the challenges of smartwatch gaming
summary
Argues that wrist sensors let apps detect push‑ups, jumps and running more reliably than phones but small screens and motion make any UI need extreme simplicity — use a single color or a single actionable notification. Reports building Zombies Run on Google Glass (battery and input fail) and prototyping Android Wear; finds market tiny now and WatchKit too limited for standalone games — Apple Watch priced ~ $350, LG cheap knockoffs worry ecosystem health. Continuous notifications are powerful and easy to abuse.
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chapters (8)
- 0:00Smartwatch gaming challenges
- 2:09Wearable gaming platforms today
- 4:17Opportunities and limitations
- 7:32Designing for movement and safety
- 8:55Battery life and SDK constraints
- 10:38Notifications and gameplay sessions
- 12:00Future of smartwatch gaming
- 13:06Q&A
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