Abstract

Academic work on dedicated portable gaming devices has often assumed that these devices were prima facie convergent: providing a mobile experience equivalent to smartphones. What is fascinating in the period 2005—2011, however, is that two highly non-convergent portable game consoles — the Nintendo DS series (DS/DSi/DSiXL) and the Sony PlayStation Portable series (PSP/PSPgo) — existed in parallel to the emergent growth of a smartphone market which would go on to threaten the traditional macro-economic business model of games retail. This article argues that the concept of the ‘portable’ can be productively distinguished from ‘mobile’. Two game design case studies — of Pokémon HeartGold/Pokémon SoulSilver and Monster Hunter Freedom Unite are used to demonstrate the idiosyncratic relationships between game, platform and player. The design and play of these portable games are discussed, and the deep engagements they offer are explored in contrast to the design and play of mobile games.

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