scholarly journals Exploring Mobile Game Interactions

Author(s):  
Pitsanu Chaichitwanidchakol ◽  
Witcha Feungchan

The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencep-halography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.

2011 ◽  
pp. 48-65
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


2019 ◽  
Vol 11 (2) ◽  
pp. 131
Author(s):  
Nur Arif Munadie ◽  
Teguh Widodo

Mobile technology has become something inseparable thing from everyday life. One feature of mobile technology that often used is gaming applications or also called mobile games, this technology using behavior creates opportunities for every business involved in the mobile game industry. The growth of mobile games usage in addition to creating opportunities also creates challenges in the form of competition from other business actors in the same industry. In order to win the competition, a strategy that can be used to meet consumer expectations of value of the product which ultimately leads to the urge to make a purchase is needed. This study aims to measure the influence of values perceived by consumers and loyalty as a mediator of purchase intentions in consumers of mobile games in Indonesia. Structural Equation Modeling (SEM) was used for this study. Tests were carried on 207 players in Indonesia with the characteristics of never having previously purchased in-app purchases. The results showed that the playfulness variable had a positive and significant impact on loyalty. The connectedness variable had a positive and significant impact on good price, loyalty, and in-app purchase intention, and the good price variable had a positive and significant impact on in-app purchase intention.


2011 ◽  
pp. 386-401
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


2020 ◽  
Vol 9 (2) ◽  
pp. 144
Author(s):  
Ana Yuliana ◽  
Ariputra Pratama

This research was made by looking at data on the income of the mobile game industry during 2016 which reached US $ 40.6 billion (around Rp. 541 trillion), up 15% from the previous year's achievement of US $ 34.8 billion (around Rp. 480 trillion). The increase was partly due to the growth in revenue figures from the Android platform, which has increased by 32 percent over the previous year. Garena AOV (Arena of Valor) mobile game is one of Indonesian people's favorite mobile games that has attributes in the form of HD graphics (intel high definition), game system: true fair and interesting events. These three attributes are thought to affect the number of consumers who install and play the Garena AOV (Arena of Valor) mobile game. The number of samples in this study were 30 people, with criteria as users of the Arena of Valor game and the status of STIE Indonesia Pontianak students in the morning class of 2014-2017. Primary data from the questionnaire will be processed statistically using SPSS with the independent variable is hd (intel high definition), game system: true fair and event and the dependent variable is consumer decision. The results of this study are simultaneously independent variables significantly influence the dependent variable by 35.6%. Partially the independent variable has a significant effect on the dependent variable.


The mobile game industry is expanding rapidly in the Arab world. More companies are entering the market to develop mobile games for Arabic users. As the competition is increasing among these companies, a need to develop usable Arabic mobile games has raised as well. This paper investigates the mobile game usability practices in Arab game companies. In particular, it aims at studying the perception of mobile game usability to Arab game companies along its importance and utilized methods with a focus on heuristic evaluation. The investigation is based on surveying game companies in six Arab countries. Results have shown that the majority of surveyed companies conduct usability practices at different levels of engagement. Some companies use multiple methods of usability testing in multiple stages of the lifecycle, whereas others use less method and in late stages. Moreover, it has been found that the size of the company as well as the organization (in-house or outsourced) who conducts usability testing have an impact on the perception of game usability, its importance, and the selection of methods and tools used to conduct the testing. In addition, results have shown that heuristic evaluation is not a common practice among Arab game companies.


Communicology ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. 167-179
Author(s):  
E.S. Nadezhkina

The term “digital public diplomacy” that appeared in the 21st century owes much to the emergence and development of the concept of Web 2.0 (interactive communication on the Internet). The principle of network interaction, in which the system becomes better with an increase in the number of users and the creation of user-generated content, made it possible to create social media platforms where news and entertainment content is created and moderated by the user. Such platforms have become an expression of the opinions of various groups of people in many countries of the world, including China. The Chinese segment of the Internet is “closed”, and many popular Western services are blocked in it. Studying the structure of Chinese social media platforms and microblogging, as well as analyzing targeted content is necessary to understand China’s public opinion, choose the right message channels and receive feedback for promoting the country’s public diplomacy. This paper reveals the main Chinese social media platforms and microblogging and provides the assessment of their popularity, as well as possibility of analyzing China’s public opinion based on “listening” to social media platforms and microblogging.


Author(s):  
Lavia Lavia ◽  
Petrus Rudi Kasimun

The condition of a child who does not have parents or a guide in life will be difficult to develop and grow well. It takes the right place for children to study together regardless of race, economy, and other problems. A place that becomes a home for children to learn and play together with the right people and understand very well about children's problems. Even parents always hope that their children can grow up to be children who have good and healthy personalities. But of course parents themselves are not perfect creatures who can teach it all. Because humans have their own skills and talents. Respectively Even having parents, there is no guarantee that parents really understand the child's condition. Very often parents do not understand or even pay less attention which of course affects the child's growth and development. Because humans naturally need other people to be role models or examples in their life. One solution that can address this problem is by designing a halfway house for street children that has appropriate facilities for child development, is environmentally friendly, and is located close to where street children are. Street children generally earn money on streets close to public transportation locations. some street children have been handled by an orphanage. However, the facilities and the number of orphanages are not proportional to the number of street children. So that not all street children can be handled properly. Designs are made not only for theoretical learning but also for developing other types of children's intelligence. The process of form and space is made according to the needs that will be needed by children in terms of health, hobby distribution, social interaction, and education. So that children can feel learning is not just a theory but can also be channeled into other forms of activity. Keywords: develop and grow well; house for street children; personalitites AbstrakKondisi anak yang tidak memiliki orangtua maupun penuntun dalam hidupnya akan sulit untuk berkembang dan tumbuh dengan baik. Diperlukan tempat yang tepat untuk anak dapat belajar bersama tanpa memandang ras, ekonomi, dan masalah lainnya. Tempat yang menjadi rumah untuk anak belajar dan bermain bersama dengan orang yang tepat dan paham betul tentang persoalan anak.  Orangtua sekalipun selalu berharap anaknya dapat tumbuh menjadi anak yang memiliki kepribadian baik dan sehat. Tetapi tentunya orangtua sendiri bukan mahkluk sempuran yang dapat mengajarkan itu semua. Karena manusia memiliki keahlian dan bakat masing – masing. Bahkan memiliki orangtua sekalipun tidak ada jaminan orangtua mengerti betul tentang kondisi anak. Sering sekali orangtua kurang memahami atau bahkan kurang memberikan perhatian yang tentu saja berpengaruh terhadap tumbuh kembang anak. Karena sewajarnya manusia memerlukan orang lain untuk menjadi panutan atau contoh dalam hidupnya. Salah satu solusi yang dapat menangani masalah tersebut dengan merancang rumah singgah untuk anak jalanan yang memiliki fasilitas yang sesuai untuk perkembangan anak ,ramah lingkungaan, serta letaknya dekat dengan dimana anak jalanan berada. Anak jalanan pada umumnya mencari uang dijalan berdekatan dengan lokasi transpotasi umum. beberapa anak jalanan sudah di tangani oleh panti asuhan. Akan tetapi, fasilitas serta jumlah panti asuhan tidak sebanding dengan jumlah anak jalanan. Sehingga tidak semua anak jalanan dapat tertangani dengan baik. Rancangan dibuat tidak hanya untuk belajar secara teori melainkan mengembangkan jenis kecerdasaaan anak lainnya. Proses bentuk dan ruang dibuat menyesuaikan dengan kebutuhan yang  akan dibutuhkan anak dari segi kesehatan, penyaluran hobi, interaksi sosial, dan edukasi.  Sehingga anak dapat merasakan belajar tidak hanya sekedar teori akan tetapi juga dapat disalurkan dalam bentuk aktivitas lainnya. 


2019 ◽  
Vol 3 (6) ◽  
pp. 65
Author(s):  
Diana Chandra didjaja Dan Yanuar

Huge growth potential has been predicted for in-app purchases and the mobile game market but little is known about what motivates game players to make purchases in mobile game. This study aims to determine the main factors that can influence the purchase intention from players in Ragnarok mobile games. Based on previous research, this study revealed perceived value and loyalty of all players can attract purchase intention. This is a descriptive research by using questionaire which distributed to 120 respondents in Jakarta area. Data was collected by using non probability sampling method. SEM analysis were used for data analysis by using SmartPLS. From this study, it was found that variable perceived value and variable loyalty can influence purchase intention significantly. It was found that loyalty can be a mediator between perceived value and purchase intention.


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