[PDF][PDF] Using a mobile phone as a" Wii-like" controller for playing games on a large public display

T Vajk, P Coulton, W Bamford… - International Journal of …, 2008 - researchgate.net
International Journal of Computer Games Technology, 2008researchgate.net
Traditionally, the console game industry has divided potential players into two main
categories: hardcore and casual gamers [1]. Of these categories it is the hardcore gamer that
the industry has targeted itself towards as they exhibit features it wishes to exploit, such as
[1] their tendency to purchase and play many games, their ability to enjoy longer play
sessions, their ability to tolerate high levels of functionality in the user interface, their
decision to play games as a lifestyle preference or priority. The result of the focus on this …
Traditionally, the console game industry has divided potential players into two main categories: hardcore and casual gamers [1]. Of these categories it is the hardcore gamer that the industry has targeted itself towards as they exhibit features it wishes to exploit, such as [1] their tendency to purchase and play many games, their ability to enjoy longer play sessions, their ability to tolerate high levels of functionality in the user interface, their decision to play games as a lifestyle preference or priority. The result of the focus on this market has led to a console user demographic dominated by young white males and arguably the genres of first person shooter (FPS), sports and driving games [1]. However, there have been successful attempts to broaden the console user demographic, most notably by Nintendo through its DS console and innovative titles such as Nintendogs, WarioWare, and BrainAge, the latter of which created huge sales amongst previously nonconsole gamers. The success of the DS led Nintendo to develop the Wii which has achieved phenomenal sales since its launch [2] by capturing the imagination of users not traditionally considered part of the current console gaming market [2]. From the perspective of both the game developer and game player, the most innovative feature of the Wii is the “Wiimote.‘’The Wiimote itself was one of the primary design aspects of the Wii, and in an interview by Kenji Hall for Business Week in November 2006, Shigeru Miyamoto describes part of Nintendo’s rationale:
“The classic controller was something we had become fond of and gamers had become comfortable with. It had many important elements. But it also had come to dictate a lot of what went into games—the way graphics were made, the way battles were fought in role-playing games, the arc of in-game stories. They were all being made to fit one standard. Creativity was being stifled, and the range of games was narrowing.”
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