The most intriguing case for hijacking is in Neal's "cursor camp" game linked by the author. In my own designing of applications, navigating a 2d space exceeding the boundaries of a window has a whole host of design problems. Clicking and dragging to offset your perspective is the best solution, but it is less intuitive and eliminates otherwise accessible click interactions.
Letting the view follow the pointer (therefore moving it relative to the device screen) would be remarkable for this genre of UI.