Computer game systems respond to the spatial state of a pointing device.
Changes in the spatial state of a hand held or mobile unit, or plurality
of units drive a game scheme maintained in a computer. Position and
attitude of the mobile device cause program branching functions which are
bases upon a game rule set. In example, a game scheme executed on a
computing apparatus may be incorporated into a mobile telephone having a
GPS and electronic compass. Physical states relating to position and
pointing attitude of the telephone as described in part by position or
attitude parameters, drives computer programming code to takes actions
which depend on measured position and attitude values thus making
computer games for mobile users are made highly interactive. User
gestures including simple pointing actions allow a user to express
desires to a computer in an express and direct fashion. These games have
many features which cannot be found in more traditional handheld computer
games which do not take into consideration the spatial state of an object
controlled by a player-user ##STR00001##