{"title":"软件演示:复古手机游戏数据库","authors":"Adriana de Souza e Silva, Ragan Glover-Rijkse","doi":"10.1177/20501579231155534","DOIUrl":null,"url":null,"abstract":"The software presented is reviewed in https://doi.org/10.1177/20501579231155533 Link: http://database.mglab.chass.ncsu.edu/ Mobile games have become woven into the fabric of daily life, as individuals carry their phones with them on the go, squeezing in moments of play or setting aside specific playtimes. Since the release of the iPhone 3G and the App Store in 2008, the number of mobile games has increased substantially, reflecting what Mäyrä (2015) refers to as a growing and increasingly complex genre. Nevertheless, mobile games are not new; they have been around since at least the 1970s, serving as ground-building components of today’s mobile, ludic and digital cultures. Despite their significance, early mobile games pose challenges to research. The earliest mobile gaming platforms, such asl Mattel Football and Nintendo Game & Watch, were handheld electronic consoles. Although many of these games were popular at their time of inception, they are often no longer on the market, making them difficult or expensive to acquire. By the 1990s, mobile phones also became important platforms for mobile gameplay –with games, such as Tetris and Snake, being redesigned for mobile phones. However, these games became unplayable with the release of new operating systems, and, similar to handheld consoles, these mobile phones can be difficult and expensive to acquire. Finally, in the early 2000s, several media artists, startup companies, and academic researchers started to experiment with mobile devices, such as mobile phones and personal digital assistants, as interfaces for gameplay (Flintham et al., 2001; Sotamaa, 2002; Wagenknecht & Korn, 2016). However, these early games were often unavailable to the general public because they were restricted to small research or artistic circles. In addition, since the nature of these games was generally ephemeral (i.e., they were played during a specific timeframe in a specific location and then disappeared), it is difficult to find documentation or historical accounts about them, unless a researcher knows specifically how to search for them with exact titles, keywords and creators. Collectively, these challenges limit our knowledge about the history of mobile games and make it difficult to identify correlations between contemporary and early mobile gaming cultures. 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Since the release of the iPhone 3G and the App Store in 2008, the number of mobile games has increased substantially, reflecting what Mäyrä (2015) refers to as a growing and increasingly complex genre. Nevertheless, mobile games are not new; they have been around since at least the 1970s, serving as ground-building components of today’s mobile, ludic and digital cultures. Despite their significance, early mobile games pose challenges to research. The earliest mobile gaming platforms, such asl Mattel Football and Nintendo Game & Watch, were handheld electronic consoles. Although many of these games were popular at their time of inception, they are often no longer on the market, making them difficult or expensive to acquire. By the 1990s, mobile phones also became important platforms for mobile gameplay –with games, such as Tetris and Snake, being redesigned for mobile phones. However, these games became unplayable with the release of new operating systems, and, similar to handheld consoles, these mobile phones can be difficult and expensive to acquire. Finally, in the early 2000s, several media artists, startup companies, and academic researchers started to experiment with mobile devices, such as mobile phones and personal digital assistants, as interfaces for gameplay (Flintham et al., 2001; Sotamaa, 2002; Wagenknecht & Korn, 2016). However, these early games were often unavailable to the general public because they were restricted to small research or artistic circles. In addition, since the nature of these games was generally ephemeral (i.e., they were played during a specific timeframe in a specific location and then disappeared), it is difficult to find documentation or historical accounts about them, unless a researcher knows specifically how to search for them with exact titles, keywords and creators. 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引用次数: 0
摘要
介绍的软件在中进行了审查https://doi.org/10.1177/20501579231155533链接:http://database.mglab.chass.ncsu.edu/手机游戏已经融入了日常生活,人们在旅途中随身携带手机,挤出游戏时间或留出特定的游戏时间。自2008年iPhone 3G和应用商店发布以来,手机游戏的数量大幅增加,这反映了Mäyrä(2015)所说的一种日益增长和复杂的类型。尽管如此,手机游戏并不是什么新鲜事;它们至少从20世纪70年代就已经存在,是当今移动、荒诞和数字文化的基础组成部分。尽管早期的手机游戏意义重大,但它们对研究提出了挑战。最早的移动游戏平台,如Mattel Football和Nintendo Game&Watch,是手持电子游戏机。尽管这些游戏中的许多在诞生时很受欢迎,但它们通常已经不在市场上了,这使得它们的收购变得困难或昂贵。到了20世纪90年代,手机也成为了手机游戏的重要平台——俄罗斯方块和蛇等游戏正在为手机重新设计。然而,随着新操作系统的发布,这些游戏变得无法播放,而且与掌上游戏机类似,这些手机的购买可能既困难又昂贵。最后,在21世纪初,几位媒体艺术家、初创公司和学术研究人员开始试验移动设备,如手机和个人数字助理,作为游戏界面(Flintham et al.,2001;Sotamaa,2002;Wagenknecht和Korn,2016)。然而,这些早期的游戏往往不为公众所知,因为它们仅限于小型研究或艺术圈。此外,由于这些游戏的性质通常是短暂的(即,它们在特定的时间段内在特定的地点玩,然后消失了),因此很难找到关于它们的文档或历史记录,除非研究人员特别知道如何用确切的标题、关键字和创作者来搜索它们。总之,这些挑战限制了我们对手机游戏历史的了解,并使我们很难确定当代和早期手机游戏文化之间的相关性。软件演示
Software presentation: The retro mobile gaming database
The software presented is reviewed in https://doi.org/10.1177/20501579231155533 Link: http://database.mglab.chass.ncsu.edu/ Mobile games have become woven into the fabric of daily life, as individuals carry their phones with them on the go, squeezing in moments of play or setting aside specific playtimes. Since the release of the iPhone 3G and the App Store in 2008, the number of mobile games has increased substantially, reflecting what Mäyrä (2015) refers to as a growing and increasingly complex genre. Nevertheless, mobile games are not new; they have been around since at least the 1970s, serving as ground-building components of today’s mobile, ludic and digital cultures. Despite their significance, early mobile games pose challenges to research. The earliest mobile gaming platforms, such asl Mattel Football and Nintendo Game & Watch, were handheld electronic consoles. Although many of these games were popular at their time of inception, they are often no longer on the market, making them difficult or expensive to acquire. By the 1990s, mobile phones also became important platforms for mobile gameplay –with games, such as Tetris and Snake, being redesigned for mobile phones. However, these games became unplayable with the release of new operating systems, and, similar to handheld consoles, these mobile phones can be difficult and expensive to acquire. Finally, in the early 2000s, several media artists, startup companies, and academic researchers started to experiment with mobile devices, such as mobile phones and personal digital assistants, as interfaces for gameplay (Flintham et al., 2001; Sotamaa, 2002; Wagenknecht & Korn, 2016). However, these early games were often unavailable to the general public because they were restricted to small research or artistic circles. In addition, since the nature of these games was generally ephemeral (i.e., they were played during a specific timeframe in a specific location and then disappeared), it is difficult to find documentation or historical accounts about them, unless a researcher knows specifically how to search for them with exact titles, keywords and creators. Collectively, these challenges limit our knowledge about the history of mobile games and make it difficult to identify correlations between contemporary and early mobile gaming cultures. Software Presentation
期刊介绍:
Mobile Media & Communication is a peer-reviewed forum for international, interdisciplinary academic research on the dynamic field of mobile media and communication. Mobile Media & Communication draws on a wide and continually renewed range of disciplines, engaging broadly in the concept of mobility itself.