Mobile Gaming Trends and Revenue Models

Author(s):  
Khaled Mohammad Alomari ◽  
Tariq Rahim Soomro ◽  
Khaled Shaalan
Keyword(s):  
2021 ◽  
pp. 100445
Author(s):  
Xiaowei Cai ◽  
José Javier Cebollada Calvo ◽  
Mónica Cortiñas Ugalde

SAGE Open ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 215824402110213
Author(s):  
Phan Anh Quang

The popularization of online gaming in Vietnam, including PC and mobile gaming, has witnessed the contribution of wuxia fictions as an essential aspect of digital content production. This article shows an attempt in tracing the cultural history of wuxia works in Vietnam. East-West differences have also been taken into consideration as a way to explain reading and playing preferences. By using life course approach along with the concepts of nostalgia and cultural proximity, this study tries to historically portray the wuxia readership in Vietnam and its vestige found in wuxia online games. The findings indicate that wuxia novels serve as a crucial factor representing the literary relationship between the Sinosphere and Vietnam. Its presence has enriched the content of Vietnamese literature, adding a new genre that has been widely accepted by many generations of Vietnamese readers. Because wuxia online games could be seen as the digital continuation of wuxia fictions, the author argues that prior experience drawn from interacting with wuxia novels affects the game selection-making process of players, and gaming companies in Vietnam also acknowledge that and deploy appropriate business strategies.


Author(s):  
Prasanna Venkatesh Rengasamy ◽  
Haibo Zhang ◽  
Shulin Zhao ◽  
Anand Sivasubramaniam ◽  
Mahmut T Kandemir ◽  
...  

Author(s):  
Mohanbir Sawhney ◽  
Pallavi Goodman ◽  
Ori Broit

In 2014 WMS Gaming, a manufacturer and seller of slot machines to casinos, was considering a redesign of its existing revenue model. As technology evolved and customer demand for gaming solutions intensified, new and innovative revenue models were being adopted in other technology markets. Most notably, the subscription revenue model, in which customers paid a monthly subscription fee rather than a large upfront fee, was becoming widely adopted in the software industry. Product manager Dayna Stone had the task of evaluating several revenue models and recommending one that most suited WMS's business needs and at the same time took customer needs and wishes into consideration. Complicating this decision were several factors that would have to be kept in mind. Americans' love of gaming had led to a mushrooming of casinos, which meant increased competition for casino dollars. Yet the financial crisis of 2008 and its aftermath had weakened demand for casinos. In addition, casinos, depending on the type of customers they attracted, differed in their appetite for innovation and maintenance of their slot machines. Students will step into the shoes of Dayna Stone as she undertakes the task of weighing these factors and selecting the right revenue model.


Author(s):  
Jolien Schroyen ◽  
Kris Gabriëls ◽  
Kris Luyten ◽  
Daniël Teunkens ◽  
Karel Robert ◽  
...  

Author(s):  
Kimberly Chu ◽  
Tek Yong Lim ◽  
Chee Weng Khong ◽  
Chui Yin Wong

2016 ◽  
Author(s):  
Alexander Holland ◽  
Stanislav Roudavski

This paper demonstrates how mobile games can contribute to participatory design and its aim of achieving positive change through the involvement of stakeholders. This overarching goal is considered via a particular case-study that utilizes a purpose-built smartphone game. The case-study applies this game to the design challenges of urban cycling. Utilisation of the game in a stakeholder workshop suggests that mobile play can aid understanding and help to establish communication amongst diverse participants. For further information and media, see https://osf.io/vy5dq/


Author(s):  
Arto Ojala ◽  
Pasi Tyrväinen

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