, Manila, The Philippines
Abstract
Purpose – This paper aims to present the different issues that must be tackled when creating a
viable multi-user, multi-device game. The issues tackled range from user interaction issues to graphics
quality to bandwidth constraints. The paper also aims to present different configurations depending
on the type of game to be created and a strategy for network gaming using heterogeneous devices
focusing on the development of a game that allows users of mobile devices and desktop computers to
interact and compete on a single domain.
Design/methodology/approach – A tank battle game was developed that plays the same game
across both a mobile device such as a phone/PDA and a desktop counterpart.
Findings – Although there is a sacrifice in the richness of the game environment on mobile devices, it
is possible to develop games that play across platforms and devices, and safeguards can be put in
place in order not to overly handicap players using mobile devices.
Research limitations/implications – The research focused on a single type of game. It would be
ideal to attempt such work on other game genres or platforms. The implications of such work would be
that the ubiquity of game play could be extended and the overall gaming experience improved.
Originality/value – This paper allows game developers to rethink the possibilities as they develop
new games.
Keywords Video games, Mobilecommunication systems
Paper type Research paper
1. Introduction
The gaming industry has seen a tremendous amount of growth in recent years.
Possible reasons for such growth can be attributed to the various gaming platforms
currently available on the market, such as gaming consoles, desktop computers, and
mobile devices like mobile phones and handheld computers. Another possible reason
for such growth can also be attributed to the type of games that are currently being
marketed. The top selling game(s) normally focus on role playing and competing with
other players in the same game (e.g. massively multi-player online role playing games).
Such games provide a good user experience, challenging game play, and high levels of
interactivity with other players in the same game session. However, given that most of
these games target either desktop computers or home gaming consoles, the mobile
arena is left largely untapped and unsupported. Major game developers are also
focused on desktop gaming since these markets make up the majority of their
revenues. Companies who develop for the mobile market are typically small to medium
scale operations that focus on and specialize in the mobile platform. In order to develop,
support, and propagate gaming to the mobile platform, developmental and deployment
issues would have to be identified and tackled, the goal being to eventually provide
comparable gaming experiences on mobile devices as compared to the desktop and in
doing so tap into the growing mobile market. Aside from which, the experience should
The Emerald Research Register for this journal is available at The current issue and full text archive of this journal is available at
www.emeraldinsight.com/researchregister www.emeraldinsight.com/0264-0473.htm
Multi-device,
multi-player
gaming
521
The Electronic Library
Vol. 23 No. 5, 2005
pp. 521-532
qEmerald Group Publishing Limited
0264-0473
DOI 10.1108/02640470510631236

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